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 }), }); }
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) }); }
public static FighterConditionAppliedTick ApplyStun(this IFighterStats target, IFighterStats actor, float chance) { return(target.ApplyCondition(actor, chance, new StunSkillCondition(actor))); }