public override bool activate(rpg_character attacker, attack_entity triggering_attack) { if (triggering_attack.activated_effect) { temporary_condition new_condition = Object.Instantiate(condition) as temporary_condition; new_condition.source_character = attacker; new_condition.source_attack = triggering_attack; new_condition.add_effect(attacker); return(true); } else { return(false); } }
public override bool activate(rpg_character attacker, attack_entity triggering_attack) { bool did_apply = false; for (int i = 0; i < triggering_attack.target_squares.Count; i++) { if (util_ref.e_manager.is_occupied(triggering_attack.target_squares[i])) { temporary_condition new_condition = Object.Instantiate(condition) as temporary_condition; new_condition.source_character = attacker; new_condition.source_attack = triggering_attack; new_condition.add_effect(util_ref.e_manager.get_at_square(triggering_attack.target_squares[i]).GetComponent <rpg_character>()); did_apply = true; } } return(did_apply); }