public override void DoEffect(VisibleGameEntity _object)
        {
            base.DoEffect(_object);
            Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(ListLevel[Level].ListSkillInfo[0].ProjectileType);
            prjt.X = PlayerOwner.TargetSkillX;
            prjt.Y = PlayerOwner.TargetSkillY;
            prjt.MinDamage = ListLevel[Level].ListSkillInfo[0].MinDamage;
            prjt.MaxDamage = ListLevel[Level].ListSkillInfo[0].MaxDamage;
            prjt.SkillOwner = this;
            EarthShakeController esc = new EarthShakeController();
            esc.Owner = prjt;
            prjt.ProjectileController = esc;
            PlayerOwner.StateOwner._listProjectile.Add(prjt);

            PlayerOwner.Mp += ListLevel[Level].ListSkillInfo[0].Mp;
        }
        public override void DoEffect(VisibleGameEntity _object)
        {
            base.DoEffect(_object);
            Projectile prjt = (Projectile)PlayerOwner.StateOwner._objectManagerArray[6].CreateObject(ListLevel[Level].ListSkillInfo[0].ProjectileType);

            prjt.X          = PlayerOwner.TargetSkillX;
            prjt.Y          = PlayerOwner.TargetSkillY;
            prjt.MinDamage  = ListLevel[Level].ListSkillInfo[0].MinDamage;
            prjt.MaxDamage  = ListLevel[Level].ListSkillInfo[0].MaxDamage;
            prjt.SkillOwner = this;
            EarthShakeController esc = new EarthShakeController();

            esc.Owner = prjt;
            prjt.ProjectileController = esc;
            PlayerOwner.StateOwner._listProjectile.Add(prjt);

            PlayerOwner.Mp += ListLevel[Level].ListSkillInfo[0].Mp;
        }