Esempio n. 1
0
        /// <summary>Used for one-shot damage and healing effects</summary>
        public int CalcDamageValue()
        {
            int val = CalcEffectValue();

            if (CurrentTargetNo > 0)
            {
                return(Effect.GetMultipliedValue(m_cast.CasterUnit, val, CurrentTargetNo));
            }
            return(val);
        }
Esempio n. 2
0
        /// <summary>
        /// Used for one-shot damage and healing effects
        /// </summary>
        public int CalcDamageValue()
        {
            var val = CalcEffectValue();

            if (CurrentTargetNo > 0)
            {
                // chain target damage comes with diminishing returns
                return(Effect.GetMultipliedValue(m_cast.CasterUnit, val, CurrentTargetNo));
            }
            return(val);
        }