public override string Effect(RpgGame game) { foreach (var enemy in game.Opponents) { enemy.AddBuff <Buffs.Blinded>(5); } return($"{game.player} cripples the enemy!"); }
public override string Effect(RpgGame game) { bool crit = Program.Random.NextDouble() < game.player.CritChance; int dmg = Entity.ModifiedDamage(game.player.Damage, crit); var target = Program.Random.Choose(game.Opponents); string effectMessage = game.player.weapon.GetWeapon().AttackEffects(game.player, target); int dealt = target.Hit(dmg, game.player.DamageType, game.player.MagicType); int heal = game.IsPvp ? dealt : dealt * 3; game.player.Life += heal; return($"{this} dealt {dealt} damage to {target}{" (!)".If(crit)} and siphoned {heal} HP!\n{effectMessage}"); }
public override string Effect(RpgGame game) { int dmg = (game.player.Damage * 0.75).Round(); var hits = new List <string>(3); foreach (var enemy in game.Opponents) { bool crit = Program.Random.NextDouble() < game.player.CritChance; int dealt = enemy.Hit(Entity.ModifiedDamage(dmg, crit), game.player.DamageType, game.player.MagicType); hits.Add($"{enemy} for {dealt}{"(!)".If(crit)}"); } return($"{game.player} hits {hits.JoinString(", ")}."); }
public override string Effect(RpgGame game) { bool crit = Program.Random.NextDouble() < game.player.CritChance; int dmg = Entity.ModifiedDamage(game.player.Damage * 2, crit); if (crit) { dmg = (dmg * 2.0 / 3.0).Round(); // Crits too OP } var target = Program.Random.Choose(game.Opponents); string effectMessage = game.player.weapon.GetWeapon().AttackEffects(game.player, target); int dealt = target.Hit(dmg, game.player.DamageType, game.player.MagicType); return($"{game.player} hits {target} for {dealt} damage. {"Critical hit!".If(crit)}\n{effectMessage}"); }
public override string Effect(RpgGame game) { game.player.AddBuff <Buffs.Fury>(7); return($"{game.player}'s fury makes him a lot stronger!"); }
public override string Effect(RpgGame game) { game.player.AddBuff <Buffs.CritBuff>(5); return($"{game.player} is in deep focus and will crit easily!"); }
/// <summary>The effects this skill has on the game when activated by the player.</summary> public abstract string Effect(RpgGame game);
public override string Effect(RpgGame game) { game.player.AddBuff <Buffs.Blocking>(2); game.player.AddBuff <Buffs.Immune>(1); return($"{game.player} is blocking!"); }