Elin Decompiled Documentation EA 23.270 Nightly Patch 1
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StanceSongEnd.cs
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1using UnityEngine;
2
3public class StanceSongEnd : BaseSong
4{
5 public override void TickSong()
6 {
8 {
9 if (owner == null || !owner.ExistsOnMap)
10 {
11 break;
12 }
13 if ((item.IsPowerful ? 15 : 30) * Mathf.Min(base.power / 4, 100) / 100 > EClass.rnd(100))
14 {
15 ActEffect.ProcAt(EffectId.Hand, owner.Power, BlessedState.Normal, owner, item, item.pos, isNeg: true, new ActRef
16 {
17 aliasEle = ((EClass.rnd(2) == 0) ? "eleLightning" : ((EClass.rnd(2) == 0) ? "eleCold" : "eleFire"))
18 });
19 }
20 }
21 }
22}
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
virtual int Power
Definition: Card.cs:2298
bool ExistsOnMap
Definition: Card.cs:2086
Point pos
Definition: Card.cs:60
Definition: Chara.cs:10
override bool IsDeadOrSleeping
Definition: Chara.cs:575
bool IsHostile()
Definition: Chara.cs:6527
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 void TickSong()
Definition: StanceSongEnd.cs:5
Definition: ActRef.cs:2