protected void Damage(ExecutionData data, MultipleHealths myTargets) { if (!data.isServer) { return; } Damage(data, myTargets, mySettings.damage); }
protected void Damage(ExecutionData data, MultipleHealths myTargets, float damageValue) { if (!data.isServer) { return; } foreach (Health hl in myTargets.healths) { if (hl != null) { if (mySettings.damageOverTime > 0) { hl.Damage(damageValue, mySettings.damageType, mySettings.damageOverTime, self.mySide); } else { hl.Damage(damageValue, mySettings.damageType, self.mySide); } } } }
protected void ApplyEffect(ExecutionData data, MultipleHealths myTargets) { if (!data.isServer) { return; } foreach (Health hl in myTargets.healths) { if (hl != null) { switch (mySettings.myEffect) { case SkillSettings.StatusEffect.Slow: hl.ModifyMovementSpeed(mySettings.myEffectAmount, mySettings.myEffectDuration); break; case SkillSettings.StatusEffect.Stun: hl.Stun(mySettings.myEffectDuration); break; } } } }