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static void | TryDelay (Action a) |
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static bool | DamageEle (Card CC, EffectId id, int power, Element e, List< Point > points, ActRef actref, string lang=null) |
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static void | ProcAt (EffectId id, int power, BlessedState state, Card cc, Card tc, Point tp, bool isNeg, ActRef actRef=default(ActRef)) |
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static void | Proc (EffectId id, Card cc, Card tc=null, int power=100, ActRef actRef=default(ActRef)) |
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static void | Proc (EffectId id, int power, BlessedState state, Card cc, Card tc=null, ActRef actRef=default(ActRef)) |
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static void | Poison (Chara tc, Chara c, int power) |
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static void | LoveMiracle (Chara tc, Chara c, int power) |
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static Point | GetTeleportPos (Point org, int radius=6) |
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static bool | Wish (string s, string name, int power) |
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static int | Compare (string s, string t) |
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static int | rnd (int a) |
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static int | curve (int a, int start, int step, int rate=75) |
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static int | rndHalf (int a) |
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static float | rndf (float a) |
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static int | rndSqrt (int a) |
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static void | Wait (float a, Card c) |
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static void | Wait (float a, Point p) |
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static int | Bigger (int a, int b) |
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static int | Smaller (int a, int b) |
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Definition at line 7 of file ActEffect.cs.
◆ Compare()
static int ActEffect.Compare |
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string | s, |
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string | t ) |
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◆ DamageEle()
static bool ActEffect.DamageEle |
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Card | CC, |
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EffectId | id, |
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int | power, |
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Element | e, |
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List< Point > | points, |
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ActRef | actref, |
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string | lang = null ) |
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◆ GetTeleportPos()
static Point ActEffect.GetTeleportPos |
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Point | org, |
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int | radius = 6 ) |
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◆ LoveMiracle()
static void ActEffect.LoveMiracle |
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Chara | tc, |
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Chara | c, |
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int | power ) |
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◆ Poison()
static void ActEffect.Poison |
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Chara | tc, |
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Chara | c, |
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int | power ) |
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◆ Proc() [1/2]
static void ActEffect.Proc |
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EffectId | id, |
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Card | cc, |
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Card | tc = null, |
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int | power = 100, |
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ActRef | actRef = default(ActRef) ) |
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◆ Proc() [2/2]
static void ActEffect.Proc |
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EffectId | id, |
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int | power, |
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BlessedState | state, |
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Card | cc, |
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Card | tc = null, |
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ActRef | actRef = default(ActRef) ) |
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◆ ProcAt()
static void ActEffect.ProcAt |
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EffectId | id, |
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int | power, |
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BlessedState | state, |
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Card | cc, |
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Card | tc, |
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Point | tp, |
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bool | isNeg, |
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ActRef | actRef = default(ActRef) ) |
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◆ TryDelay()
static void ActEffect.TryDelay |
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Action | a | ) |
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◆ Wish()
static bool ActEffect.Wish |
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string | s, |
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string | name, |
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int | power ) |
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static |
◆ angle
◆ RapidCount
◆ RapidDelay
float ActEffect.RapidDelay |
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static |
The documentation for this class was generated from the following file: