예제 #1
0
        public override void Update(float deltaTime, Camera cam)
        {
            if (item.body != null &&
                item.body.Enabled &&
                item.body.FarseerBody.Awake)
            {
                item.SetContainedItemPositions();
            }

            foreach (Pair <Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
            {
                Item contained = itemAndEffect.First;
                if (contained.Condition < 0.0f)
                {
                    continue;
                }

                StatusEffect effect = itemAndEffect.Second;

                if (effect.Targets.HasFlag(StatusEffect.TargetType.This))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
                }
                if (effect.Targets.HasFlag(StatusEffect.TargetType.Contained))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
                }
            }
        }
예제 #2
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        public override void Update(float deltaTime, Camera cam)
        {
            if (!string.IsNullOrEmpty(SpawnWithId) && !alwaysContainedItemsSpawned)
            {
                SpawnAlwaysContainedItems();
            }

            if (item.ParentInventory is CharacterInventory)
            {
                item.SetContainedItemPositions();
            }
            else if (item.body != null &&
                     item.body.Enabled &&
                     item.body.FarseerBody.Awake)
            {
                item.SetContainedItemPositions();
            }
            else if (activeContainedItems.Count == 0)
            {
                IsActive = false;
                return;
            }

            foreach (var activeContainedItem in activeContainedItems)
            {
                Item contained = activeContainedItem.Item;
                if (activeContainedItem.ExcludeBroken && contained.Condition <= 0.0f)
                {
                    continue;
                }
                StatusEffect effect = activeContainedItem.StatusEffect;

                if (effect.HasTargetType(StatusEffect.TargetType.This))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.Contained))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
                    effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
                {
                    targets.Clear();
                    targets.AddRange(effect.GetNearbyTargets(item.WorldPosition, targets));
                    effect.Apply(ActionType.OnActive, deltaTime, item, targets);
                }
            }
        }
예제 #3
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    public StatusEffect AddStatusEffect(string effectId, OldContext context)
    {
        Entity       caster   = context.entity;
        StatusEffect existing = statusList.Find((StatusEffect s) => {
            return(s.Id == effectId && s.caster == caster || s.IsUnique);
        });

        if (existing != null && existing.IsRefreshable)
        {
            existing.Refresh(context);
            return(existing);
        }

        StatusEffect statusEffect = EntitySystemLoader.Instance.Create <StatusEffect>(effectId);

        if (existing != null)
        {
            existing.Remove();
            statusList.Remove(existing);
        }

        statusEffect.Apply(entity, context);
        statusList.Add(statusEffect);

        return(statusEffect);
    }
예제 #4
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        private static void Cover3(AbilityBuilder builder)
        {
            builder.Create(Feat.Cover3, PerkType.Cover)
            .Name("Cover III")
            .HasRecastDelay(RecastGroup.Cover, 120f)
            .RequirementStamina(12)
            .UsesActivationType(AbilityActivationType.Casted)
            .DisplaysVisualEffectWhenActivating(VisualEffect.None)
            .HasCustomValidation((activator, target, level) =>
            {
                if (activator == target)
                {
                    return("You cannot Cover yourself.");
                }

                return(string.Empty);
            })
            .HasImpactAction((activator, target, level) =>
            {
                var length = 60f + GetAbilityModifier(AbilityType.Constitution, activator) * 2f;
                StatusEffect.Apply(activator, target, StatusEffectType.Cover3, length);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Dur_Prot_Epic_Armor), target);

                Enmity.ModifyEnmityOnAll(activator, 10);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.Chivalry, 3);
            });
        }
예제 #5
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        public Dictionary <Feat, AbilityDetail> BuildAbilities()
        {
            var builder = new AbilityBuilder()
                          .Create(Feat.Sleep, PerkType.Sleep)
                          .Name("Sleep")
                          .HasRecastDelay(RecastGroup.Sleep, 12f)
                          .HasActivationDelay(2f)
                          .RequirementMP(8)
                          .UsesActivationType(AbilityActivationType.Casted)
                          .DisplaysVisualEffectWhenActivating()
                          .HasImpactAction((activator, target, level) =>
            {
                var resistance   = Resistance.GetResistance(target, ResistanceType.Sleep);
                var baseDuration = Random.NextFloat(15.0f, 30.0f);
                var duration     = baseDuration * resistance;

