public override void PerformEffect(BattleGroupEntity targetGroup, Ability abilityData, int count) { List <AssignmentGroupEntity> targetLine = new List <AssignmentGroupEntity>(); if (!CombatManager.CheckIfLineIsDead(targetGroup.frontline)) { targetLine.AddRange(targetGroup.frontline); } else if (!CombatManager.CheckIfLineIsDead(targetGroup.supportline)) { targetLine.AddRange(targetGroup.supportline); } if (!CombatManager.CheckIfLineIsDead(targetGroup.backline)) { targetLine.AddRange(targetGroup.backline); } if (targetLine.Count > 0) { Random r = new Random(); int target = -1; do { target = r.Next(0, targetLine.Count); } while (targetLine[target].turnStartCount == 0); targetLine[target].TakeDamage(abilityData.power * count); } }