示例#1
0
 // Attacks the unit
 public virtual void ai_attackUnit(Unit unit, BattleMap map, AttackInfo info, bool isUncontrollable)
 {
     map.attackSearch(unit.mapPos[0], unit.mapPos[1], info.range[0], info.range[1]);
     System.Threading.Thread.Sleep(1000);
     map.gstate.attackDecisionGui.open(ref info);
     System.Threading.Thread.Sleep(2500);
     game.gui.close("attack_decision");
     map.gstate.stage=	0;
     map.makeUnitAttack(map.getFullUnitID(unit.mapPos), map.getUnitX(info.defenderID), map.getUnitY(info.defenderID), ref info);
 }
示例#2
0
        // Gets the target
        public virtual void ai_getTarget(Unit unit, BattleMap map, bool isUncontrollable, out int[] target, out int[] spotToMoveTo, out AttackInfo info)
        {
            info=	new AttackInfo();
            info.range=	new int[] {1, 1};

            map.aiSearch(unit.mapPos[0], unit.mapPos[1], unit.move, info.range[1], isUncontrollable, map.getTeamID(unit.mapPos), info);

            spotToMoveTo=	map.findAISpot(unit.mapPos[0], unit.mapPos[1], info.range, map.aggressiveAI);
            target=	map.tiles.items[spotToMoveTo[0], spotToMoveTo[1]].t;
            info=	AttackInfo.createBasicAttack(map.getFullUnitID(unit.mapPos), target, ref map);
        }
示例#3
0
        // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
        public override bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
        {
            switch(info.skillID)
            {
                case "basic_attack":
                case "precise_strike":
                case "serpent\'s_sting":
                case "vigilant_strike":
                case "lethal_strike":
                {
                    if(victim== null)
                        break;

                    victim.takeDamage(ref info, ref unit, ref map);
                    unit.mana=	info.projAttackerStats[1];

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "meditation":	{
                    unit.health=	info.projAttackerStats[0];
                    unit.mana=	info.projAttackerStats[1];
                    unit.attack=	info.projAttackerStats[2];
                    unit.originalAttack=	info.projAttackerStats[2];
                };return true;

                case "hone_skill":	{
                    isSkillHoned=	true;
                };return true;

                case "sun\'s_might":	{
                    if(victim== null)
                        break;

                    victim.takeDamage(ref info, ref unit, ref map);
                    unit.health=	Math.Max((int)(unit.health+(0.15f*info.damage)), unit.originalHealth);
                    unit.mana=	Math.Max((int)(info.projAttackerStats[1]+(0.15f*info.damage)), unit.originalMana);

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;
            }

            return false;
        }
示例#4
0
 public virtual bool makeUnitAttack(int[] unitID, int targetx, int targety, AttackInfo info)
 {
     return makeUnitAttack(unitID[0], unitID[1], targetx, targety, ref info);
 }
示例#5
0
        // Makes the unit attack
        public virtual bool makeUnitAttack(int teamID, int unitID, int targetx, int targety, ref AttackInfo info)
        {
            if(!tiles.items[targetx, targety].item.hasUnit)
            {
                // Variables
                Unit	nounit=	null;

                return teams.items[teamID].units.items[unitID].attackUnit(
                    true,
                    ref nounit,
                    targetx, targety,
                    ref info,
                    this
                );
            }

            return teams.items[teamID].units.items[unitID].attackUnit(
                true,
                ref teams.items[tiles.items[targetx, targety].item.unitID[0]].units.items[tiles.items[targetx, targety].item.unitID[1]],
                targetx, targety,
                ref info,
                this
            );
        }
示例#6
0
 public void aiSearch(int x, int y, int radius, int range, bool isUncontrollable, int teamID, AttackInfo info)
 {
     aiSearch(x, y, radius, range, isUncontrollable, teamID, info, new int[] { -1, -1 });
 }
示例#7
0
 // Does a dijkstra type search for ai
 public void aiSearch(int x, int y, int radius, int range, bool isUncontrollable, int teamID, AttackInfo info, int[] target)
 {
     p_aiSearch(x, y, 0, ref x, ref y, ref radius, ref range, ref isUncontrollable, ref teamID, ref info, ref target);
 }
示例#8
0
        // Does a dijkstra type search for ai
        private void p_aiSearch(int x, int y, int radius, ref int originalX, ref int originalY, ref int maxRadius, ref int range, ref bool isUncontrollable, ref int teamID, ref AttackInfo info, ref int[] target)
        {
            if(ai_canStopSearch(ref x, ref y, ref radius, ref maxRadius, ref range, ref teamID))
                return;

