public SkillResultEntry(FormationUnit target, SkillResultType result)
 {
     Type          = result;
     Target        = target;
     IsTargetHit   = Type != SkillResultType.Miss && Type != SkillResultType.Dodge;
     IsHarmful     = Type == SkillResultType.Hit || Type == SkillResultType.Crit;
     CanCritReleaf = target.Character.BattleModifiers != null && target.Character.BattleModifiers.CanRelieveStressFromCrit;
     CanKillReleaf = target.Character.BattleModifiers != null && target.Character.BattleModifiers.CanRelieveStressFromKills;
 }
示例#2
0
 public SkillResultEntry(FormationUnit target, int skillDamage, SkillResultType result)
 {
     Amount        = skillDamage;
     Type          = result;
     Target        = target;
     IsTargetHit   = Type != SkillResultType.Miss && Type != SkillResultType.Dodge;
     IsHarmful     = Type == SkillResultType.Hit || Type == SkillResultType.Crit;
     CanCritReleaf = target.Character.BattleModifiers == null ? false : target.Character.BattleModifiers.CanRelieveStressFromCrit;
     CanKillReleaf = target.Character.BattleModifiers == null ? false : target.Character.BattleModifiers.CanRelieveStressFromKills;
 }