public override void InflictStatus(UnitBase unitBase) { //DamagePrefabManager.Instance.TextGradient = colorGradient; var modifier = StatusEffectModifier(unitBase); var dmg = (int)(damagePercentage * modifier * unitBase.Unit.maxHealthRef); dmg = Random.Range((int)(0.98f * dmg), (int)(1.02f * dmg)); unitBase.TakeDamage(dmg, gradient: colorGradient); }
public override void InflictStatus(UnitBase unitBase) { var random = Random.value; if (random > chanceOfInfliction) { return; } DamagePrefabManager.Instance.DamageTextColor = color; var modifier = StatusEffectModifier(unitBase); var dmg = (int)(damagePercentage * modifier * unitBase.Unit.maxHealthRef); dmg = Random.Range((int)(0.98f * dmg), (int)(1.02f * dmg)); unitBase.TakeDamage(dmg); // show shocked visual effect Battle.Engine.canGiveCommand = false; }