            if(radius<= maxRadius)
            {
                tiles.items[x, y].path=	radius;
                if(isUncontrollable)
                {
                    tiles.items[x, y].t=	((target[0]== -1) ? getClosestEnemy(x, y, -1) : target);
                    tiles.items[x, y].d=	-1;
                    tiles.items[x, y].w=	-1;
                    tiles.items[x, y].e=	getNearbyEnemies(x, y, -1).size;
                    tiles.items[x, y].a=	0;
                    tiles.items[x, y].r=	getEnemiesWithinRange(x, y, info.range[0], info.range[1], -1).size;
                    tiles.items[x, y].s=	0;
                }
                else
                {
                    tiles.items[x, y].t=	((target[0]== -1) ? getClosestEnemy(x, y, teamID) : target);
                    tiles.items[x, y].d=	getHeuristic(originalX, originalY, getUnitXY(getClosestAlly(x, y, teamID)));
                    tiles.items[x, y].w=	getHeuristic(x, y, getUnitXY(getClosestAlly(x, y, teamID)));
                    tiles.items[x, y].e=	getNearbyEnemies(x, y, teamID).size;
                    tiles.items[x, y].a=	getNearbyAllies(x, y, teamID).size;
                    tiles.items[x, y].r=	getEnemiesWithinRange(x, y, info.range[0], info.range[1], teamID).size;
                    tiles.items[x, y].s=	getAlliesWithinRange(x, y, info.range[0], info.range[1], teamID).size;
                }

                tiles.items[x, y].p=	getHeuristic(originalX, originalY, getUnitXY(tiles.items[x, y].t));
                tiles.items[x, y].q=	getHeuristic(x, y, getUnitXY(tiles.items[x, y].t));
                tiles.items[x, y].i=	teamID;
            }
            else
            {
                tiles.items[x, y].f=	radius;
            }

            p_aiSearch(x, y+1, radius+1, ref originalX, ref originalY, ref maxRadius, ref range, ref isUncontrollable, ref teamID, ref info, ref target);
            p_aiSearch(x+1, y, radius+1, ref originalX, ref originalY, ref maxRadius, ref range, ref isUncontrollable, ref teamID, ref info, ref target);
            p_aiSearch(x, y-1, radius+1, ref originalX, ref originalY, ref maxRadius, ref range, ref isUncontrollable, ref teamID, ref info, ref target);
            p_aiSearch(x-1, y, radius+1, ref originalX, ref originalY, ref maxRadius, ref range, ref isUncontrollable, ref teamID, ref info, ref target);
        }
示例#9
0
        // Takes the given amount of damage
        public virtual int takeDamage(ref AttackInfo info, ref Unit instigator, ref BattleMap map)
        {
            // Variables
            int	oldHealth=	health;
            int	amount=	info.damage;

            if((float)(Start.rng.NextDouble())<= info.accuracy)
            {
                amount=	instigator.onDealtDamage(health, amount, this, ref map);
                if((float)(Start.rng.NextDouble())<= info.criticalChance)
                {
                    // Animate Critical
                    Console.WriteLine("Critical Hit!");
                    info.criticalHit=	true;
                    amount=	instigator.onCriticalHit(health, amount, this, ref map);
                    amount=	onHitByCritical(health, amount, this, ref map);
                }
                else
                {
                    // Animate regular
                }
                amount=	onTakeDamage(oldHealth, health, amount, ref instigator, ref map);
                health-=	amount;
            }
            else
            {
                Console.WriteLine("Missed!");
                // Animate Miss
                info.missed=	true;
                onDodgedAttack(amount, ref instigator, ref map);
                instigator.onMissedAttack(amount, this, ref map);
            }
            if(health== 0)
                map.removeUnit(map.getFullUnitID(mapPos));

            return health;
        }
示例#10
0
        // Creates a basic attack info
        public static AttackInfo create(string skillID, int[] attackerID, int[] defenderID, ref BattleMap map)
        {
            // Variables
            AttackInfo	info=	new AttackInfo();

            info.skillID=	skillID;
            info.missed=	false;
            info.criticalHit=	false;
            info.range=	new int[]{1, 1};

