private void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount, int delay) { if (this.IsTrigger) { target.AddEffect(new SealEffect(2, 1), 0); } }
private void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (this.IsTrigger) { target.AddEffect(new ContinueReduceDamageEffect(2), 0); } }
void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (IsTrigger) { target.AddEffect(new ReduceStrengthEffect(2), 0); } }
private void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (this.IsTrigger) { target.AddEffect(new LockDirectionEffect(2), 0); } }
protected void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount, int delay) { if (this.IsTrigger) { target.AddEffect(new ContinueReduceBloodEffect(this.m_count, 2, living as Player), 0); } }
protected void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount) { if (IsTrigger) { target.AddEffect(new ContinueReduceBloodEffect(2, -m_blood), 0); } }
private void player_AfterKillingLiving(Living living, Living target, int damageAmount, int criticalAmount, int delay) { if (this.IsTrigger) { target.AddEffect(new ReduceStrengthEffect(this.m_count), 0); } }