public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.range -= (int)AddValueByLevel(VALUE, LEVEL_MUL); }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.thunder = false; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.baseDamage += (int)AddValueByLevel(DAMAGE, LEVEL_MUL); }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.thunder = true; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.projectileForce = temp; skill.rangeCheckFrequency = temp2; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.range += (int)temp1; skill.baseDamage -= (int)temp2; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.consecutiveShotgunCounter -= CONSECUTIVE_COUNTER; skill.shotgunProjectilesCount -= PROJECTILE_COUNT; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.shotgunChance -= 100; skill.shotgunProjectilesCount -= PROJECTILE_COUNT; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.doubleAttackChance -= (int)AddValueByLevel(CHANCE, LEVEL_ADD); skill.doubleAttackProjectileCount -= 1; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.reuse += val; skill.deviationAngle = 0; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.doubleAttackChance -= 100; skill.doubleAttackProjectileCount -= 3; skill.reuse = skill.reuse - temp; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } val = skill.reuse / 2; skill.reuse -= val; skill.deviationAngle = (int)AddValueByLevel(ANGLE, ANGLE_LEVEL_ADD, true); }
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 void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } temp = skill.projectileForce; temp2 = skill.rangeCheckFrequency; skill.projectileForce *= 2; skill.rangeCheckFrequency = 0.01f; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } temp1 = skill.range / 2f; temp2 = skill.baseDamage * (AddValueByLevel(VALUE, VALUE_LEVEL_ADD) / 100f); skill.range -= (int)temp1; skill.baseDamage += (int)temp2; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { CellShot skill = melee as CellShot; if (skill == null) { return; } skill.doubleAttackChance += 100; temp = skill.reuse * (AddValueByLevel(REUSE_INCREASE, LEVEL_ADD, true) / 100f); skill.doubleAttackProjectileCount += 3; skill.reuse = skill.reuse + temp; }