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); } } }
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); } }
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); }