示例#1
0
    // Clone
    public static BattleCondition Clone(BattleCondition original)
    {
        BattleCondition cloneAilment = new BattleCondition(
            statusID: original.statusID,
            turnsActive: original.turnsActive,
            turnsLeft: original.turnsLeft
            );

        return(cloneAilment);
    }
 protected BattleMoveEffect(BattleMoveEffectActivationType effectActivationType, BattleCondition battleCondition = null)
 {
     BattleCondition      = battleCondition;
     EffectActivationType = effectActivationType;
 }
        public RestorationBattleMoveEffect(RestorationType restorationType, int percentage, BattleMoveEffectActivationType effectActivationType, BattleCondition battleCondition = null)
            : base(effectActivationType, battleCondition)
        {
            if (percentage < 0)
            {
                throw new ArgumentException("RestoreHealthEffect cannot be initialized with a negative percentage!", nameof(percentage));
            }
            if (percentage == 0)
            {
                throw new ArgumentException("RestoreHealthEffect cannot be initialized with a percentage of 0!", nameof(percentage));
            }
            if (percentage > 100)
            {
                throw new ArgumentException("RestoreHealthEffect cannot be initialized with a percentage that exceeds 100!", nameof(percentage));
            }

            RestorationType = restorationType;
            Percentage      = percentage;
        }
 public AttackBoostBattleMoveEffect(double multiplier, BattleCondition battleCondition = null)
     : base(BattleMoveEffectActivationType.WhenCalculatingAttackStrength, battleCondition)
 {
     Multiplier = multiplier;
 }
示例#5
0
 public CannotBeEvadedBattleMoveEffect(BattleCondition battleCondition = null)
     : base(BattleMoveEffectActivationType.WhenCalculatingAttackStrength, battleCondition)
 {
 }
 public NeverMissBattleMoveEffect(BattleCondition battleCondition = null)
     : base(BattleMoveEffectActivationType.WhenDeterminingIfAttackShouldHit, battleCondition)
 {
 }