Пример #1
0
    public override void executeAction()
    {
        StatusEffect se = new Ef_SpdUP();

        se.InitializeSE(level, duration);
        source.InflictStatus(se);
    }
Пример #2
0
 public override void executeAction()
 {
     foreach (Chara chara in targetList)
     {
         if (chara.isEnemy && chara.HPcurr > 0)
         {
             StatusEffect se = new Ef_SpdUP();
             se.InitializeSE(level, duration);
             chara.InflictStatus(se);
         }
     }
 }
Пример #3
0
 public override void executeAction()
 {
     if (source.MPcurr < mpCost)
     {
         message = source.name + " has not enough MP!\n";
     }
     else
     {
         source.MPcurr -= mpCost;
         message        = target.name + " is inflicted with Speed UP!\n";
         StatusEffect se = new Ef_SpdUP();
         se.InitializeSE(level, duration);
         target.InflictStatus(se);
     }
 }
Пример #4
0
    public override void executeAction()
    {
        List <Chara> viableTargets = new List <Chara>();

        foreach (Chara chara in targetList)
        {
            if (chara.isEnemy && chara.HPcurr > 0)
            {
                viableTargets.Add(chara);
            }
        }
        target = viableTargets[Random.Range(0, viableTargets.Count)];
        StatusEffect se = new Ef_SpdUP();

        se.InitializeSE(level, duration);
        target.InflictStatus(se);
    }
Пример #5
0
    public override void executeAction()
    {
        List <Chara> viableTargets = new List <Chara>();

        if (source.efTauntTarget != null)
        {
            if (source.efTauntTarget.HPcurr > 0)
            {
                target = source.efTauntTarget;
            }
            else
            {
                foreach (Chara chara in targetList)
                {
                    if (!chara.isEnemy && chara.HPcurr > 0)
                    {
                        viableTargets.Add(chara);
                    }
                }
                target = viableTargets[Random.Range(0, viableTargets.Count)];
            }
        }
        else
        {
            foreach (Chara chara in targetList)
            {
                if (!chara.isEnemy && chara.HPcurr > 0)
                {
                    viableTargets.Add(chara);
                }
            }
            target = viableTargets[Random.Range(0, viableTargets.Count)];
        }
        StatusEffect se = new Ef_AtkUP();

        se.InitializeSE(level, duration);
        target.InflictStatus(se);
        StatusEffect se2 = new Ef_SpdUP();

        se2.InitializeSE(level, duration);
        target.InflictStatus(se2);
        StatusEffect se3 = new Ef_DefUP();

        se3.InitializeSE(level, duration);
        target.InflictStatus(se3);
    }