public TriggerBuff AddTriggerBuff(FightActor target, bool dispelable, BuffTriggerType trigger, TriggerBuffApplyHandler applyTrigger, TriggerBuffRemoveHandler removeTrigger) { int id = target.PopNextBuffId(); TriggerBuff triggerBuff = new TriggerBuff(id, target, this.Caster, this.Dice, this.Spell, this.Critical, dispelable, trigger, applyTrigger, removeTrigger); target.AddAndApplyBuff(triggerBuff, true); return(triggerBuff); }
public StateBuff AddStateBuff(FightActor target, bool dispelable, SpellState state) { int id = target.PopNextBuffId(); StateBuff stateBuff = new StateBuff(id, target, this.Caster, this.Dice, this.Spell, dispelable, state); target.AddAndApplyBuff(stateBuff, true); return(stateBuff); }
public StatBuff AddStatBuff(FightActor target, short value, PlayerFields caracteritic, bool dispelable, CustomActionsEnum customAction) { int id = target.PopNextBuffId(); StatBuff statBuff = new StatBuff(id, target, this.Caster, this.Effect, this.Spell, value, caracteritic, this.Critical, dispelable, (short)customAction); target.AddAndApplyBuff(statBuff, true); return(statBuff); }
public override void Execute() { if (!this.m_initialized) { this.Initialize(); } if (base.Handlers.Length == 1) { this.m_affectedActors = base.Handlers[0].GetAffectedActors().ToArray <FightActor>(); FightActor[] affectedActors = this.m_affectedActors; for (int i = 0; i < affectedActors.Length; i++) { FightActor fightActor = affectedActors[i]; int id = fightActor.PopNextBuffId(); fightActor.AddAndApplyBuff(new TriggerBuff(id, fightActor, base.Caster, base.Handlers[0].Dice, base.Spell, false, false, BuffTriggerType.BEFORE_ATTACKED, new TriggerBuffApplyHandler(this.ChakraConcentrationBuffTrigger)) { Duration = 1 }, true); } } }