                StatusEffect.Apply(activator, target, StatusEffectType.Sleep, duration);
                Resistance.ModifyResistance(target, ResistanceType.Sleep, -0.25f);

                CombatPoint.AddCombatPoint(activator, target, SkillType.BlackMagic, 3);
                Enmity.ModifyEnmity(activator, target, 18);
            });

            return(builder.Build());
        }
        private static void Flash2(AbilityBuilder builder)
        {
            builder.Create(Feat.Flash2, PerkType.Flash)
            .Name("Flash II")
            .HasRecastDelay(RecastGroup.Flash, 60f)
            .RequirementStamina(20)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasImpactAction((activator, target, level) =>
            {
                var nth    = 1;
                var nearby = GetNearestCreature(Type.IsAlive, 1, target, nth);
                while (GetIsObjectValid(nearby))
                {
                    if (GetDistanceBetween(target, nearby) > 5.0f)
                    {
                        break;
                    }

                    ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Pdk_Generic_Head_Hit), nearby);
                    StatusEffect.Apply(activator, nearby, StatusEffectType.Blind2, 45f);
                    Enmity.ModifyEnmity(activator, nearby, 50);

                    nth++;
                    nearby = GetNearestCreature(Type.IsAlive, 1, target, nth);
                }

                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Pdk_Generic_Pulse), activator);
            });
        }
예제 #7
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    //this is pseudo private
    public void AddStatusEffectFromTemplate(StatusEffectTemplate template)
    {
        StatusEffect effect  = template.Create(entity);
        OldContext   context = template.GetContext(entity);

        effect.Apply(entity, context);
        statusList.Add(effect);
    }
예제 #8
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    void SetupNewEffect(StatusEffect effect)
    {
        effect.Apply();
        activeEffects.Add(effect);
        effect.EffectFinished += RemoveEffect;

        AddedNewEffect(effect);
    }
예제 #9
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        public override void Update(float deltaTime, Camera cam)
        {
            if (item.ParentInventory is CharacterInventory)
            {
                item.SetContainedItemPositions();
            }
            else if (item.body != null &&
                     item.body.Enabled &&
                     item.body.FarseerBody.Awake)
            {
                item.SetContainedItemPositions();
            }
            else if (itemsWithStatusEffects.Count == 0)
            {
                IsActive = false;
                return;
            }

            foreach (Pair <Item, StatusEffect> itemAndEffect in itemsWithStatusEffects)
            {
                Item contained = itemAndEffect.First;
                if (contained.Condition <= 0.0f)
                {
                    continue;
                }

                StatusEffect effect = itemAndEffect.Second;

                if (effect.HasTargetType(StatusEffect.TargetType.This))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.Contained))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
                    effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
                {
                    var targets = new List <ISerializableEntity>();
                    effect.GetNearbyTargets(item.WorldPosition, targets);
                    effect.Apply(ActionType.OnActive, deltaTime, item, targets);
                }
            }
        }
 private static void Invincible(AbilityBuilder builder)
 {
     builder.Create(Feat.Invincible, PerkType.Invincible)
     .Name("Invincible")
     .HasRecastDelay(RecastGroup.OneHourAbility, 3600f)
     .UsesActivationType(AbilityActivationType.Casted)
     .RequirementStamina(50)
     .HasImpactAction((activator, target, level) =>
     {
         StatusEffect.Apply(activator, target, StatusEffectType.Invincible, 30.0f);
         CombatPoint.AddCombatPointToAllTagged(activator, SkillType.Chivalry, 5);
         Enmity.ModifyEnmityOnAll(activator, 500);
         ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Fnf_Sound_Burst), target);
     });
 }
예제 #11
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    public override void ApplyStatusEffect(StatusEffect Effect)
    {
        if (effects.Find(e => e.Name == Effect.Name) && !Effect.Stackable)
        {
            effects.Find(e => e.Name == Effect.Name).Duration = Effect.Duration;
            return;
        }