            info.attackerID=	attackerID;
            if(info.hasAttacker())
            {
                info.attackerName=	map.teams.items[attackerID[0]].units.items[attackerID[1]].name;
                info.attackerStats=	getStats(ref map.teams.items[attackerID[0]].units.items[attackerID[1]]);
                info.projAttackerStats=	getStats(ref map.teams.items[attackerID[0]].units.items[attackerID[1]]);
            }

            info.defenderID=	defenderID;
            if(info.hasDefender())
            {
                info.defenderName=	map.teams.items[defenderID[0]].units.items[defenderID[1]].name;
                info.defenderStats=	getStats(ref map.teams.items[defenderID[0]].units.items[defenderID[1]]);
                info.projDefenderStats=	getStats(ref map.teams.items[defenderID[0]].units.items[defenderID[1]]);
            }

            if(info.hasAttacker() && info.hasDefender())
            {
                info.accuracy=	calculateAccuracy(
                    ref map.teams.items[attackerID[0]].units.items[attackerID[1]],
                    ref map.teams.items[defenderID[0]].units.items[defenderID[1]],
                    ref map
                );
            }
            else
                info.accuracy=	1f;
            if(info.hasAttacker() && info.hasDefender())
            {
                info.criticalChance=	calculateCriticalChance(
                    ref map.teams.items[attackerID[0]].units.items[attackerID[1]],
                    ref map.teams.items[defenderID[0]].units.items[defenderID[1]]
                );
            }
            else
                info.criticalChance=	0.2f;

            info.isTrap=	false;
            info.trap=	null;
            info.trapRadius=	-1;

            return info;
        }
示例#11
0
 // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
 public virtual bool attackUnit(bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
 {
     return prof.attackUnit(this, initiatedAttack, ref victim, x, y, ref info, ref map);
 }
示例#12
0
        // Opens up the gui
        public void open(ref AttackInfo pmInfo)
        {
            // Variables
            int	charHeight=	(int)(lpName.font.MeasureString("x").Y);

            info=	pmInfo;

            // Left Panel's Name
            lpName.bounds=	new Rectangle(leftPanel.bounds.Width/2-(int)(lpName.font.MeasureString(info.attackerName).X/2f), 8, 0, 0);
            lpName.text=	info.attackerName;

            for(int i= 0; i< lpStats.Length; i++)
            {
                lpStats[i].canHover=	false;
                rpStats[i].canHover=	false;
                lpStats[i].font=	game.fonts.get("default_font");
                rpStats[i].font=	game.fonts.get("default_font");
                lpStats[i].textAlignment=	TextAlignment.LeftVerticalAlign;
                rpStats[i].textAlignment=	TextAlignment.LeftVerticalAlign;
                switch(i)
                {
                    case 0: // HP
                        lpStats[i].text=	"HP:   ";
                        rpStats[i].text=	"HP:   ";
                        break;
                    case 1:	// Mana
                        lpStats[i].text=	"Mana: ";
                        rpStats[i].text=	"Mana: ";
                        break;
                    case 2:	// Attack
                        lpStats[i].text=	"Atk:  ";
                        rpStats[i].text=	"Atk:  ";
                        break;
                    case 3:	// Defense
                        lpStats[i].text=	"Def:  ";
                        rpStats[i].text=	"Def:  ";
                        break;
                    case 4:	// Magic
                        lpStats[i].text=	"Mag:  ";
                        rpStats[i].text=	"Mag:  ";
                        break;
                    case 5:	// Resistance
                        lpStats[i].text=	"Res:  ";
                        rpStats[i].text=	"Res:  ";
                        break;
                    case 6: // Speed
                        lpStats[i].text=	"Spd:  ";
                        rpStats[i].text=	"Spd:  ";
                        break;
                    case 7: // Movement
                        lpStats[i].text=	"Move: ";
                        rpStats[i].text=	"Move: ";
                        break;
                }
                lpStats[i].text+=	info.attackerStats[i]+getEvenAmountOfSpace(info.attackerStats[i]);
                rpStats[i].text+=	info.defenderStats[i]+getEvenAmountOfSpace(info.defenderStats[i]);
                if(info.projAttackerStats[i]-info.attackerStats[i]!= 0) // Highlight!
                {
                    if(info.projAttackerStats[i]-info.attackerStats[i]> 0)
                    {
                        lpStats[i].text+=	"+";
                        lpStats[i].backColorStates.normal=	game.getColor("palegreen");
                    }
                    else
                        lpStats[i].backColorStates.normal=	game.getColor("tomato");
                    lpStats[i].text+=	(info.projAttackerStats[i]-info.attackerStats[i]).ToString();
                    lpStats[i].setState(ControlState.Normal);
                }
                else
                {
                    lpStats[i].backColorStates.normal=	game.getColor("white");
                    lpStats[i].setState(ControlState.Normal);
                }
                if(info.projDefenderStats[i]-info.defenderStats[i]!= 0) // Highlight!
                {
                    if(info.projDefenderStats[i]-info.defenderStats[i]> 0)
                    {
                        rpStats[i].text+=	"+";
                        rpStats[i].backColorStates.normal=	game.getColor("palegreen");
                    }
                    else
                        rpStats[i].backColorStates.normal=	game.getColor("tomato");
                    rpStats[i].text+=	(info.projDefenderStats[i]-info.defenderStats[i]).ToString();
                    rpStats[i].setState(ControlState.Normal);
                }
                else
                {
                    rpStats[i].backColorStates.normal=	game.getColor("white");
                    rpStats[i].setState(ControlState.Normal);
                }

