public static void HealSubdual(this GameObject obj, GameObject healer, Dice dice, D20ActionType actionType = D20ActionType.NONE, int spellId = 0) { var amount = dice.Roll(); GameSystems.Critter.HealSubdualSub_100B9030(obj, amount); }
public static bool ReflexSaveAndDamage(this GameObject obj, GameObject attacker, int dc, D20SavingThrowReduction reduction, D20SavingThrowFlag flags, Dice damageDice, DamageType damageType, D20AttackPower attackPower, D20ActionType actionType = D20ActionType.NONE, int spellId = 0) { return(GameSystems.D20.Combat.ReflexSaveAndDamage(obj, attacker, dc, reduction, flags, damageDice, damageType, attackPower, actionType, spellId)); }
public static void DealSpellDamage(this GameObject victim, GameObject attacker, DamageType damageType, Dice dice, D20AttackPower attackPower = D20AttackPower.NORMAL, D20ActionType actionType = D20ActionType.NONE, int spellId = 0) { GameSystems.D20.Combat.SpellDamageFull(victim, attacker, dice, damageType, attackPower, actionType, spellId, 0); }
public static void DealSpellDamage(this GameObject victim, GameObject attacker, DamageType damageType, Dice dice, D20AttackPower attackPower = D20AttackPower.NORMAL, int reduction = 100, D20ActionType actionType = D20ActionType.NONE, int spellId = 0, D20CAF flags = 0, int projectileIdx = 0) { // Line 105: Saving Throw GameSystems.D20.Combat.DealWeaponlikeSpellDamage(victim, attacker, dice, damageType, attackPower, reduction, 105, actionType, spellId, flags, projectileIdx); }
public static D20ActionDef GetActionDef(D20ActionType type) => actions[type];
public static void Heal(this GameObject obj, GameObject healer, Dice dice, D20ActionType actionType = D20ActionType.NONE, int spellId = 0) { GameSystems.Combat.Heal(obj, healer, dice, actionType); }
public static void DamageWithReduction(this GameObject victim, GameObject attacker, DamageType damageType, Dice dice, D20AttackPower attackPower, int reductionPercent, D20ActionType actionType = D20ActionType.NONE, int spellId = -1) { // NOTE: reductionPercent is in the 0-100 range GameSystems.D20.Combat.DoDamage(victim, attacker, dice, damageType, attackPower, reductionPercent, 105, actionType); }
public static void Damage(this GameObject victim, GameObject attacker, DamageType damageType, Dice dice, D20AttackPower attackPower = default, D20ActionType actionType = D20ActionType.NONE) { GameSystems.D20.Combat.DoUnclassifiedDamage(victim, attacker, dice, damageType, attackPower, actionType); }