        StatusEffect effectInstance = (StatusEffect)UnityEngine.Object.Instantiate(Effect);

        effects.Add(effectInstance);
        effectInstance.Apply(this);

        onStatusChanged();
    }
예제 #12
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        private static void Ironclad1(AbilityBuilder builder)
        {
            builder.Create(Feat.Ironclad1, PerkType.Ironclad)
            .Name("Ironclad I")
            .HasRecastDelay(RecastGroup.Ironclad, 300f)
            .RequirementStamina(10)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Ironclad1, 60f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Death_Ward), target);

                Enmity.ModifyEnmityOnAll(activator, 8);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.Chivalry, 3);
            });
        }
예제 #13
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        private static void SubtleBlow2(AbilityBuilder builder)
        {
            builder.Create(Feat.SubtleBlow2, PerkType.SubtleBlow)
            .Name("Subtle Blow II")
            .HasRecastDelay(RecastGroup.SubtleBlow, 300f)
            .RequirementStamina(7)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.SubtleBlow2, 30f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Ac_Bonus), target);

                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.Chi, 3);
                Enmity.ModifyEnmityOnAll(activator, 8);
            });
        }
예제 #14
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        private static void Blind1(AbilityBuilder builder)
        {
            builder.Create(Feat.Blind1, PerkType.Blind)
            .Name("Blind I")
            .HasRecastDelay(RecastGroup.Blind, 12f)
            .RequirementMP(6)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasActivationDelay(2f)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Blind1, 15f);

                Enmity.ModifyEnmity(activator, target, 4);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.RedMagic, 3);
            });
        }
        private static void Manafont(AbilityBuilder builder)
        {
            builder.Create(Feat.Manafont, PerkType.Manafont)
            .Name("Manafont")
            .HasRecastDelay(RecastGroup.OneHourAbility, 3600f)
            .UsesActivationType(AbilityActivationType.Casted)
            .RequirementMP(50)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Manafont, 30f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Fnf_Sound_Burst), target);

                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.RedMagic, 5);
                Enmity.ModifyEnmityOnAll(activator, 100);
            });
        }
예제 #16
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        private static void WaspSting3(AbilityBuilder builder)
        {
            builder.Create(Feat.WaspSting3, PerkType.WaspSting)
            .Name("Wasp Sting III")
            .HasRecastDelay(RecastGroup.WaspSting, 60f)
            .RequirementStamina(12)
            .UsesActivationType(AbilityActivationType.Weapon)
            .HasImpactAction((activator, target, level) =>
            {
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Poison_S), target);
                StatusEffect.Apply(activator, target, StatusEffectType.Poison3, 24f);

                CombatPoint.AddCombatPoint(activator, target, SkillType.Thievery, 3);
                Enmity.ModifyEnmity(activator, target, 20);
            });
        }
        private static void Refresh(AbilityBuilder builder)
        {
            builder.Create(Feat.Refresh, PerkType.Refresh)
            .Name("Refresh")
            .HasRecastDelay(RecastGroup.Refresh, 18f)
            .RequirementMP(12)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Refresh, 180f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Head_Mind), target);

                Enmity.ModifyEnmityOnAll(activator, 6);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.RedMagic, 3);
            });
        }
        private static void PiercingStab3(AbilityBuilder builder)
        {
            builder.Create(Feat.PiercingStab3, PerkType.PiercingStab)
            .Name("Piercing Stab III")
            .HasRecastDelay(RecastGroup.PiercingStab, 60f)
            .RequirementStamina(15)
            .UsesActivationType(AbilityActivationType.Weapon)
            .HasImpactAction((activator, target, level) =>
            {
                var duration = CalculateDuration(activator);
                StatusEffect.Apply(activator, target, StatusEffectType.Bleed3, duration);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Com_Chunk_Red_Small), target);

                CombatPoint.AddCombatPoint(activator, target, SkillType.RedMagic, 2);
                Enmity.ModifyEnmity(activator, target, 14);
            });
        }
        private static void ElementalSeal(AbilityBuilder builder)
        {
            builder.Create(Feat.ElementalSeal, PerkType.ElementalSeal)
            .Name("Elemental Seal")
            .DisplaysVisualEffectWhenActivating()
            .HasRecastDelay(RecastGroup.OneHourAbility, 3600f)
            .UsesActivationType(AbilityActivationType.Casted)
            .RequirementMP(50)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.ElementalSeal, 30f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Fnf_Howl_Mind), target);

