public static void ApplyEffect(Actor target, Spells spell) { switch (spell) { case Spells.BattleLitany: ApplyEffect(target, StatusEffects.BattleLitany, 20); break; case Spells.InternalRelease: ApplyEffect(target, StatusEffects.InternalRelease, 15); break; case Spells.BloodForBlood: ApplyEffect(target, StatusEffects.BloodForBlood, 20); break; case Spells.LifeSurge: ApplyEffect(target, StatusEffects.LifeSurge, 10); break; case Spells.PowerSurge: ApplyEffect(target, StatusEffects.PowerSurge, 10); break; case Spells.StrengthPotion: ApplyEffect(target, StatusEffects.StrengthPotion, 15); break; case Spells.BloodOfTheDragon: ApplyEffect(target, StatusEffects.BloodOfTheDragon, 15); break; } }
public static void ApplyEffect(Actor target, WeaponSkills weaponSkill, bool verbose, EffectSnapshot effectSnapshot = null) { switch (weaponSkill) { case WeaponSkills.HeavyThrust: ApplyEffect(target, StatusEffects.HeavyThrust, 24, verbose); break; case WeaponSkills.Disembowel: ApplyEffect(target, StatusEffects.Disembowel, 30, verbose); break; case WeaponSkills.ChaosThrust: Debug.Assert(effectSnapshot != null, "effectSnapshot != null"); effectSnapshot.Duration = (long) TimeSpan.FromSeconds(30).TotalMilliseconds; ApplyDamageOverTime(target, StatusEffects.ChaosThrust, effectSnapshot, verbose); break; case WeaponSkills.Phlebotomize: Debug.Assert(effectSnapshot != null, "effectSnapshot != null"); effectSnapshot.Duration = (long)TimeSpan.FromSeconds(24).TotalMilliseconds; ApplyDamageOverTime(target, StatusEffects.Phlebotomize, effectSnapshot, verbose); break; } }
private static void ApplyEffect(Actor actor, StatusEffects statusEffect, long durationSeconds, bool verbose) { if (!(actor.StatusEffects.ContainsKey(statusEffect))) { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} applied!"); } actor.StatusEffects.Add(statusEffect, (long)TimeSpan.FromSeconds(durationSeconds).TotalMilliseconds); } else { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} refreshed!"); } actor.StatusEffects[statusEffect] = (long)TimeSpan.FromSeconds(durationSeconds).TotalMilliseconds; } }
private static void ApplyDamageOverTime(Actor target, StatusEffects statusEffect, EffectSnapshot effectSnapshot, bool verbose) { if (!(target.DamageOverTimeEffects.ContainsKey(statusEffect))) { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} applied!"); } target.DamageOverTimeEffects.Add(statusEffect, effectSnapshot); } else { if (verbose) { Console.ForegroundColor = ConsoleColor.Cyan; Console.WriteLine($"{statusEffect} refreshed!"); } target.DamageOverTimeEffects[statusEffect] = effectSnapshot; } }
private static void ApplyEffect(Actor actor, StatusEffects statusEffect, long durationSeconds) { if (!(actor.StatusEffects.ContainsKey(statusEffect))) { actor.StatusEffects.Add(statusEffect, (long)TimeSpan.FromSeconds(durationSeconds).TotalMilliseconds); } else { if (statusEffect == StatusEffects.BloodOfTheDragon && actor.StatusEffects[statusEffect] > (long) TimeSpan.FromSeconds(durationSeconds).TotalMilliseconds) { return; } actor.StatusEffects[statusEffect] = (long)TimeSpan.FromSeconds(durationSeconds).TotalMilliseconds; } }