Exemple #1
0
    public void Judgement()
    {
        if (Target)
        {
            Set1.FSkill4();
            int Dmg = 0;
            if (Random.Range(0, 100) <= ChanceCrit)
            {
                Dmg = (int)((WeaponBaseDamage * 0.2) * CritMultiplier);
            }
            else
            {
                Dmg = (int)(WeaponBaseDamage * 0.2);
            }



            if (ActiveJudgementOfRighteousness)
            {
                EffectManager.AddDebuff(new JudgementOfRighteousness(Target, IconJudgementOfRighteousness));
            }
            else if (ActiveJudgementOfWisdom)
            {
                EffectManager.AddDebuff(new JudgementOfWisdom(Target, IconJudgementOfWisdom));
            }
            else if (ActiveJudgementOfWeakness)
            {
                EffectManager.AddDebuff(new JudgementOfWeakness(Target, IconJudgementOfWeakness));
            }

            Target.GetComponent <Stats>().Damage(Dmg, true, gameObject);
        }
    }
Exemple #2
0
 public void LayOnHands()
 {
     if (Target && !(Target.GetComponent <Stats>().Buff.Find(x => x.Buff.Icon == IconLayOnHands) != null))
     {
         Set2.FSkill4();
         EffectManager.AddDebuff(new Forbearance(Target, IconLayOnHands));
         Target.GetComponent <Stats>().Heal(MaxHealth);
     }
 }
Exemple #3
0
 public void LightoftheProtector()
 {
     if (Target)
     {
         Set3.FSkill4();
         if (OnConcecrationLand)
         {
             Heal((int)((MaxHealth - CurrentHealth) * 0.5));
         }
         else
         {
             Heal((int)((MaxHealth - CurrentHealth) * 0.2));
         }
     }
 }