                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.BlackMagic, 5);
                Enmity.ModifyEnmityOnAll(activator, 300);
            });
        }
        private static void DeliberateStab(AbilityBuilder builder)
        {
            builder.Create(Feat.DeliberateStab, PerkType.DeliberateStab)
            .Name("Deliberate Stab")
            .HasRecastDelay(RecastGroup.DeliberateStab, 300f)
            .RequirementStamina(20)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasActivationDelay(2f)
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.DeliberateStab, 30f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Divine_Strike_Holy), activator);

                Enmity.ModifyEnmityOnAll(activator, 3);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.RedMagic, 3);
            });
        }
        private static void Dia3(AbilityBuilder builder)
        {
            builder.Create(Feat.Dia3, PerkType.Dia)
            .Name("Dia III")
            .HasRecastDelay(RecastGroup.Dia, 3f)
            .HasActivationDelay(1.0f)
            .RequirementMP(6)
            .UsesActivationType(AbilityActivationType.Casted)
            .DisplaysVisualEffectWhenActivating()
            .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Dia3, 60f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Blind_Deaf_M), target);

                Enmity.ModifyEnmity(activator, target, 10);
                CombatPoint.AddCombatPoint(activator, target, SkillType.WhiteMagic, 3);
            });
        }
예제 #22
0
        private static void Blind2(AbilityBuilder builder)
        {
            builder.Create(Feat.Blind2, PerkType.Blind)
            .Name("Blind II")
            .HasRecastDelay(RecastGroup.Blind, 12f)
            .RequirementMP(10)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasActivationDelay(2f)
            .HasImpactAction((activator, target, level) =>
            {
                // Intentional to use Blind I again.
                StatusEffect.Apply(activator, target, StatusEffectType.Blind1, 30f);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Dazed_S), target);

                Enmity.ModifyEnmity(activator, target, 6);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.RedMagic, 3);
            });
        }
        public Dictionary <Feat, AbilityDetail> BuildAbilities()
        {
            var builder = new AbilityBuilder()
                          .Create(Feat.ElementalSpread, PerkType.ElementalSpread)
                          .Name("Elemental Spread")
                          .HasRecastDelay(RecastGroup.ElementalSpread, 600f)
                          .HasActivationDelay(1f)
                          .RequirementMP(10)
                          .UsesActivationType(AbilityActivationType.Casted)
                          .DisplaysVisualEffectWhenActivating()
                          .HasImpactAction((activator, target, level) =>
            {
                StatusEffect.Apply(activator, target, StatusEffectType.ElementalSpread, 60f);

                Enmity.ModifyEnmityOnAll(activator, 10);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.BlackMagic, 3);
            });

            return(builder.Build());
        }
예제 #24
0
        private static void ElectricFist3(AbilityBuilder builder)
        {
            builder.Create(Feat.ElectricFist3, PerkType.ElectricFist)
            .Name("Electric Fist III")
            .HasRecastDelay(RecastGroup.ElectricFist, 180f)
            .UsesActivationType(AbilityActivationType.Weapon)
            .RequirementStamina(14)
            .HasImpactAction((activator, target, level) =>
            {
                var modifier = GetAbilityModifier(AbilityType.Wisdom, activator);
                modifier     = modifier > 0 ? modifier : 0;
                var damage   = Random.D8(3) + modifier;
                ApplyEffectToObject(DurationType.Instant, EffectDamage(damage, DamageType.Electrical), target);
                ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Com_Hit_Electrical), target);
                StatusEffect.Apply(activator, target, StatusEffectType.Static, 30f);

                CombatPoint.AddCombatPoint(activator, target, SkillType.Chi, 3);
                Enmity.ModifyEnmityOnAll(activator, 10 + damage);
            });
        }
        private static void ApplyFireEffects(uint activator, uint target, int baseDamage, int enmity, float burnLength)
        {
            var multiplier = 1;

            if (StatusEffect.HasStatusEffect(activator, StatusEffectType.ElementalSeal))
            {
                multiplier = 3;
            }

            var damage = baseDamage * multiplier;

