public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.penetrateTargets = false; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.nullReuseChance = (int)AddValueByLevel(CHANCE, CHANCE_LEVEL_ADD); }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.baseDamage -= (int)AddValueByLevel(DAMAGE, LEVEL_ADD); }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.nullReuseChance = 0; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.shots += 1; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.maxConsecutiveCharges -= 1; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.projectilesCount -= 1; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.projectilesAim = false; skill.aimArea = 20; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.reuse * 0.3f; skill.reuse -= temp; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.projectilesCount = temp; skill.explodeEffect = false; skill.EnableOriginalEffects(); }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.projectilesCount = temp; skill.baseDamage = temp2; skill.randomAngle = 0; skill.selectTargetOnLaunch = false; }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.SneezeShot) { SneezeShot skill = sk as SneezeShot; SkillEffect[] newEffects = new SkillEffect[1]; newEffects[0] = new EffectAreaDamage(skill.baseDamage, 0, AddValueByLevel(RADIUS, RADIUS_LEVEL_ADD)); return(newEffects); } return(null); }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.projectilesCount; skill.projectilesCount = 1; skill.explodeEffect = true; skill.DisableOriginalEffects(); }
public override SkillEffect[] CreateAdditionalSkillEffects(Skill sk, SkillEffect[] effects) { if (sk.GetSkillId() == SkillId.SneezeShot) { SneezeShot skill = sk as SneezeShot; SkillEffect[] newEffects = new SkillEffect[2]; newEffects[0] = new EffectSlow((AddValueByLevel(SLOW_AMMOUNT_PERCENT, SLOW_LEVEL_ADD) / 100f), 5); newEffects[1] = new EffectDamageOverTime((int)AddValueByLevel(DAMAGE, LEVEL_ADD), 5, 1, false); return(newEffects); } return(null); }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.projectilesCount; temp2 = skill.range; skill.range *= 3; skill.projectilesCount = 1; skill.projectilesAim = true; skill.aimArea = skill.range; }
public override void RestoreSkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } skill.aimArea = temp2; skill.secondDamage = temp; skill.interpolAdd = temp3; skill.penetrateTargets = false; skill.maxPenetratedTargets -= 2; skill.navigateAfterPenetration = false; }
public override void OnKill(Character target, SkillId skillId) { if (target != null && skillId == SkillId.SneezeShot) { SneezeShot ss = Owner.Skills.GetSkill(skillId) as SneezeShot; GameObject explosion = ss.CreateParticleEffect("Explosion", false, target.GetData().GetBody().transform.position); explosion.GetComponent <ParticleSystem>().Play(); Object.Destroy(explosion, 2f); EffectAuraDamage ef = new EffectAuraDamage((int)AddValueByLevel(DAMAGE, AMOUNT_LEVEL_ADD), 0, AddValueByLevel(RANGE, RANGE_LEVEL_ADD)); ef.Source = Owner; ef.attackTeam = target.Team; ef.ApplyEffect(target, null); } }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.projectilesCount; temp2 = skill.baseDamage; skill.projectilesCount = (int)AddValueByLevel(COUNT, COUNT_ADD); skill.randomAngle = 45; skill.selectTargetOnLaunch = true; skill.baseDamage = DAMAGE; }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.secondDamage; temp2 = skill.aimArea; temp3 = skill.interpolAdd; skill.penetrateTargets = true; skill.maxPenetratedTargets += 2; skill.aimArea = skill.range; skill.interpolAdd = 1f; skill.navigateAfterPenetration = true; skill.secondDamage = (int)(skill.baseDamage * AddValueByLevel(AFTER_DMG_AMOUNT, AFTER_DMG_LEVEL_ADD) / 100f); }
public override void ApplySkillChanges(SkillSet set, ActiveSkill melee) { SneezeShot skill = set.GetSkill(SkillId.SneezeShot) as SneezeShot; if (skill == null) { return; } temp = skill.range; temp2 = skill.aimArea; temp3 = skill.interpolAdd; temp4 = skill.projectilesCount; skill.penetrateTargets = true; skill.range = skill.range * 2; skill.projectilesCount = 1; skill.maxPenetratedTargets += 4; skill.aimArea = skill.range; skill.interpolAdd = 1f; skill.navigateAfterPenetration = true; }