예제 #1
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
    public void Judgement()
    {
        if (Target)
        {
            Set1.FSkill4();
            int Dmg = 0;
            if (Random.Range(0, 100) <= ChanceCrit)
            {
                Dmg = (int)((WeaponBaseDamage * 0.2) * CritMultiplier);
            }
            else
            {
                Dmg = (int)(WeaponBaseDamage * 0.2);
            }



            if (ActiveJudgementOfRighteousness)
            {
                EffectManager.AddDebuff(new JudgementOfRighteousness(Target, IconJudgementOfRighteousness));
            }
            else if (ActiveJudgementOfWisdom)
            {
                EffectManager.AddDebuff(new JudgementOfWisdom(Target, IconJudgementOfWisdom));
            }
            else if (ActiveJudgementOfWeakness)
            {
                EffectManager.AddDebuff(new JudgementOfWeakness(Target, IconJudgementOfWeakness));
            }

            Target.GetComponent <Stats>().Damage(Dmg, true, gameObject);
        }
    }
예제 #2
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
 public void HammerOfJustice()
 {
     if (Target)
     {
         Set1.FSkill2();
         EffectManager.AddDebuff(new HammerOfJustice(Target, IconHammerOfJustice));
     }
 }
예제 #3
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
 public void LayOnHands()
 {
     if (Target && !(Target.GetComponent <Stats>().Buff.Find(x => x.Buff.Icon == IconLayOnHands) != null))
     {
         Set2.FSkill4();
         EffectManager.AddDebuff(new Forbearance(Target, IconLayOnHands));
         Target.GetComponent <Stats>().Heal(MaxHealth);
     }
 }
예제 #4
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
 public void BlessingOfWisdom()
 {
     Sets.DeactivateSet4Skill();
     if (!ActiveBlessingOfWisdom)
     {
         EffectManager.AddDebuff(new BlessingOfWisdom(gameObject, IconBlessingOfWisdom));
         ActiveBlessingOfMight  = false;
         ActiveBlessingOfWisdom = true;
         ActiveBlessingOfKings  = false;
     }
 }
예제 #5
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
 public void SealOfJustice()
 {
     Sets.DeactivateSet4Skill();
     if (!ActiveSealOfJustice)
     {
         EffectManager.AddDebuff(new SealOfJustice(gameObject, IconSealOfJustice));
         ActiveSealOfRighteousness = false;
         ActiveSealOfLight         = false;
         ActiveSealOfJustice       = true;
     }
 }
예제 #6
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
 public void RetributionAura()
 {
     Sets.DeactivateSet4Skill();
     if (!ActiveRetributionAura)
     {
         EffectManager.AddDebuff(new RetributionAura(gameObject, IconRetributionAura));
         ActiveDevotionAura    = false;
         ActiveMagicalAura     = false;
         ActiveRetributionAura = true;
     }
 }
예제 #7
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
    // Start is called before the first frame update
    void Start()
    {
        SpawnPos = transform.position;

        CurrentHealth = MaxHealth;
        CurrentMana   = MaxMana;

        UI = GameObject.Find("Canvas");

        EffectManager.AddDebuff(new DevotionAura(gameObject, IconDevotionAura));
        ActiveDevotionAura = true;

        //Set1 = GameObject.Find("Set 1").GetComponent<CooldownManager>();
        //Set2 = GameObject.Find("Set 2").GetComponent<CooldownManager>();
        //Set3 = GameObject.Find("Set 3").GetComponent<CooldownManager>();
        //Set4 = GameObject.Find("Set 4").GetComponent<CooldownManager>();
    }
예제 #8
0
파일: Paladin.cs 프로젝트: rafaeu9/Paladin
    public void BlessingOfKings()
    {
        Sets.DeactivateSet4Skill();
        if (!ActiveBlessingOfKings)
        {
            EffectManager.AddDebuff(new BlessingOfKings(gameObject, IconBlessingOfKings));

            MaxHealth        += (int)(MaxHealth * 0.1);
            MaxMana          += (int)(MaxMana * 0.1);
            AttackSpeed      -= 0.1f;
            ChanceCrit       += 2;
            WeaponBaseDamage += (int)(WeaponBaseDamage * 0.05);

            ActiveBlessingOfMight  = false;
            ActiveBlessingOfWisdom = false;
            ActiveBlessingOfKings  = true;
        }
    }
예제 #9
0
 void NagaSpirit(int Dmg)
 {
     EffectManager.AddDebuff(new NagaSpirit(gameObject, Dmg, IconNagaSpirit));
 }
예제 #10
0
 void VengefulStance()
 {
     ActiveVengefulStance = 0.6f;
     VengefulStanceActive = true;
     EffectManager.AddDebuff(new VengefulStance(gameObject, IconVengefulStance));
 }
예제 #11
0
 void Bash()
 {
     Target.GetComponent <Stats>().StunMe(5);
     EffectManager.AddDebuff(new Bash(Target, IconBash));
 }
예제 #12
0
 void BlackfathomHamstring()
 {
     EffectManager.AddDebuff(new BlackfathomHamstring(Target, WeaponBaseDamage, ChanceCrit, CritMultiplier, IconBlackfathomHamstring, gameObject));
     //Enemy.GetComponent<Stats>().Damage((int)(WeaponBaseDamage * 1.80));
 }