public void Judgement() { if (Target) { Set1.FSkill4(); int Dmg = 0; if (Random.Range(0, 100) <= ChanceCrit) { Dmg = (int)((WeaponBaseDamage * 0.2) * CritMultiplier); } else { Dmg = (int)(WeaponBaseDamage * 0.2); } if (ActiveJudgementOfRighteousness) { EffectManager.AddDebuff(new JudgementOfRighteousness(Target, IconJudgementOfRighteousness)); } else if (ActiveJudgementOfWisdom) { EffectManager.AddDebuff(new JudgementOfWisdom(Target, IconJudgementOfWisdom)); } else if (ActiveJudgementOfWeakness) { EffectManager.AddDebuff(new JudgementOfWeakness(Target, IconJudgementOfWeakness)); } Target.GetComponent <Stats>().Damage(Dmg, true, gameObject); } }
public void LayOnHands() { if (Target && !(Target.GetComponent <Stats>().Buff.Find(x => x.Buff.Icon == IconLayOnHands) != null)) { Set2.FSkill4(); EffectManager.AddDebuff(new Forbearance(Target, IconLayOnHands)); Target.GetComponent <Stats>().Heal(MaxHealth); } }
public void LightoftheProtector() { if (Target) { Set3.FSkill4(); if (OnConcecrationLand) { Heal((int)((MaxHealth - CurrentHealth) * 0.5)); } else { Heal((int)((MaxHealth - CurrentHealth) * 0.2)); } } }