public void enhance(Player_Status me, Player_Status enem) { foreach (Judge judge in me.wait_sel) { judge.fatigue -= 3; } }
public override List <Scheme> scheme_option(Player_Status me, Player_Status enem) /**/ { List <Scheme> list = new List <Scheme>(); list.Add(new Change_fatgue_injury_Scheme(this, hand.ToList(), "回復魔法", "全属性の疲労度と負傷度を回復する。", 4, 0, -10, -10)); return(list); }
public void enhance(Player_Status me, Player_Status enem) { foreach (Judge judge in me.wait_sel) { judge.injury -= 2; } }
public void enhance_init(Player_Status me, Player_Status enem) { foreach (EnhanceMent enh in enhance_queue) { enh.init(me, enem); } }
public void enhance(Player_Status me, Player_Status enem) { foreach (Judge judge in me.wait_sel) { judge.pass_force += 1; } me.determ.pass_force += 1; }
public void enhance(Player_Status me, Player_Status enem) { me.enhance_use.Add(this); available = false; elapsed++; me.Morale++; player = me; }
public override List <Scheme> scheme_option(Player_Status me, Player_Status enem) /*特殊魔法を渡す*/ { List <Scheme> list = new List <Scheme>(); list.Add(new Enhance_Scheme(me, me.hand.ToList(), 2, "全属性の魔力値を少し上昇させる。", "強化魔法", 3)); list.Add(new penetration(me, this.determ)); list.Add(new Awakening(me)); return(list); }
public override List <Scheme> scheme_option(Player_Status me, Player_Status enem) { List <Scheme> list = new List <Scheme>(); list.Add(new Enhance_Scheme(me, me.wait_sel, 3, "選択できる属性の魔力を+3", "集中強化", 3)); list.Add(new Awakening_Ensho(me)); list.Add(new Offensive(me, me.determ)); list.Add(new True_Game(me)); return(list); }
public void enhance(Player_Status me, Player_Status enem) { me.enhance_use.Add(this); available = false; foreach (Judge judge in me.hand) { judge.pass_force += 5; } player = me; }
public override List <Scheme> scheme_option(Player_Status me, Player_Status enem) { List <Scheme> list = new List <Scheme>(); list.Add(new Enhance_Scheme(me, enem.hand.ToList(), -3, "相手の全属性の魔力を下げる。", "妨害魔法", 3)); list.Add(new Slash(me, this.determ)); list.Add(new Awakening_Sousou(me, 7)); list.Add(new Change_fatgue_injury_Scheme(me, enem.wait_sel, "鎌鼬", "相手の選択できる属性の負傷度を上げる。", 5, 0, 0, 3)); return(list); }
public void enhance(Player_Status me, Player_Status enem) { available = false; foreach (Judge judge in me.hand) { if (judge.state_id == 2) { judge.Stack(new Hand_Normal(judge)); } } }
public void enhance(Player_Status me, Player_Status enem) { me.determ.pass_force += 4; }
public void enhance(Player_Status me, Player_Status enem) { me.Morale++; }
public virtual List <Scheme> scheme_option(Player_Status me, Player_Status enem) { return(new List <Scheme>()); }
public virtual void init(Player_Status me, Player_Status enem) { }