public override void ActivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (selfTar) { if (whoUsedIt == PCNPC.NPC) { enemy.AddEffect(this); enemy.additionalReductions = 50.0F; } else { player.AddEffect(this); player.additionalReductions = 50.0F; } } else { if (whoUsedIt == PCNPC.NPC) { player.AddEffect(this); player.additionalReductions = 50.0F; } else { enemy.AddEffect(this); enemy.additionalReductions = 50.0F; } } }
public override void ActivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (selfTar) { if (whoUsedIt == PCNPC.NPC) { enemy.AddEffect(this); enemy.isStun = true; } else { player.AddEffect(this); player.isStun = true; } } else { if (whoUsedIt == PCNPC.NPC) { player.AddEffect(this); player.isStun = true; } else { enemy.AddEffect(this); enemy.isStun = true; } } }
public override void ActivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (selfTar) { if (whoUsedIt == PCNPC.NPC) { enemy.AddEffect(this); enemy.damageIncrease = 50.0F; } else { player.AddEffect(this); player.damageIncrease = 50.0F; } } else { if (whoUsedIt == PCNPC.NPC) { player.AddEffect(this); player.damageIncrease = 50.0F; } else { enemy.AddEffect(this); enemy.damageIncrease = 50.0F; } } }
public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt) { if (enemy == null) { } else { } round--; }
public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.UseHealEffect(simpleSkill); } else { player.UseHealEffect(simpleSkill); } round--; }
public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.UseAttackEffect(simpleSkill, apWhenActivated, critWhenActivated); } else { player.UseAttackEffect(simpleSkill, apWhenActivated, critWhenActivated); } round--; }
public override void ResetEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { apWhenActivated = enemy.AP; } else { apWhenActivated = player.AP; } round = 3; }
public override void DeactivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.RemoveEffect(this); } else { player.RemoveEffect(this); } round = 3; }
public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.isStun = true; } else { player.isStun = true; } round--; }
public override void ActivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.AddEffect(this); apWhenActivated = enemy.AP; } else { player.AddEffect(this); apWhenActivated = player.AP; } }
public override void DeactivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.RemoveEffect(this); enemy.additionalReductions = 0.0F; } else { player.RemoveEffect(this); player.additionalReductions = 0.0F; } round = 2; }
public override void DeactivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { if (whoUsedIt == PCNPC.NPC) { enemy.RemoveEffect(this); enemy.damageIncrease = 0.0F; } else { player.RemoveEffect(this); player.damageIncrease = 0.0F; } round = 1; }
public MyDialog(PCNPC p) { pc = p; }
public MyDialog(Interactable doora1, Interactable doora2, Interactable doora3, PCNPC pcc, GameObject cara) { door1 = doora1; door21 = doora2; door22 = doora3; pc = pcc; car = cara; }
public override void ResetEffect(Player player, Enemy enemy, PCNPC whoUsedIt) { round = 2; }
/// <summary> /// Do the stuff. /// </summary> /// <param name="player">Player.</param> /// <param name="enemy">Enemy.</param> /// <param name="whoUsedIt">Who used it.</param> abstract public void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt);
/// <summary> /// Deactivates the effect /// </summary> /// <param name="player">Player</param> /// <param name="enemy">Enemy</param> /// <param name="whoUsedIt">Who used it</param> abstract public void DeactivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt);
/// <summary> /// Resets the effect /// </summary> /// <param name="player">Player</param> /// <param name="enemy">Enemy</param> /// <param name="whoUsedIt">Who used it</param> abstract public void ResetEffect(Player player, Enemy enemy, PCNPC whoUsedIt);