public override void DoEffect(VisibleGameEntity _object) { base.DoEffect(_object); Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(ListLevel[Level].ListSkillInfo[0].ProjectileType); prjt.X = PlayerOwner.TargetSkillX; prjt.Y = PlayerOwner.TargetSkillY; prjt.MinDamage = ListLevel[Level].ListSkillInfo[0].MinDamage; prjt.MaxDamage = ListLevel[Level].ListSkillInfo[0].MaxDamage; prjt.SkillOwner = this; EarthShakeController esc = new EarthShakeController(); esc.Owner = prjt; prjt.ProjectileController = esc; PlayerOwner.StateOwner._listProjectile.Add(prjt); PlayerOwner.Mp += ListLevel[Level].ListSkillInfo[0].Mp; }
public override void DoEffect(VisibleGameEntity _object) { base.DoEffect(_object); Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(ListLevel[Level].ListSkillInfo[0].ProjectileType); prjt.X = PlayerOwner.TargetSkillX; prjt.Y = PlayerOwner.TargetSkillY; prjt.MinDamage = ListLevel[Level].ListSkillInfo[0].MinDamage; prjt.MaxDamage = ListLevel[Level].ListSkillInfo[0].MaxDamage; prjt.SkillOwner = this; EarthShakeController esc = new EarthShakeController(); esc.Owner = prjt; prjt.ProjectileController = esc; PlayerOwner.StateOwner._listProjectile.Add(prjt); PlayerOwner.Mp += ListLevel[Level].ListSkillInfo[0].Mp; }