private void OnRead(Character character, StatReadEventArgs e) { if (character.IsEquiped(this.Required)) { e.Value = Stats.Factor(e.Value, this.Amount); } ; }
private void OnGetVisibility(Character character, StatReadEventArgs e) { double lerpAmount = Duration.Value / totalDuration; float lerpValue = MathHelper.Lerp(e.Value, character.GetBaseVisibility(), (float)lerpAmount); int newValue = (int)Math.Round(lerpValue); e.Value = newValue; }
private void GetEnergyRegen(Character character, StatReadEventArgs e) { float lerpAmount = elapstedTime / timeToMaxAmount.Ticks; float modAmount = MathHelper.Lerp(this.StartAmount, this.EndAmount, lerpAmount); int energyRegen = e.Value; int modER = Stats.Factor(energyRegen, modAmount); e.Value = modER; //character.Stats.Factor(StatIdentifier.EnergyRegeneration, modAmount); }
private void OnMobility(Character character, StatReadEventArgs e) { e.Value = Stats.Factor(e.Value, this.Amount); }
private void OnMaxHealth(Character character, StatReadEventArgs e) { e.Value += this.AddedMax; }
private void OnReadEnergyCost(Character character, StatReadEventArgs e) { e.Value = Stats.Factor(e.Value, this.Amount); }
private void DoublePower(Character character, StatReadEventArgs e) { e.Value += e.Value; this.IsUsed = true; }
private void OnWeaponPower(Character character, StatReadEventArgs e) { e.Value = Stats.Factor(e.Value, this.Amount); }
private void ModifyEnergyRegen(Character character, StatReadEventArgs e) { e.Value += this.RegenCost; }
private void OnReadEnergyRegeneration(Character character, StatReadEventArgs e) { e.Value += this.Regeneration; // character.Stats.Factor(e.Value, this.Amount); }
private void OnMobility(Character character, StatReadEventArgs e) { e.Value = 0; }
private void OnEnergyMax(Character character, StatReadEventArgs e) { e.Value += this.AddedMax; }