Esempio n. 1
0
 public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (!chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se = new Ef_Poison();
             se.InitializeSE(level, duration);
             chara.InflictStatus(se);
         }
     }
 }
Esempio n. 2
0
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " does not have enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         message        = target.name + " is OVERLOADED!\n";
         StatusEffect se = new Ef_Poison();
         se.InitializeSE(level, duration);
         target.InflictStatus(se);
     }
 }
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " has not enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         message        = target.name + " is attacked for " + damage + " and OVERLOADED!\n";
         damage         = CalculateDamage(source.atk, target);
         StatusEffect se = new Ef_Poison();
         se.InitializeSE(level, duration);
         target.TakeDamage(damage);
         target.InflictStatus(se);
     }
 }
Esempio n. 4
0
    public override void executeAction()
    {
        StatusEffect se = new Ef_Poison();

        se.InitializeSE(level, duration);
        List <Chara> viableTargets = new List <Chara>();

        //random target, save to tauntTarget
        foreach (Chara chara in targetList)
        {
            if (!chara.isEnemy && chara.HPcurr > 0)
            {
                viableTargets.Add(chara);
            }
        }
        target = viableTargets[Random.Range(0, viableTargets.Count)];
        target.InflictStatus(se);
    }