public override void Apply(BattleUnit source, BattleUnit target) { if (value2 < 0) { target.statusResistance += value1; } else { target.AddEffect(new StatusResistUp(source, target, value1, (int)value2)); } }
public override void Apply(BattleUnit source, BattleUnit target) { if (value2 < 0) { target.curDef += (int)value1 * target.curDef; } else { target.AddEffect(new DefenseUp(source, target, value1, (int)value2)); } }
public override void Apply(BattleUnit source, BattleUnit target) { if (value2 < 0) { target.curDmg -= (int)value1 * target.curDmg; } else { target.AddEffect(new DamageDown(source, target, value1, (int)value2)); } }
public override void Apply(BattleUnit source, BattleUnit target) { bool isDraining = false; foreach (StatusEffect effect in target.effects) { if (effect.GetType() == typeof(DamageDrained)) { isDraining = true; break; } } if (!isDraining) { target.AddEffect(new DamageDrained(source, target, value1, (int)value2)); source.AddEffect(new DrainingDamage(source, target, value1, (int)value2, true, true)); } else { } }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new DefenseDown(Source, target, valueReceived * modifier, Duration), true); }
public override void Apply(BattleUnit source, BattleUnit target) { target.AddEffect(new Paralyzed(source, target, value1, (int)value2)); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new Paralyzed(Source, target, rollValue * modifier, Duration), true); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new StatusResistUp(Source, target, resistIncrease * modifier, Duration), true); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new DamagingOverTime(Source, target, valueReceived * modifier, element, Duration), true); }
public override void Apply(BattleUnit source, BattleUnit target) { target.AddEffect(new DamagingOverTime(source, target, value1, Element.Wind, (int)value2)); }
public override void Apply(BattleUnit source, BattleUnit target) { target.AddEffect(new Defending(target, value1, (int)value2)); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new Hiding(Source, target, negativeAggro * modifier, Duration), true); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new DrainingDamage(target, Source, multiplier * modifier, Duration), true); }
public override void Apply(BattleUnit source, BattleUnit target) { if(value2 < 0) target.curDmg += (int)value1 * target.curDmg; else target.AddEffect(new DamageUp(source, target, value1, (int)value2)); }
public override void CopyTo(BattleUnit target, float modifier = 1.0f) { target.AddEffect(new Taunting(Source, target, aggroIncrease * modifier, Duration), true); }