Example #1
0
        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);
        }
Example #2
0
        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);
        }
Example #3
0
        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);
        }
Example #4
0
        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);
        }
Example #5
0
        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);
        }