示例#1
0
    public static SkillEffect MeleeAttackEffect()
    {
        var skillEffect = new SkillEffect();

        skillEffect.EffectTarget = Targeting.SingleOpponentTarget();

        var affinities = new SkillEffectAffinities();
        affinities.SetAffinity(Const.Affinities.Physical, 1d);
        skillEffect.Affinities = affinities;

        skillEffect.BaseEnmity = 10;
        skillEffect.EnmityType = Const.EnmityTargetType.Target;

        skillEffect.EffectType = Const.SkillEffectType.Attack;

        skillEffect.AddStatModifier(Const.Stats.Attack, 1d, Const.ModifierType.Multiply);

        skillEffect.AddStatusEffect(StatusEffect.Blind());
        return skillEffect;
    }
示例#2
0
    public static SkillEffect SquashEffect()
    {
        var skillEffect = new SkillEffect();

        skillEffect.EffectTarget = Targeting.SquashTarget();

        var affinities = new SkillEffectAffinities();
        affinities.SetAffinity(Const.Affinities.Physical, 1d);
        skillEffect.Affinities = affinities;

        skillEffect.BaseEnmity = 30;
        skillEffect.EnmityType = Const.EnmityTargetType.Target;

        skillEffect.EffectType = Const.SkillEffectType.Attack;

        skillEffect.AddStatModifier(Const.Stats.Attack, 0.5d, Const.ModifierType.Multiply);
        skillEffect.AddStatusEffect(StatusEffect.Poison());
        return skillEffect;
    }
示例#3
0
    public static SkillEffect MinorHealEffect()
    {
        var skillEffect = new SkillEffect();

        skillEffect.EffectTarget = Targeting.SingleTarget();

        var affinities = new SkillEffectAffinities();
        affinities.SetAffinity(Const.Affinities.Healing, 1d);
        skillEffect.Affinities = affinities;

        skillEffect.BaseEnmity = 40;
        skillEffect.EnmityType = Const.EnmityTargetType.All;

        skillEffect.EffectType = Const.SkillEffectType.Heal;

        skillEffect.AddStatModifier(Const.Stats.Accuracy, 1d, Const.ModifierType.Absolute);
        skillEffect.AddStatModifier(Const.Stats.Mind, 3d, Const.ModifierType.Multiply);

        skillEffect.AddStatusEffect(StatusEffect.PoisonResistanceUp());
        return skillEffect;
    }