private string GetDisplayedRetaliateDamage() { if (OwnerUnit == null) { return(""); } var damageToReturn = BattleRules.GetAnticipatedDamageToUnit(OwnerUnit, null, 5, true, null); return($"[Will deal {damageToReturn} per hit before enemy modifiers]"); }
public override void OnStruck(AbstractBattleUnit unitStriking, AbstractCard cardUsedIfAny, int totalDamageTaken) { if (Stacks <= 0) { return; } var damageToReturn = BattleRules.GetAnticipatedDamageToUnit(OwnerUnit, unitStriking, 5, true, null); var enhancerStacks = unitStriking.GetStatusEffect <GentleDiscouragementStatusEffect>()?.Stacks ?? 0; action().DamageUnitNonAttack(unitStriking, null, damageToReturn + enhancerStacks); Stacks--; }
public override string GetOverlayText() { var totalDamageExpected = BattleRules.GetAnticipatedDamageToUnit(Source, Target, BaseDamage, true, null); return($"{totalDamageExpected}x{NumberOfTimesStruck}"); }