public BattleMoveWithTarget(BattleMove move, IFighter target, IFighter owner, IMoveExecutor moveExecutor = null) { Move = move; Target = target; Owner = owner; MoveExecutor = moveExecutor; }
public ShieldMove(BattleMove copy) : base(copy) { ShieldMove shieldMove = copy as ShieldMove; if (shieldMove != null) { Shield = shieldMove.Shield.Copy(); } }
public BattleMove(BattleMove copy) { Description = copy.Description; MoveType = copy.MoveType; TargetType = copy.TargetType; Priority = copy.Priority; BattleMoveEffects = new List <BattleMoveEffect>(copy.BattleMoveEffects); TargettingRuleCollection = copy.TargettingRuleCollection; }
public ShieldFortifyingMove(BattleMove copy) : base(copy) { ShieldFortifyingMove shieldFortifyingMove = copy as ShieldFortifyingMove; if (shieldFortifyingMove != null) { FortifyingType = shieldFortifyingMove.FortifyingType; FortifyingAmount = shieldFortifyingMove.FortifyingAmount; } }
public AttackBattleMove(BattleMove copy) : base(copy) { AttackBattleMove copyAsAttack = copy as AttackBattleMove; if (copyAsAttack != null) { Accuracy = copyAsAttack.Accuracy; CritChance = copyAsAttack.CritChance; } }
public MultiTurnBattleMove(BattleMove copy) : base(copy) { }
public MoveByLevel(BattleMove move, int level, FighterClass fighterClass = FighterClass.None) { Move = move; Level = level; FighterClass = fighterClass; }
public ShadeAbsorbingMove(BattleMove copy) : base(copy) { }
public BattleMoveWithTargetAndNumberInput(BattleMove move, IFighter target, IFighter owner, int numberValue, IMoveExecutor moveExecutor = null) : base(move, target, owner, moveExecutor) { NumberValue = numberValue; }
public SpecialMove(BattleMove copy) : base(copy) { }
public ConditionalPowerAttackBattleMove(BattleMove copy) : base(copy) { //right now, the only difference between an AttackBattleMove and a ConditionalPowerAttackBattleMove is the MoveType MoveType = BattleMoveType.ConditionalPowerAttack; }