public static IActiveSkill ActiveSkill4(int cdMs, float harmMulti) { var splashRandomOne = new Actives.SplashRandomOne(harmMulti, harmMulti * 2); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { splashRandomOne }, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill2(int cdMs, float harmMulti) { var doubleAttack = new Actives.DoubleAttack(harmMulti, OpponentTargetType.FirstOpponent); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { doubleAttack }, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill3(int cdMs, float harmMulti) { var executeAttack = new Actives.ExecuteAttack(harmMulti, 0.6f); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { executeAttack }, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill1(int cdMs, float harmMulti) { var normalAttack = new Actives.NormalAttack(harmMulti, OpponentTargetType.FirstOpponent); Actives.IActiveEffect[] normalAttacks = { normalAttack }; var standardActiveSkill = new StandardActiveSkill(normalAttacks, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill8(int cdMs, float h) { var attackAndAddHarmByOpponentNowHp = new Actives.AttackAndAddHarmByOpponentNowHp(h, 0.02f, OpponentTargetType.FirstOpponent); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { attackAndAddHarmByOpponentNowHp }, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill7(int cdMs, float h) { var missAndDamageMoreEffect = new Actives.MissAndDamageMoreEffect(h, h * 2, false, OpponentTargetType.FirstOpponent); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { missAndDamageMoreEffect }, cdMs); return(standardActiveSkill); }
public static IActiveSkill ActiveSkill6(int cdMs, float harmM) { var healDecrease = new BattleBuffs.HealDecrease(4000, 1, 1, 1000); var attackHitOrMissWithBuffToOpponent = new Actives.AttackHitOrMissWithBuffToOpponent( OpponentTargetType.FirstOpponent, true, OpponentTargetType.FirstOpponent, new BattleBuffs.IBattleBuff[] { healDecrease }, harmM); var standardActiveSkill = new StandardActiveSkill(new Actives.IActiveEffect[] { attackHitOrMissWithBuffToOpponent }, cdMs); return(standardActiveSkill); }