private void _createBuffBytes(List <BuffByteConfig> configArray, BattleNPC caster)
    {
        List <BuffByte> temporaryList = new List <BuffByte>();

        foreach (BuffByteConfig config in configArray)
        {
            BuffByte buff = config.GenerateBuffByteFromByteType(this, caster);
            buff.Configuration.CustomFloat = m_Configuration.CustomFloat;
            temporaryList.Add(buff);
        }
        m_ManagedBuffs = temporaryList.ToArray();
    }
Beispiel #2
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    public BuffByte GenerateBuffByteFromByteType(BuffActive newController, BattleNPC caster)
    {
        BuffByte returnObject = null;

        switch (ByteType)
        {
        case BuffByteType.Cleanse:
            returnObject = new CleanseBuffByte(this, newController, caster);
            break;

        case BuffByteType.Current_Health:
            returnObject = new CurrentHealthBuffByte(this, newController, caster);
            break;

        case BuffByteType.Delayed_Revive:
            returnObject = new DelayedReviveBuffByte(this, newController, caster);
            break;

        case BuffByteType.Experience:
            returnObject = new ExperienceBuffByte(this, newController, caster);
            break;

        case BuffByteType.Flat_Resistance:
            returnObject = new FlatResistanceBuffByte(this, newController, caster);
            break;

        case BuffByteType.Martyr:
            returnObject = new MartyrBuffByte(this, newController, caster);
            break;

        case BuffByteType.Maximum_Health:
            returnObject = new MaxHealthBuffByte(this, newController, caster);
            break;

        case BuffByteType.Move_Speed:
            returnObject = new MoveSpeedBuffByte(this, newController, caster);
            break;

        case BuffByteType.Readiness:
            returnObject = new ReadinessBuffByte(this, newController, caster);
            break;

        case BuffByteType.Resistance:
            returnObject = new ResistanceBuffByte(this, newController, caster);
            break;

        case BuffByteType.Retaliate:
            returnObject = new RetaliateBuffByte(this, newController, caster);
            break;

        case BuffByteType.Skill_Drop:
            returnObject = new SkillDropBuffByte(this, newController, caster);
            break;

        case BuffByteType.Skill_Level:
            returnObject = new SkillLevelBuffByte(this, newController, caster);
            break;

        case BuffByteType.Stun:
            returnObject = new StunDebuffByte(this, newController, caster);
            break;

        case BuffByteType.Taunt:
            returnObject = new TauntDebuffByte(this, newController, caster);
            break;

        default:
            break;
        }
        return(returnObject);
    }
 private void _applyBuffDegrade(BuffByte ourBuff)
 {
     ourBuff.ApplyBuff(ourBuff.Configuration.BuffAmount * (1 - (m_DegradeCount * m_Configuration.DegradePercent)));
     m_DegradeCount++;
 }