public void RunAIBerserk() { Enemy target; int i = CurrentBattle.Random.Next(CurrentBattle.EnemyList.Count); target = CurrentBattle.EnemyList[i]; PrimaryAttack.Use(this, new Combatant[] { target }, new AbilityModifiers { ResetTurnTimer = true }); WaitingToResolve = true; }
public void RunAIConfu() { Ally target; int i = CurrentBattle.Random.Next(Party.PARTY_SIZE); while (CurrentBattle.Allies[i] == null) { i = (i + 1) % 3; } target = CurrentBattle.Allies[i]; PrimaryAttack.Use(this, new Combatant[] { target }, new AbilityModifiers { ResetTurnTimer = true }); WaitingToResolve = true; }
public void Attack(Combatant target, bool resetTurnTimer = true) { PrimaryAttack.Use(this, new Combatant[] { target }, new AbilityModifiers { ResetTurnTimer = resetTurnTimer }); }