using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class ReviveFull : Ability { public ReviveFull() { guiName = "Miracle"; hasTarget = true; ow_usable = true; MP_cost = 200; } public override string Execute(Fighter source, Fighter target, out bool output) { if (target.stats.HP == 0) { target.dead = false; target.stats.HP = target.stats.MaxHP; UI.ShowDamage(target, (int)target.stats.MaxHP, false); //this should give a negative result if (target.animator) { target.animator.SetTrigger("Alive"); } output = true; return target + " was brought back to life and fully healed!"; } else { output = false; return target + " isn't dead yet!"; } } public override string GetDescription() { return "Revives a party member and maxes out all their stats."; } }