public override void Run(Combat.Character character) { Combat.HitDefinition hitdef = character.DefensiveInfo.HitDef; if (hitdef.EnvShakeFallTime == 0) { return; } Combat.EnvironmentShake envshake = character.Engine.EnvironmentShake; envshake.Set(hitdef.EnvShakeFallTime, hitdef.EnvShakeFallFrequency, hitdef.EnvShakeAmplitude, hitdef.EnvShakeFallPhase); hitdef.EnvShakeFallTime = 0; }
public override void Run(Combat.Character character) { Int32? time = EvaluationHelper.AsInt32(character, Time, null); Single frequency = Misc.Clamp(EvaluationHelper.AsSingle(character, Frequency, 60), 0, 180); Int32 amplitude = EvaluationHelper.AsInt32(character, Amplitude, -4); Single phase = EvaluationHelper.AsSingle(character, PhaseOffset, frequency >= 90 ? 0 : 90); if (time == null) { return; } Combat.EnvironmentShake envshake = character.Engine.EnvironmentShake; envshake.Set(time.Value, frequency, amplitude, phase); }