/// <summary> /// Casts the slow fall. generic /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> void Cast_SlowFall(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { SpellProp_Movement movement = new SpellProp_Movement(); movement.init (EffectID,caster); SpellEffect slf = (SpellEffectSlowFall)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID); slf.counter=movement.counter; slf.Go (); }
/// <summary> /// Casts the leap spell (generic) /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> void Cast_Leap(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { SpellProp_Movement movement = new SpellProp_Movement(); movement.init (EffectID,caster); SpellEffect lep = (SpellEffectLeap)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID); lep.counter=movement.counter; lep.Go (); }
/// <summary> /// Casts the speed spells generic /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> public void Cast_Speed(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { //Speed SpellProp_Movement movement = new SpellProp_Movement(); movement.init (EffectID,caster); SpellEffectSpeed ses = (SpellEffectSpeed)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID); ses.counter=movement.counter; ses.speedMultiplier=movement.Speed; ses.Go (); }
/// <summary> /// Casts the water walk spell (generic) /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> public void Cast_WaterWalk(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { //Waterwalk SpellProp_Movement movement = new SpellProp_Movement(); movement.init (EffectID,caster); SpellEffectWaterWalk seww = (SpellEffectWaterWalk)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID); seww.counter=movement.counter; //It will run for x ticks. seww.Go (); }
/// <summary> /// Casts the levitate spels (generic) /// </summary> /// <param name="caster">Caster.</param> /// <param name="ActiveSpellArray">Active spell array.</param> /// <param name="EffectID">Effect ID of the spell</param> /// <param name="EffectSlot">Effect slot.</param> public void Cast_Levitate(GameObject caster, SpellEffect[] ActiveSpellArray, int EffectID, int EffectSlot) { //Levitate SpellProp_Movement flight = new SpellProp_Movement(); flight.init (EffectID,caster); SpellEffectLevitate sep = (SpellEffectLevitate)SetSpellEffect (caster, ActiveSpellArray,EffectSlot,EffectID); sep.counter=flight.counter; sep.Go (); }