public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.RhinoBeam) { SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectPushaway((int)AddValueByLevel(POWER, LEVEL_ADD)); return(newEffects); } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.SneezeShot) { SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectPushaway(50); //newEffects[1] = new EffectStun(1f); return(newEffects); } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.CellShot) { if (sk.Owner.HasEffectOfSkill(SkillId.CellFury)) { SkillEffect[] ef = new SkillEffect[1]; ef[0] = new EffectPushaway((int)AddValueByLevel(POWER, LEVEL_ADD)); return(ef); } } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { ActiveSkill aa = Owner.MeleeSkill; if (aa != null && sk.GetSkillId() == aa.GetSkillId()) { if (sk.Owner.HasEffectOfSkill(SkillId.Haste)) { SkillEffect[] ef = new SkillEffect[1]; ef[0] = new EffectPushaway(30); return(ef); } } return(null); }
public override SkillEffect[] CreateEffects(int param) { int count = 1; if (hitEnemyDamage > 0) { count++; } SkillEffect[] effects = new SkillEffect[count]; effects[0] = new EffectPushaway(50); if (hitEnemyDamage > 0) { if (!areaDamage) { effects[1] = new EffectDamage(hitEnemyDamage); } } return(effects); }