public override void Activate(IPlayable owner, bool cloning = false) { //if (owner is Enchantment e) // owner = (IPlayable)e.Target; var instance = new EnrageEffect(this, owner); owner.Game.Auras.Add(instance); owner.OngoingEffect = instance; }
private EnrageEffect(EnrageEffect prototype, IPlayable owner) : base(prototype, owner) { _enraged = prototype._enraged; Restless = true; // can cause performance issue; should replace with heal trigger ? switch (Type) { case AuraType.SELF: _target = owner; break; case AuraType.WEAPON: _target = owner.Controller.Hero.Weapon; break; } }