Пример #1
0
 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;
         }
     }
 }
Пример #2
0
 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;
         }
     }
 }
Пример #3
0
 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;
         }
     }
 }
Пример #4
0
 public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     if (enemy == null)
     {
     }
     else
     {
     }
     round--;
 }
Пример #5
0
 public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     if (whoUsedIt == PCNPC.NPC)
     {
         enemy.UseHealEffect(simpleSkill);
     }
     else
     {
         player.UseHealEffect(simpleSkill);
     }
     round--;
 }
Пример #6
0
 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--;
 }
Пример #7
0
 public override void ResetEffect(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     if (whoUsedIt == PCNPC.NPC)
     {
         apWhenActivated = enemy.AP;
     }
     else
     {
         apWhenActivated = player.AP;
     }
     round = 3;
 }
Пример #8
0
 public override void DeactivateEffect(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     if (whoUsedIt == PCNPC.NPC)
     {
         enemy.RemoveEffect(this);
     }
     else
     {
         player.RemoveEffect(this);
     }
     round = 3;
 }
Пример #9
0
 public override void DoStuff(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     if (whoUsedIt == PCNPC.NPC)
     {
         enemy.isStun = true;
     }
     else
     {
         player.isStun = true;
     }
     round--;
 }
Пример #10
0
 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;
     }
 }
Пример #11
0
 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;
 }
Пример #12
0
 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;
 }
Пример #13
0
 public MyDialog(PCNPC p)
 {
     pc = p;
 }
Пример #14
0
 public MyDialog(Interactable doora1, Interactable doora2, Interactable doora3, PCNPC pcc, GameObject cara)
 {
     door1 = doora1; door21 = doora2; door22 = doora3; pc = pcc; car = cara;
 }
Пример #15
0
 public override void ResetEffect(Player player, Enemy enemy, PCNPC whoUsedIt)
 {
     round = 2;
 }
Пример #16
0
 /// <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);
Пример #17
0
 /// <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);
Пример #18
0
 /// <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);