Example #1
0
 /// <summary>
 /// Decrease or increase actual hp or energy pernamently for specified time for caster.
 /// </summary>
 /// <param name="hpOrMana">Target atribute</param>
 /// <param name="count">How much to change atribute</param>
 /// <param name="time">How many rounds the effect repeat. 0 for instant effect</param>
 /// <param name="modificatorNumber">Multiplier between basic number and atribute</param>
 /// <param name="modifcatorType">Atribute which modifies value</param>
 public void AddSpellEffectCaster(SpellEffect.FlatAtribute hpOrMana, int count, int time, float modificatorNumber, SpellEffect.Modificator modifcatorType)
 {
     SpellEffectsForCaster.Add(new SpellEffect(time, hpOrMana, count, modificatorNumber, modifcatorType));
 }
Example #2
0
 /// <summary>
 /// Forward list of spell effects to caster and target
 /// </summary>
 /// <param name="caster"></param>
 /// <param name="target"></param>
 public void Cast(Fighter caster, Fighter target)
 {
     SpellEffectsForCaster.ForEach(spellBuff => caster.AddSpellEffect(spellBuff));
     SpellEffectsForTarget.ForEach(spellBuff => target.AddSpellEffect(spellBuff));
     CooldownReamingTime = Cooldown;
 }
Example #3
0
 /// <summary>
 /// Decrease or increase atribute for specified time then return it to original value for caster.
 /// </summary>
 /// <param name="atribute">Target atribute</param>
 /// <param name="count">How much to change atribute</param>
 /// <param name="time">How long the change is active</param>
 public void AddSpellEffectCaster(BonusAtribute.Atributes atribute, int count, int time, float modificatorNumber, SpellEffect.Modificator modifcatorType)
 {
     SpellEffectsForCaster.Add(new SpellEffect(time, new BonusAtribute(atribute, count, this), modificatorNumber, modifcatorType));
 }