public override void Apply(BattleUnit source, BattleUnit target)
 {
     if (value2 < 0)
     {
         target.statusResistance += value1;
     }
     else
     {
         target.AddEffect(new StatusResistUp(source, target, value1, (int)value2));
     }
 }
 public override void Apply(BattleUnit source, BattleUnit target)
 {
     if (value2 < 0)
     {
         target.curDef += (int)value1 * target.curDef;
     }
     else
     {
         target.AddEffect(new DefenseUp(source, target, value1, (int)value2));
     }
 }
Esempio n. 3
0
 public override void Apply(BattleUnit source, BattleUnit target)
 {
     if (value2 < 0)
     {
         target.curDmg -= (int)value1 * target.curDmg;
     }
     else
     {
         target.AddEffect(new DamageDown(source, target, value1, (int)value2));
     }
 }
Esempio n. 4
0
        public override void Apply(BattleUnit source, BattleUnit target)
        {
            bool isDraining = false;

            foreach (StatusEffect effect in target.effects)
            {
                if (effect.GetType() == typeof(DamageDrained))
                {
                    isDraining = true;
                    break;
                }
            }
            if (!isDraining)
            {
                target.AddEffect(new DamageDrained(source, target, value1, (int)value2));
                source.AddEffect(new DrainingDamage(source, target, value1, (int)value2, true, true));
            }
            else
            {
            }
        }
Esempio n. 5
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new DefenseDown(Source, target, valueReceived * modifier, Duration), true);
 }
Esempio n. 6
0
 public override void Apply(BattleUnit source, BattleUnit target)
 {
     target.AddEffect(new Paralyzed(source, target, value1, (int)value2));
 }
Esempio n. 7
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new Paralyzed(Source, target, rollValue * modifier, Duration), true);
 }
Esempio n. 8
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new StatusResistUp(Source, target, resistIncrease * modifier, Duration), true);
 }
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new DamagingOverTime(Source, target, valueReceived * modifier, element, Duration), true);
 }
Esempio n. 10
0
 public override void Apply(BattleUnit source, BattleUnit target)
 {
     target.AddEffect(new DamagingOverTime(source, target, value1, Element.Wind, (int)value2));
 }
Esempio n. 11
0
 public override void Apply(BattleUnit source, BattleUnit target)
 {
     target.AddEffect(new Defending(target, value1, (int)value2));
 }
Esempio n. 12
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new Hiding(Source, target, negativeAggro * modifier, Duration), true);
 }
Esempio n. 13
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new DrainingDamage(target, Source, multiplier * modifier, Duration), true);
 }
Esempio n. 14
0
 public override void Apply(BattleUnit source, BattleUnit target) {
     if(value2 < 0)
         target.curDmg += (int)value1 * target.curDmg;
     else
         target.AddEffect(new DamageUp(source, target, value1, (int)value2));
 }
Esempio n. 15
0
 public override void CopyTo(BattleUnit target, float modifier = 1.0f)
 {
     target.AddEffect(new Taunting(Source, target, aggroIncrease * modifier, Duration), true);
 }