public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { foreach (var factors in targetsFactors) { factors.speedPoint += SpeedPoint; } }
public BattleFactors Use(BattleFactors battleFactors) { foreach (var effector in equipmentEffectors) { battleFactors = effector.Use(battleFactors); } return(battleFactors); }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { int magicalAttackPoint = casterFactors.magicalAttackPoint + MagicalAttack; foreach (var factors in targetsFactors) { factors.skillPoint -= Math.Max(magicalAttackPoint - factors.magicalDefencePoint, 1); } }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { int physicalAttackPoint = casterFactors.physicalAttackPoint + PhysicalAttack; foreach (var factors in targetsFactors) { factors.healthPoint -= Math.Max(physicalAttackPoint - factors.physicalDefencePoint, 1); } }
public static void Unload() { Subtitle.Dispose(); Title.Dispose(); Splash.Dispose(); MapSheet.Dispose(); MiniHP.Dispose(); HPMenu.Dispose(); Buttons.Dispose(); Shadows.Dispose(); Darkness.Dispose(); BattleFactors.Dispose(); Strip.Dispose(); Cursor.Dispose(); Arrows.Dispose(); PicBorder.Dispose(); MenuBorder.Dispose(); MenuBG.Dispose(); tileCache.Clear(); objectCache.Clear(); bgCache.Clear(); itemCache.Clear(); iconCache.Clear(); vfxCache.Clear(); portraitCache.Clear(); spriteCache.Clear(); DivTex.Dispose(); EXPFont.Dispose(); HealFont.Dispose(); DamageFont.Dispose(); DungeonFont.Dispose(); TextFont.Dispose(); SysFont.Dispose(); Pixel.Dispose(); defaultTex.Dispose(); Loaded = false; //Notify script engine LuaEngine.Instance.OnGraphicsUnload(); }
public abstract BattleFactors Use(BattleFactors battleFactors);
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.magicalDefencePoint += MagicalDefencePoint; }
public abstract void End(BattleFactors affectedBF);
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { }
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.magicalAttackPoint += PhysicalAttackPoint; return(battleFactors); }
public override void End(BattleFactors affectedBF) { affectedBF.physicalAttackPoint -= PhysicalAttackPoint; }
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.accuracyPoint += AccuracyPoint; return(battleFactors); }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.speedPoint += SpeedPoint; }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.skillPoint += (int)(casterFactors.maxSkillPoint * Ratio); }
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.evasionPoint += EvasionPoint; return(battleFactors); }
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.speedPoint += SpeedPoint; return(battleFactors); }
public override void End(BattleFactors affectedBF) { affectedBF.speedPoint -= SpeedPoint; }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.physicalAttackPoint += PhysicalAttackPoint; }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.accuracyPoint += AccuracyPoint; }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.skillPoint += SP; }
public override void End(BattleFactors affectedBF) { affectedBF.accuracyPoint -= AccuracyPoint; }
public override void End(BattleFactors affectedBF) { affectedBF.physicalDefencePoint -= PhysicalDefencePoint; }
public override void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors) { casterFactors.evasionPoint += EvasionPoint; }
public override void End(BattleFactors affectedBF) { }
public override void End(BattleFactors affectedBF) { affectedBF.evasionPoint -= EvasionPoint; }
public abstract void Use(BattleFactors casterFactors, List <BattleFactors> targetsFactors);
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.physicalDefencePoint += PhysicalDefencePoint; return(battleFactors); }
public override void End(BattleFactors affectedBF) { affectedBF.magicalDefencePoint -= MagicalDefencePoint; }
public override BattleFactors Use(BattleFactors battleFactors) { battleFactors.magicalDefencePoint += MagicalDefencePoint; return(battleFactors); }