コード例 #1
0
 /// <summary>
 /// Add a damage range to the given item
 /// </summary>
 /// <param name="item"></param>
 /// <param name="minDmg">minimun damage dealt</param>
 /// <param name="maxDmg">maximum damage dealt</param>
 public Damage(IItem item, int minDmg, int maxDmg) : base(item)
 {
     this.minDmg = minDmg;
     this.maxDmg = maxDmg;
     item.AddDescription(minDmg + " à " + maxDmg + " de dégats\n");
 }
コード例 #2
0
 /// <summary>
 /// Add magical damage property to the item
 /// </summary>
 /// <param name="item"></param>
 public MagicalDamage(IItem item) : base(item)
 {
     item.AddDescription("Inflige des dégats magiques\n");
 }
コード例 #3
0
 /// <summary>
 /// increase the item's max health
 /// </summary>
 /// <param name="item"></param>
 /// <param name="hpBuff">amount of max health increased by the item</param>
 public MaxHealthBuff(IItem item, int hpBuff) : base(item)
 {
     this.hpBuff = hpBuff;
     item.AddDescription("+" + hpBuff + " points de vie max\n");
 }
コード例 #4
0
 /// <summary>
 /// Increase the % critical chance of the item
 /// </summary>
 /// <param name="item"></param>
 /// <param name="critBuff">amount of critical chance</param>
 public CriticalChanceBuff(IItem item, int critBuff) : base(item)
 {
     this.critBuff = critBuff;
     item.AddDescription("+" + critBuff + "% de critique\n");
 }
コード例 #5
0
ファイル: HealOnAttack.cs プロジェクト: vikbha/TestStageUnity
 /// <summary>
 /// Damaging enemy heals a certain amount
 /// </summary>
 /// <param name="item"></param>
 /// <param name="healOnHitAmount">amount healed on hit</param>
 public HealOnAttack(IItem item, int healOnHitAmount) : base(item)
 {
     this.healOnHitAmount = healOnHitAmount;
     item.AddDescription("Soigne " + healOnHitAmount + " points de vie par attaque\n");
 }
コード例 #6
0
ファイル: Heal.cs プロジェクト: vikbha/TestStageUnity
 /// <summary>
 /// Add a heal to the item
 /// </summary>
 /// <param name="item"></param>
 /// <param name="healAmount">amount of healing given by the item</param>
 public Heal(IItem item, int healAmount) : base(item)
 {
     this.healAmount = healAmount;
     item.AddDescription("Soigne " + healAmount + " points de vie\n");
 }
コード例 #7
0
 /// <summary>
 /// add a property to the item
 /// </summary>
 /// <param name="description"></param>
 public void AddDescription(string description)
 {
     item.AddDescription(description);
 }
コード例 #8
0
 /// <summary>
 /// the item increases the critical chance for a set amount of time
 /// </summary>
 /// <param name="item"></param>
 /// <param name="critBuff">amount of increased critical chance</param>
 /// <param name="duration">duration of the buff in minutes</param>
 public TimedCritBuff(IItem item, int critBuff, float duration) : base(item)
 {
     this.critBuff = critBuff;
     this.duration = duration;
     item.AddDescription("+" + critBuff + "% de critique pendant " + duration + " minute\n");
 }
コード例 #9
0
 /// <summary>
 /// Increase the item's physical armor
 /// </summary>
 /// <param name="item"></param>
 /// <param name="armor">amount of physical armor</param>
 public PhysicalArmor(IItem item, int armor) : base(item)
 {
     this.armor = armor;
     item.AddDescription("+" + armor + " d'armure physique\n");
 }