Assets/Scripts/Battle/Abilities/ReviveFull.cs (view raw)
1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4
5[System.Serializable]
6public class ReviveFull : Ability
7{
8 public ReviveFull()
9 {
10 guiName = "Miracle";
11 hasTarget = true;
12 ow_usable = true;
13 MP_cost = 200;
14 }
15
16 public override string Execute(Fighter source, Fighter target, out bool output)
17 {
18 if (target.stats.HP == 0)
19 {
20 target.dead = false;
21 target.stats.HP = target.stats.MaxHP;
22 UI.ShowDamage(target, (int)target.stats.MaxHP, false); //this should give a negative result
23 if (target.animator)
24 {
25 target.animator.SetTrigger("Alive");
26 }
27 output = true;
28 return target + " was brought back to life and fully healed!";
29 }
30 else
31 {
32 output = false;
33 return target + " isn't dead yet!";
34 }
35 }
36
37 public override string GetDescription()
38 {
39 return "Revives a party member and maxes out all their stats.";
40 }
41}