                lpStats[i].bounds=	new Rectangle(8, charHeight*(i+1)+8, leftPanel.bounds.Width-16, charHeight);
                rpStats[i].bounds=	new Rectangle(8, charHeight*(i+1)+8, rightPanel.bounds.Width-16, charHeight);
                lpStats[i].texture=	game.textures.get("white_background");
                rpStats[i].texture=	game.textures.get("white_background");
            }

            // Right Panel's Name
            rpName.bounds=	new Rectangle(rightPanel.bounds.Width/2-(int)(lpName.font.MeasureString(info.defenderName).X/2f), 8, 0, 0);
            rpName.text=	info.defenderName;

            // Accuracy
            accuracy.text=	((int)(100f*info.accuracy))+"%";

            // Critical
            crit.text=	((int)(100f*info.criticalChance))+"%";

            // Damage
            dmg.text=	info.damage.ToString();

            game.gui.open("attack_decision");
        }
示例#13
0
        // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
        public virtual bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
        {
            if(victim== null)
                return false;

            if(info.skillID== "basic_attack")
            {
                victim.takeDamage(ref info, ref unit, ref map);

                if(unit.isAlive && !unit.isAI)
                    unit.gainExp(ref victim, ref map);
            }

            return true;
        }
示例#14
0
        // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
        public override bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
        {
            switch(info.skillID)
            {
                default:
                case "basic_attack":
                case "piercing_jab":
                case "counter_swipe":
                {
                    if(victim== null)
                        break;
                    victim.takeDamage(ref info, ref unit, ref map);
                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "enrage":	{
                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Enrage",
                            "+25% +4 Atk for 3 turns",
                            enrageSE,
                            3
                        ),
                        ref map
                    );
                    unit.addStatEffect(StatEffect.create(StatusEffect.Enraged, 3), ref map);
                    if(!unit.isAI)
                        unit.gainExp(ref unit, ref map);
                };return true;

                case "furious_slash":	{
                    if(victim== null)
                        break;
                    victim.takeDamage(ref info, ref unit, ref map);
                    unit.addStatEffect(StatEffect.create(StatusEffect.Enraged, 3), ref map);
                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "let_loose":	{
                    if(victim== null)
                        break;
                    victim.takeDamage(ref info, ref unit, ref map);
                    unit.addStatEffect(StatEffect.create(StatusEffect.Enraged, 3), ref map);
                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Debuff,
                            "Let Loose",
                            "-25% Def for 3 turns",
                            letLooseSE,
                            3
                        ),
                        ref map
                    );
                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "intimidate":	{
                    if(victim== null)
                        break;
                    victim.addStatEffect(
                        new StatEffect(
                            EffectType.Debuff,
                            "Intimidated",
                            "-12% Atk, Def, and Res for 3 turns",
                            intimidateSE,
                            3
                        ),
                        ref map
                    );
                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "stockpile_rage":	{
                    stockpiled+=	0.12f;
                    if(!unit.isAI)
                        unit.gainExp(ref unit, ref map);
                };return true;

                case "suicidal_slash":	{
                    if(victim== null)
                        break;
                    unit.defense=	(int)(unit.defense*0.96f);
                    unit.originalDefense=	(int)(unit.originalDefense*0.96f);
                    victim.takeDamage(ref info, ref unit, ref map);
                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;

                case "fury_swipes":	{
                    if(victim== null)
                        break;

