public void Activate(string SkillName) { for (int E = 0; E < ListEffect.Count; E++) { foreach (AutomaticSkillTargetType ActiveActivation in ListEffectTargetReal[E]) { if (ActiveActivation.CanExecuteEffectOnTarget(ListEffect[E])) { ActiveActivation.ExecuteAndAddEffectToTarget(ListEffect[E], SkillName); } } } }
public bool Activate(string SkillRequirementToActivate, string SkillName) { bool CanActivate = true; //Check if you can attack with ActivationPercentage. if (!RandomHelper.RandomActivationCheck(ActivationPercentage)) { return(false); } for (int R = 0; R < ListRequirement.Count && CanActivate; R++) { bool IsManuallyActivated = ListRequirement[R].CanActicateManually(SkillRequirementToActivate); bool CanPassiveRequirement = ListRequirement[R].CanActivatePassive(); if (!CanPassiveRequirement && !IsManuallyActivated) { CanActivate = false; } } if (CanActivate) { for (int E = 0; E < ListEffect.Count; E++) { foreach (AutomaticSkillTargetType ActiveActivation in ListEffectTargetReal[E]) { if (ActiveActivation.CanExecuteEffectOnTarget(ListEffect[E])) { ActiveActivation.ExecuteAndAddEffectToTarget(ListEffect[E], SkillName); } } } } return(CanActivate); }