public override void ApplicationEffect() { //Make a Permanent SoulChangePower, and save a reference to it, so it can be removed later soulChangePower = new SoulChangePower(chrSource, chrTarget, skillSource, nPowerBuff); chrTarget.soulContainer.ApplySoul(soulChangePower); //Make a Permanent SoulChangeDefense, and save a reference to it, so it can be removed later soulChangeDefense = new SoulChangeDefense(chrSource, chrTarget, skillSource, nDefenseBuff); chrTarget.soulContainer.ApplySoul(soulChangeDefense); }
public override void ApplicationEffect() { //Make a Permanent SoulChangeDefense, and save a reference to it, so it can be removed later soulChangeDefense = new SoulChangeDefense(chrSource, chrTarget, skillSource, nDefense); chrTarget.soulContainer.ApplySoul(soulChangeDefense); /*We were having this apply armour, but this has been changed to defense (temporarily?) * * //Add a modifier onto armour * nodeArmourModifier = chrTarget.pnArmour.AddModifier((nArmour) => nArmour + this.nArmour); * * chrTarget.subArmourCleared.Subscribe(cbOnArmourClear);*/ }
public SoulChangeDefense(SoulChangeDefense other, Chr _chrTarget = null) : base(other, _chrTarget) { nDefenseChange = other.nDefenseChange; }