public KissyKissyAction(bool hasActionCommand, int numAttacks, int damagePerAttack, Elements damageElement, bool piercing, bool sideDirect, HeightStates[] heightsAffected) { Name = "Kissy-Kissy"; //None of the enemies that use this move ever perform a charge; it makes sense to me to make it use up a charge MoveInfo = new MoveActionData(null, "Absorb health from your opponent.", MoveResourceTypes.FP, 0, CostDisplayTypes.Shown, MoveAffectionTypes.Other, TargetSelectionMenu.EntitySelectionType.Single, true, heightsAffected, User.GetOpposingEntityType()); ContactTypes contactType = ContactTypes.SideDirect; if (sideDirect == false) { contactType = ContactTypes.TopDirect; } DamageInfo = new DamageData(damagePerAttack, damageElement, piercing, contactType, ContactProperties.None, null, false, false, DefensiveActionTypes.None, DamageEffects.None); SetMoveSequence(new KissyKissySequence(this, numAttacks)); EnableActionCommand = hasActionCommand; if (hasActionCommand == true) { //If Kissy-Kissy has an Action Command, it can't be Guarded or Superguarded DamageInfo.DefensiveOverride = DefensiveActionTypes.Guard | DefensiveActionTypes.Superguard; actionCommand = new MashButtonCommand(MoveSequence, 100d, 10d, MashButtonCommand.InfiniteTime, Microsoft.Xna.Framework.Input.Keys.A); } }
public PowerShockAction() { Name = "Power Shock"; MoveInfo = new MoveActionData(new CroppedTexture2D(AssetManager.Instance.LoadRawTexture2D($"{ContentGlobals.BattleGFX}.png"), new Rectangle(874, 14, 22, 22)), "If it works, paralyze an enemy\nwith an electric shock.", MoveResourceTypes.FP, 2, CostDisplayTypes.Shown, MoveAffectionTypes.Other, TargetSelectionMenu.EntitySelectionType.Single, false, null, User.GetOpposingEntityType()); DamageInfo = new DamageData(0, Elements.Electric, false, ContactTypes.SideDirect, ContactProperties.None, new StatusChanceHolder[] { new StatusChanceHolder(100d, new ParalyzedStatus(3)) }, DamageEffects.None); SetMoveSequence(new PowerShockSequence(this)); actionCommand = new MashButtonCommand(MoveSequence, 100d, 8d, CommandTime, ButtonToPress); }