public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { PoisonShot skill = set.GetSkill(SkillId.PoisonShot) as PoisonShot; if (skill == null) { return; } skill.maxConsecutiveCharges -= 1; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { PoisonShot skill = set.GetSkill(SkillId.PoisonShot) as PoisonShot; if (skill == null) { return; } skill.reuse += temp; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { PoisonShot skill = set.GetSkill(SkillId.PoisonShot) as PoisonShot; if (skill == null) { return; } skill.areaEffect = false; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { PoisonShot skill = set.GetSkill(SkillId.PoisonShot) as PoisonShot; if (skill == null) { return; } temp = skill.reuse * 0.3f; skill.reuse -= temp; }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.PoisonShot) { PoisonShot ps = sk as PoisonShot; SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectExplodeOnDie(ps.duration, DAMAGE, AREA); return(newEffects); } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.PoisonShot) { PoisonShot ps = sk as PoisonShot; SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectShield(-0.5f, ps.duration); return(newEffects); } return(null); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.PoisonShot) { PoisonShot ps = sk as PoisonShot; SkillEffect[] newEffects = new SkillEffect[1]; //newEffects[0] = new EffectPushaway(50); newEffects[0] = new EffectReproduceOnDie(ps.duration, AREA); return(newEffects); } return(null); }