public void BasicMissileCast(string animation) { if (Cooldown > TimeSpan.Zero || Being.Mana < ManaCost) { return; } if (Being.GetCurrentAnimation().Name != AnimationTypes.Move && Being.GetCurrentAnimation().Name != AnimationTypes.Stand) { return; } (Being as Zerd).ZerdAnimations.Reset(animation); Active = true; }
public override void Cast() { if (Cooldown > TimeSpan.Zero || Being.Mana < ManaCost) { return; } if (Being.GetCurrentAnimation().Name != AnimationTypes.Move && Being.GetCurrentAnimation().Name != AnimationTypes.Stand) { return; } Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 0)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 1)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 2)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 3)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 4)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 5)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 6)); Globals.GameState.Missiles.Add(new IcicleMissile((Zerd)Being, new DamageInstance(null, AbilityConstants.IcicleDamage, DamageTypes.Frost, Being, AbilityTypes.Iceball), Being.Position, 7)); Execute(); // replenish mana based on bonuses Being.Mana += AbilityConstants.IcicleManaCost * (Being.SkillValue(SkillType.FrozenSoul, false) / 100f); }