Exemple #1
0
        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 #2
0
        public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects)
        {
            if (sk.GetSkillId() == SkillId.SneezeShot)
            {
                SneezeShot skill = sk as SneezeShot;

                SkillEffect[] newEffects = new SkillEffect[2];
                newEffects[0] = new EffectSlow((AddValueByLevel(SLOW_AMMOUNT_PERCENT, SLOW_LEVEL_ADD) / 100f), 5);
                newEffects[1] = new EffectDamageOverTime((int)AddValueByLevel(DAMAGE, LEVEL_ADD), 5, 1, false);

                return(newEffects);
            }

            return(null);
        }
Exemple #3
0
        public IEffectCommand Create(string effectName)
        {
            switch (effectName.ToLower())
            {
            case "slow":
                EffectSlow slow = new EffectSlow();
                return(slow);

            case "fast":
                EffectFast fast = new EffectFast();
                return(fast);

            default:
                return(null);
            }
        }
Exemple #4
0
    internal override AEffect Compute(AttackInfos a_attackInfos)
    {
        EffectSlow effect = new EffectSlow();

        return(effect);
    }