public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellFury skill = set.GetSkill(SkillId.CellFury) as CellFury; if (skill == null) { return; } skill.rangeBoost = temp; }
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); }
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); }
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); }
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); }