public IEnumerable <Wait> Armor(Attack attack) { Creature attacker = attack.Attacker; IEffectHolder defender = attack.Defender; int traitLvl = defender.GetTrait(this); if (attacker.HasFamily(Family.Slime)) { foreach (var status in attack.StatusEffects) { status.Buildup -= 0.3 * traitLvl; } attack.StatusEffects.RemoveAll(x => x.Buildup <= 0); } yield return(Wait.NoWait); }
private double GetSpeedBonus(Effect effect, IEffectHolder holder) { return(holder.HasStatusEffect <Oiled>() ? holder.GetTrait(this) : 0); }