/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }
/// <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"); }
/// <summary> /// add a property to the item /// </summary> /// <param name="description"></param> public void AddDescription(string description) { item.AddDescription(description); }
/// <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"); }
/// <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"); }