Esempio n. 1
0
 public override IEnumerable <EngineTick> Perform(IFighterStats actor, IFighterStats target, EngineCalculationValues calculationValues)
 {
     return(new EngineTick[]
     {
         target.ApplyCondition(actor, 70, new BleedSkillCondition(actor)
         {
             Remaining = 2
         }),
         target.ApplyCondition(actor, 5, new PoisonSkillCondition(actor)
         {
             Remaining = 0
         }),
     });
 }
 public override IEnumerable <EngineTick> Perform(IFighterStats actor, IFighterStats target, EngineCalculationValues calculationValues)
 {
     return(new EngineTick[]
     {
         target.ApplyCondition(actor, 75, new StunSkillCondition(actor)
         {
             Remaining = 0
         }),
         target.ApplyCondition(actor, 90, new VulnerabilitySkillCondition(actor)
         {
             Remaining = 1
         }),
     });
 }
Esempio n. 3
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 public override IEnumerable <EngineTick> Perform(IFighterStats actor, IFighterStats target, EngineCalculationValues calculationValues)
 {
     return(new List <EngineTick>
     {
         target.ApplyCondition(actor, 50, new StunSkillCondition(actor)
         {
             Remaining = 0
         }),
         target.ApplyBleeding(actor, 100)
     });
 }
Esempio n. 4
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 public static FighterConditionAppliedTick ApplyStun(this IFighterStats target, IFighterStats actor, float chance)
 {
     return(target.ApplyCondition(actor, chance, new StunSkillCondition(actor)));
 }