public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.CellShot) { CellShot skill = sk as CellShot; SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectSlow((AddValueByLevel(SLOWAMMOUNT, LEVEL_ADD) / 100f), AddValueByLevel(DURATION, DURATION_LEVEL_ADD)); return(newEffects); } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.SneezeShot) { SneezeShot skill = sk as SneezeShot; SkillEffect[] newEffects = new SkillEffect[2]; newEffects[0] = new EffectSlow((AddValueByLevel(SLOW_AMMOUNT_PERCENT, SLOW_LEVEL_ADD) / 100f), 5); newEffects[1] = new EffectDamageOverTime((int)AddValueByLevel(DAMAGE, LEVEL_ADD), 5, 1, false); return(newEffects); } return(null); }
public IEffectCommand Create(string effectName) { switch (effectName.ToLower()) { case "slow": EffectSlow slow = new EffectSlow(); return(slow); case "fast": EffectFast fast = new EffectFast(); return(fast); default: return(null); } }
internal override AEffect Compute(AttackInfos a_attackInfos) { EffectSlow effect = new EffectSlow(); return(effect); }