public void ApplyBodyPartDamage() { OffensiveBodyPartDamage bodyPartDamage = (this as SC_OffensiveMove)?.GetEffect.bodyPartDamage ?? (this as SC_Submission).GetEffect.bodyPartDamage; if (bodyPartDamage.bodyPart != BodyPart.None && (bodyPartDamage.both || bodyPartDamage.otherBodyPart == BodyPart.None || bodyPartDamage.bodyPart == (BodyPart)Caller.GetIntChoice("BodyPart"))) { Receiver.ApplySingleBodyEffect(bodyPartDamage.bodyPart, bodyPartDamage.damage, true); } if (bodyPartDamage.otherBodyPart != BodyPart.None && (bodyPartDamage.both || bodyPartDamage.otherBodyPart == (BodyPart)Caller.GetIntChoice("BodyPart"))) { Receiver.ApplySingleBodyEffect(bodyPartDamage.otherBodyPart, bodyPartDamage.damage, true); } }
protected override IEnumerator ApplyEffects() { yield return(StartCoroutine(base.ApplyEffects())); switch (Caller.GetIntChoice("ThreeChoices")) { case 0: Receiver.ApplySingleEffect("Stamina", -2); break; case 1: Receiver.ApplySingleEffect("Health", -3); break; case 2: Receiver.ApplySingleBodyEffect((BodyPart)Caller.GetIntChoice("BodyPart"), 2); break; } }
protected override IEnumerator ApplyEffects() { yield return(StartCoroutine(base.ApplyEffects())); Receiver.ApplySingleBodyEffect((lockingCard as SC_Submission).effect.bodyPartDamage.bodyPart, 5); }