/// <summary>Used for one-shot damage and healing effects</summary> public int CalcDamageValue() { int val = CalcEffectValue(); if (CurrentTargetNo > 0) { return(Effect.GetMultipliedValue(m_cast.CasterUnit, val, CurrentTargetNo)); } return(val); }
/// <summary> /// Used for one-shot damage and healing effects /// </summary> public int CalcDamageValue() { var val = CalcEffectValue(); if (CurrentTargetNo > 0) { // chain target damage comes with diminishing returns return(Effect.GetMultipliedValue(m_cast.CasterUnit, val, CurrentTargetNo)); } return(val); }