Elin Decompiled Documentation EA 23.335 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 return;
12 }
14 {
15 if (owner == null || !owner.ExistsOnMap)
16 {
17 break;
18 }
19 if (30 * Mathf.Min(base.power / 4, 100) / 100 > EClass.rnd(100))
20 {
21 Act act = Element.Create((EClass.rnd(2) == 0) ? 50402 : ((EClass.rnd(2) == 0) ? 50401 : 50400), owner.CHA) as Act;
22 ActEffect.ProcAt(EffectId.Hand, act.GetPower(owner), BlessedState.Normal, owner, item, item.pos, isNeg: true, new ActRef
23 {
24 act = act,
25 aliasEle = act.source.aliasRef
26 });
27 }
28 }
29 }
30}
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:498
Definition: ACT.cs:62
bool IsPCFactionOrMinion
Definition: Card.cs:2342
int CHA
Definition: Card.cs:2417
bool ExistsOnMap
Definition: Card.cs:2137
Point pos
Definition: Card.cs:60
Definition: Chara.cs:10
override bool IsDeadOrSleeping
Definition: Chara.cs:579
bool IsHostile()
Definition: Chara.cs:6873
Definition: EClass.cs:6
static Zone _zone
Definition: EClass.cs:21
static int rnd(long a)
Definition: EClass.cs:59
virtual int GetPower(Card c)
Definition: ELEMENT.cs:1101
static Element Create(int id, int v=0)
Definition: ELEMENT.cs:1130
List< Chara > ListCharasInRadius(Chara cc, int dist, Func< Chara, bool > func, bool onlyVisible=true)
Definition: Point.cs:1226
bool isPeace
Definition: Spatial.cs:406
override int IdAbility
Definition: StanceSongEnd.cs:5
override void TickSong()
Definition: StanceSongEnd.cs:7
Definition: ActRef.cs:2