Exemple #1
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        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.range -= (int)AddValueByLevel(VALUE, LEVEL_MUL);
        }
Exemple #2
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        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.thunder = false;
        }
Exemple #3
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        public override void ApplySkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.baseDamage += (int)AddValueByLevel(DAMAGE, LEVEL_MUL);
        }
Exemple #4
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        public override void ApplySkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.thunder = true;
        }
Exemple #5
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        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.projectileForce     = temp;
            skill.rangeCheckFrequency = temp2;
        }
Exemple #6
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        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;
        }
Exemple #7
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        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;
        }
Exemple #8
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        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.shotgunChance           -= 100;
            skill.shotgunProjectilesCount -= PROJECTILE_COUNT;
        }
Exemple #9
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        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;
        }
Exemple #10
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        public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee)
        {
            CellShot skill = melee as CellShot;

            if (skill == null)
            {
                return;
            }

            skill.reuse         += val;
            skill.deviationAngle = 0;
        }
Exemple #11
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        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;
        }
Exemple #12
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        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);
        }
Exemple #13
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        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);
        }
Exemple #14
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        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;
        }
Exemple #15
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        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;
        }
Exemple #16
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        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;
        }