Elin Decompiled Documentation EA 23.289 Nightly
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StanceSongEnd.cs
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1using UnityEngine;
2
3public class StanceSongEnd : BaseSong
4{
5 public override int IdAbility => 6753;
6
7 public override void TickSong()
8 {
10 {
11 if (owner == null || !owner.ExistsOnMap)
12 {
13 break;
14 }
15 if (30 * Mathf.Min(base.power / 4, 100) / 100 > EClass.rnd(100))
16 {
17 ActEffect.ProcAt(EffectId.Hand, new ActHand().GetPower(owner), BlessedState.Normal, owner, item, item.pos, isNeg: true, new ActRef
18 {
19 aliasEle = ((EClass.rnd(2) == 0) ? "eleLightning" : ((EClass.rnd(2) == 0) ? "eleCold" : "eleFire"))
20 });
21 }
22 }
23 }
24}
BlessedState
Definition: BlessedState.cs:2
EffectId
Definition: EffectId.cs:2
static void ProcAt(EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef))
Definition: ActEffect.cs:492
bool ExistsOnMap
Definition: Card.cs:2123
Point pos
Definition: Card.cs:60
Definition: Chara.cs:10
override bool IsDeadOrSleeping
Definition: Chara.cs:575
bool IsHostile()
Definition: Chara.cs:6671
Definition: EClass.cs:6
static int rnd(long a)
Definition: EClass.cs:59
List< Chara > ListCharasInRadius(Chara cc, int dist, Func< Chara, bool > func, bool onlyVisible=true)
Definition: Point.cs:1220
override int IdAbility
Definition: StanceSongEnd.cs:5
override void TickSong()
Definition: StanceSongEnd.cs:7
Definition: ActRef.cs:2