                    // Variables
                    bool	hit=	false;

                    info.damage/=	3;
                    for(int i= 0; i< 3; i++)
                    {
                        victim.takeDamage(ref info, ref unit, ref map);
                        if(!hit && !info.missed)
                            hit=	true;
                    }
                    if(hit && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };return true;
            }

            return false;
        }
示例#15
0
        // --- Inherited Methods ---
        // Called when the game state is being initiated
        protected override void onInit()
        {
            game.clearColor=	game.getColor("#101820");
            holds=	new bool[6];
            ticks=	new int[1];
            map=	new BattleMap(ref game, this, 24, 24);
            cursorArrow=	new CursorArrow(game, Vector3.Zero);
            currAttackInfo=	new AttackInfo();
            camSpline=	new Spline();
            camTween=	new Tween(0f, 1f, 500f);

            for(int i= 0; i< holds.Length; i++)
                holds[i]=	false;
            for(int i= 0; i< ticks.Length; i++)
                ticks[i]=	0;
            playerTeamID=	0;
            stage=	0;
            prevStage=	0;
            selUnit=	new int[]	{-1, -1};
            map.tiles.forEach(delegate(GridNode<Tile> node, int x, int y)
            {
                node.item=	new Tile(game, new Vector3(-x*Tile.size, 0f, y*Tile.size), ref map);
            });
            //map.createFromBitmap("maps/map_test.bmp");
            map.tiles.items[0, 2].item.startZoneID=	0;
            map.tiles.items[2, 5].item.startZoneID=	0;
            map.tiles.items[1, 5].item.startZoneID=	0;
            map.tiles.items[0, 1].item.startZoneID=	1;

            // Ally team
            map.addTeam(new Team(game, false,
                Unit.create("Paul", game, new Cardinal(game), 30, "undying_morale"),
                Unit.create("George", game, new Berserker(game), 30),
                Unit.create("Lillianna", game, new Cardinal(game), 30, "evil\'s_bane")
            ));

            // Enemy Team
            map.addTeam(new Team(game, true,
                Unit.create("Terrence", game, new Berserker(game), 30),
                Unit.create("Gjoran", game, new Samurai(game), 30),
                Unit.create("Lorance", game, new Cardinal(game), 30),
                Unit.create("Monte", game, new Cardinal(game), 30)
            ), true);

            map.injectTeams();

            forward=	new Vector3(0f, -256f/((float)(Math.Tan(GSGameplay.deg30)+Math.Tan(3.14159f/12f))), 0f);
            forward.Z=	-1f*(float)(forward.Y*Math.Tan(GSGameplay.deg30));

            game.cameras.current.target=	new Vector3(0f, 0f, 512f);
            game.cameras.current.pos=	new Vector3(0f, 512f, 0f);
            camSel=	new int[]	{ map.width/2, map.height/2 };
            moveCameraTo(5, 5);

            isPlayer=	false;
            isUsingGamepad=	false;
            bCenterOverride=	false;

            setupGui();
        }
示例#16
0
 public bool attackUnit(bool initiatedAttack, ref Unit victim, int x, int y, AttackInfo info, BattleMap map)
 {
     return attackUnit(initiatedAttack, ref victim, x, y, ref info, ref map);
 }
示例#17
0
        // Does things with the tile
        public void interactWithTile(ref GridNode<Tile> node, ref InputArgs args)
        {
            if(holds[5])
            {
                holds[5]=	false;

                return;
            }
            switch(stage)
            {
                case 0:	{
                    if(node.item.unitID[0]== -1)
                        return;
                    stage=	1;
                    selUnit=	node.item.unitID;
                    if(node.item.unitID[0]!= playerTeamID)
                    {
                        isPlayer=	false;
                        enemyUnitGui.openFirst(args);

