public override void injectEffects(ActionObject obj) { }
public override void obtainCommonEffect(ActionObject obj) { }
/// <summary> /// Apply the bonusAffect on the obj, which will be dependent on the DamageType. /// </summary> /// <param name="obj"></param> public virtual void ApplyBonusAffect(ref ActionObject obj) { }
public abstract void obtainCommonEffect(ActionObject obj);
public abstract void injectEffects(ActionObject obj);
public void InjectBuffs(ActionObject obj) { }