Ejemplo n.º 1
0
        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellFury skill = set.GetSkill(SkillId.CellFury) as CellFury;

            if (skill == null)
            {
                return;
            }

            skill.rangeBoost = temp;
        }
Ejemplo n.º 2
0
        public override void ApplySkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellFury skill = set.GetSkill(SkillId.CellFury) as CellFury;

            if (skill == null)
            {
                return;
            }

            temp              = skill.rangeBoost;
            skill.rangeBoost += (AddValueByLevel(RANGE, LEVEL_ADD) / 100f + 1f);
        }
Ejemplo n.º 3
0
        public override void ApplySkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellFury skill = set.GetSkill(SkillId.CellFury) as CellFury;

            if (skill == null)
            {
                return;
            }

            temp = skill.nullReuseChance;
            skill.nullReuseChance = (int)AddValueByLevel(CHANCE, LEVEL_ADD);
        }
Ejemplo n.º 4
0
        public override void ApplySkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellFury skill = set.GetSkill(SkillId.CellFury) as CellFury;

            if (skill == null)
            {
                return;
            }

            temp        = skill.reuse;
            skill.reuse = skill.reuse * (1 - AddValueByLevel(REUSE, LEVEL_ADD) / 100f);
        }
Ejemplo n.º 5
0
        public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects)
        {
            if (sk.GetSkillId() == SkillId.CellFury)
            {
                CellFury cf = sk as CellFury;

                SkillEffect[] ef = new SkillEffect[1];
                ef[0] = new EffectDash(AddValueByLevel(POWER, LEVEL_ADD) / 100f, cf.duration);
                return(ef);
            }

            return(null);
        }