                        return;
                    }

                    isPlayer=	true;
                    playerUnitGui.open();
                };break;
                case 2:	{
                    if(node.path== -1)
                        return;
                    if(node.item.unitID!= selUnit && node.item.hasUnit)
                        return;

                    map.moveUnit(selUnit, camSel[0], camSel[1]);
                    map.destroyPaths();
                    if(!map.teams.items[selUnit[0]].units.items[selUnit[1]].isAttackingDone)
                    {
                        stage=	1;
                        map.endUnitWalking(selUnit);
                        playerUnitGui.open();
                    }
                    else
                    {
                        game.gui.close("player_unit_menu");
                        stage=	0;
                        map.endUnitWalking(selUnit);
                    }
                };break;
                case 3:	{
                    if(node.path== -1)
                        return;
                    if(!node.item.hasUnit)
                        return;

                    map.destroyPaths();
                    currAttackInfo=	map.showAttackDecision(selUnit, camSel[0], camSel[1], selSkill);
                    //moveCameraTo(camSel[0], camSel[1]-3);
                    openAttackDecisionGui();
                    stage= 1;
                };break;
            }
        }
示例#18
0
        // Makes the unit attack the given unit, given that unit's coords on the map, the name of the attack, and a reference to the map
        public override bool attackUnit(Unit unit, bool initiatedAttack, ref Unit victim, int x, int y, ref AttackInfo info, ref BattleMap map)
        {
            switch(info.skillID)
            {
                case "smite":
                case "basic_attack":	{
                    if(victim== null)
                        return false;

                    victim.takeDamage(ref info, ref unit, ref map);

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "multicure":	{
                    // Variables
                    List<int[]>	allies=	map.findAllies(unit.mapPos[0], unit.mapPos[1], 1, 2, map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(-1*info.damage, ref unit, ref map);

                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(64*allies.size, ref map);
                };break;

                case "armor_of_god":	{
                    if(victim== null)
                        return false;
                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Armor of God",
                            "+35 Def and Res",
                            armorOfGodSE,
                            2
                        ),
                        ref map
                    );
                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "rally_spirit":	{
                    // Variables
                    List<int[]>	allies=	map.findAllies(unit.mapPos[0], unit.mapPos[1], 0, 2, map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                    {
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].addStatEffect(
                            new StatEffect(
                                EffectType.Buff,
                                "Rally Spirit",
                                "+10% to all stats",
                                rallySpiritSE,
                                3
                            ),
                            ref map
                        );
                    }

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(32*allies.size, ref map);
                };break;

                case "rejuvinate":	{
                    if(victim== null)
                        return false;

                    if(victim.getStatusEffect()== null)
                        victim.clearDebuffs();
                    else
                    {
                        if(!victim.clearStatusEffect())
                            info.missed=	false;
                    }

                    if(!info.missed && unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "healing_prayer":	{
                    // Variables
                    List<int[]>	allies=	map.findAllAllies(map.getTeamID(unit.mapPos));

                    for(int i= 0; i< allies.size; i++)
                    {
                        map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].heal(
                            map.teams.items[allies.items[i][0]].units.items[allies.items[i][1]].originalHealth,
                            ref unit,
                            ref map
                        );
                    }

                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Debuff,
                            "Humility",
                            "-75% to all stats",
                            healingPrayerSE,
                            2
                        ),
                        ref map
                    );

                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(256*allies.size, ref map);
                };break;

                case "mend":	{
                    if(victim== null)
                        return false;
                    victim.heal(-1*info.damage, ref unit, ref map);

                    if(unit.isAlive && !unit.isAI)
                        unit.gainExp(ref victim, ref map);
                };break;

                case "prophetic_reap":	{
                    if(activatedPropheticReap)
                        return false;

                    activatedPropheticReap=	true;
                    unit.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Prophetic Prayer",
                            "Deal "+((float)(unit.magic)/7f)+" damage to all enemies once dissipated",
                            propheticReapSE,
                            3
                        ),
                        ref map
                    );
                };break;

                case "banish_spirits":	{
                    if(victim== null)
                        return false;

                    victim.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "Banish Spirits",
                            "+10% Atk",
                            positiveBanishSpiritsSE,
                            3
                        ),
                        ref map
                    );
                    victim.addStatEffect(
                        new StatEffect(
                            EffectType.Debuff,
                            "Banish Spirits",
                            "-15% Def and Res",
                            negativeBanishSpiritsSE,
                            3
                        ),
                        ref map
                    );
                    victim.addStatEffect(
                        StatEffect.create(StatusEffect.Enraged, 3),
                        ref map
                    );
                };break;

                case "rest_in_god":	{
                    if(victim== null)
                        return false;

                    victim.addStatEffect(
                        new StatEffect(
                            EffectType.Buff,
                            "God\'s Blessing",
                            "+20 to all stats",
                            restInGodSE,
                            1
                        ),
                        ref map
                    );
                    map.endUnitWalking(map.getFullUnitID(unit.mapPos));
                };break;
            }

            return true;
        }