public override void Effect(RootUnit target, RootUnit owner, WorldAbility worldAbility) { Status status = new Status(); status.sourceUnit = owner.unitID; status.rate = Heal(); status.maxDuration = Duration(); target.AddStatus(status); }
public override void Effect(RootUnit target, RootUnit owner, WorldAbility worldAbility) { Status status = new Status(); status.modifierGroups.Add(new ModifierGroup() { Stat = ModifierGroup.eStat.GlobalDamage, Aspect = ModifierGroup.eAspect.DamageTaken, Method = ModifierGroup.eMethod.AddPercent, Value = .01f * EffectStrength() }); status.sourceUnit = owner.unitID; status.rate = 0; status.maxDuration = Duration(); target.AddStatus(status); }
public override void Effect(RootUnit target, RootUnit owner, WorldAbility worldAbility) { Status status = new Status(); status.modifierGroups.Add(new ModifierGroup() { Stat = stat, Aspect = aspect, Method = method, Value = EffectStrength() }); status.sourceUnit = owner.unitID; status.rate = 0; status.maxDuration = Duration(); target.AddStatus(status); }