            ApplyDamage(activator, target, damage);

            if (burnLength > 0.0f)
            {
                StatusEffect.Apply(activator, target, StatusEffectType.Burn, burnLength);
            }

            CombatPoint.AddCombatPoint(activator, target, SkillType.BlackMagic, 3);
            Enmity.ModifyEnmity(activator, target, enmity);
        }
예제 #26
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        private static void Defender3(AbilityBuilder builder)
        {
            builder.Create(Feat.Defender3, PerkType.Defender)
            .Name("Defender III")
            .HasRecastDelay(RecastGroup.Defender, 300f)
            .RequirementStamina(25)
            .UsesActivationType(AbilityActivationType.Casted)
            .HasImpactAction((activator, target, level) =>
            {
                foreach (var member in Party.GetAllPartyMembersWithinRange(target, 5.0f))
                {
                    StatusEffect.Apply(activator, member, StatusEffectType.Defender3, 60f);
                    ApplyEffectToObject(DurationType.Instant, EffectVisualEffect(VisualEffect.Vfx_Imp_Death_Ward), member);

                    Enmity.ModifyEnmityOnAll(activator, 4);
                }

                Enmity.ModifyEnmityOnAll(activator, 6);
                CombatPoint.AddCombatPointToAllTagged(activator, SkillType.Chivalry, 3);
            });
        }
예제 #27
0
    private void ApplyStatus(object sender, object args)
    {
        Tile tile = args as Tile;

        if (!tile || !tile.content)
        {
            return;
        }

        Unit target = tile.content.GetComponent <Unit>();

        StatusEffect appliedEffect = null;

        switch (effect)
        {
        case StatusEffects.Poison:
            appliedEffect = target.gameObject.AddComponent <PoisionStatusEffect>();
            break;
        }

        appliedEffect.Apply(intensity, duration);
    }
예제 #28
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        public static void GiveEffect()
        {
            var player = GetLastUsedBy();

            StatusEffect.Apply(player, player, StatusEffectType.Invincible, 30.0f);
        }
예제 #29
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        public override void Update(float deltaTime, Camera cam)
        {
            if (!string.IsNullOrEmpty(SpawnWithId) && !alwaysContainedItemsSpawned)
            {
                SpawnAlwaysContainedItems();
            }

            if (item.ParentInventory is CharacterInventory ownerInventory)
            {
                item.SetContainedItemPositions();

                if (AutoInject)
                {
                    if (ownerInventory?.Owner is Character ownerCharacter &&
                        ownerCharacter.HealthPercentage / 100f <= AutoInjectThreshold &&
                        ownerCharacter.HasEquippedItem(item))
                    {
                        foreach (Item item in Inventory.AllItemsMod)
                        {
                            item.ApplyStatusEffects(ActionType.OnUse, 1.0f, ownerCharacter);
                            item.GetComponent <GeneticMaterial>()?.Equip(ownerCharacter);
                        }
                    }
                }
            }
            else if (item.body != null &&
                     item.body.Enabled &&
                     item.body.FarseerBody.Awake)
            {
                item.SetContainedItemPositions();
            }
            else if (activeContainedItems.Count == 0)
            {
                IsActive = false;
                return;
            }

            foreach (var activeContainedItem in activeContainedItems)
            {
                Item contained = activeContainedItem.Item;

                if (activeContainedItem.ExcludeBroken && contained.Condition <= 0.0f)
                {
                    continue;
                }
                StatusEffect effect = activeContainedItem.StatusEffect;

                if (effect.HasTargetType(StatusEffect.TargetType.This))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, item.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.Contained))
                {
                    effect.Apply(ActionType.OnContaining, deltaTime, item, contained.AllPropertyObjects);
                }
                if (effect.HasTargetType(StatusEffect.TargetType.NearbyItems) ||
                    effect.HasTargetType(StatusEffect.TargetType.NearbyCharacters))
                {
                    targets.Clear();
                    targets.AddRange(effect.GetNearbyTargets(item.WorldPosition, targets));
                    effect.Apply(ActionType.OnActive, deltaTime, item, targets);
                }
            }
        }
예제 #30
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 public void ApplyStatus(StatusEffect effect)
 {
     statusEffects.Add(effect);
     effect.Apply(Entity);
 }