theForsaken/src/main/java/theForsaken/cards/RainingSunlight.java
@Override
    public void use(AbstractPlayer p, AbstractMonster m) {
        if (this.dontTriggerOnUseCard) {
            AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(p, p, new BonusDamagePower(p, magicNumber), magicNumber));
        } else {
            AbstractDungeon.actionManager.addToBottom(new SFXAction("ATTACK_DEFECT_BEAM"));
            AbstractDungeon.actionManager.addToBottom(new VFXAction(p, new SweepingBeamEffect(AbstractDungeon.player.hb.cX, AbstractDungeon.player.hb.cY, AbstractDungeon.player.flipHorizontal), 0.4F));
            AbstractDungeon.actionManager.addToBottom(new DamageAllEnemiesAction(p, this.multiDamage, this.damageTypeForTurn, AttackEffect.FIRE));
        }
    }
// Actions the card should do.
Actions the card should do.
Actions the card should do .
@Override
    public void use(AbstractPlayer p, AbstractMonster m) {
        if (this.dontTriggerOnUseCard) {
            AbstractDungeon.actionManager.addToBottom(new ApplyPowerAction(p, p, new BonusDamagePower(p, magicNumber), magicNumber));
        } else {
            AbstractDungeon.actionManager.addToBottom(new SFXAction("ATTACK_DEFECT_BEAM"));
            AbstractDungeon.actionManager.addToBottom(new VFXAction(p, new SweepingBeamEffect(AbstractDungeon.player.hb.cX, AbstractDungeon.player.hb.cY, AbstractDungeon.player.flipHorizontal), 0.4F));
            AbstractDungeon.actionManager.addToBottom(new DamageAllEnemiesAction(p, this.multiDamage, this.damageTypeForTurn, AttackEffect.FIRE));
        }
    }
@ Override public void use ( AbstractPlayer p , AbstractMonster m ) { if ( this . dontTriggerOnUseCard ) { AbstractDungeon . actionManager . addToBottom ( new ApplyPowerAction ( p , p , new BonusDamagePower ( p , magicNumber ) , magicNumber ) ) ; } else { AbstractDungeon . actionManager . addToBottom ( new SFXAction ( "ATTACK_DEFECT_BEAM" ) ) ; AbstractDungeon . actionManager . addToBottom ( new VFXAction ( p , new SweepingBeamEffect ( AbstractDungeon . player . hb . cX , AbstractDungeon . player . hb . cY , AbstractDungeon . player . flipHorizontal ) , 0.4F ) ) ; AbstractDungeon . actionManager . addToBottom ( new DamageAllEnemiesAction ( p , this . multiDamage , this . damageTypeForTurn , AttackEffect . FIRE ) ) ; } }
Actions the card should do.
Actions the card should do .