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); } }
public void HammerOfJustice() { if (Target) { Set1.FSkill2(); EffectManager.AddDebuff(new HammerOfJustice(Target, IconHammerOfJustice)); } }
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); } }
public void BlessingOfWisdom() { Sets.DeactivateSet4Skill(); if (!ActiveBlessingOfWisdom) { EffectManager.AddDebuff(new BlessingOfWisdom(gameObject, IconBlessingOfWisdom)); ActiveBlessingOfMight = false; ActiveBlessingOfWisdom = true; ActiveBlessingOfKings = false; } }
public void SealOfJustice() { Sets.DeactivateSet4Skill(); if (!ActiveSealOfJustice) { EffectManager.AddDebuff(new SealOfJustice(gameObject, IconSealOfJustice)); ActiveSealOfRighteousness = false; ActiveSealOfLight = false; ActiveSealOfJustice = true; } }
public void RetributionAura() { Sets.DeactivateSet4Skill(); if (!ActiveRetributionAura) { EffectManager.AddDebuff(new RetributionAura(gameObject, IconRetributionAura)); ActiveDevotionAura = false; ActiveMagicalAura = false; ActiveRetributionAura = true; } }
// 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>(); }
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; } }
void NagaSpirit(int Dmg) { EffectManager.AddDebuff(new NagaSpirit(gameObject, Dmg, IconNagaSpirit)); }
void VengefulStance() { ActiveVengefulStance = 0.6f; VengefulStanceActive = true; EffectManager.AddDebuff(new VengefulStance(gameObject, IconVengefulStance)); }
void Bash() { Target.GetComponent <Stats>().StunMe(5); EffectManager.AddDebuff(new Bash(Target, IconBash)); }
void BlackfathomHamstring() { EffectManager.AddDebuff(new BlackfathomHamstring(Target, WeaponBaseDamage, ChanceCrit, CritMultiplier, IconBlackfathomHamstring, gameObject)); //Enemy.GetComponent<Stats>().Damage((int)(WeaponBaseDamage * 1.80)); }