public override void OnAttackComplete(Fury.Behaviors.Unit attacker, Fury.Behaviors.Unit target) { // Our attack damage is based on strength var totalStr = 0; foreach (var stack in attacker.Controllers.TokenController.Stacks) if (stack.Token is Equipment && stack.States[0] > 0) totalStr += (stack.Token as Equipment).Strength; target.ModifyHealth(-(Damage + totalStr), attacker, this); }
public override void OnAttackComplete(Fury.Behaviors.Unit attacker, Fury.Behaviors.Unit target) { // Our attack damage is based on strength var tInt = 0; foreach (var stack in attacker.Controllers.TokenController.Stacks) if (stack.Token is Equipment && stack.States[0] > 0) tInt += (stack.Token as Equipment).Intelligence; // Create the effect var effect = (GameObject) GameObject.Instantiate(BurnEffect); // Position the effect var position = target.transform.position; effect.transform.position = position; effect.transform.parent = target.transform; // Reduce the target's health target.ModifyHealth(-(Damage + tInt / 3), attacker, this); }