46 lines
1.7 KiB
Lua
46 lines
1.7 KiB
Lua
-----------------------------------
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-- xi.effect.BUST
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-----------------------------------
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---@type TEffect
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local effectObject = {}
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effectObject.onEffectGain = function(target, effect)
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if effect:getSubType() == xi.mod.DMG then
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target:addMod(xi.mod.DMG, effect:getPower())
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else
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if effect:getSubType() == xi.mod.ACC then
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target:addMod(xi.mod.RACC, -effect:getPower())
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elseif effect:getSubType() == xi.mod.ATTP then
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target:addMod(xi.mod.RATTP, -effect:getPower())
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-- Pets do not and should not get separate mod IDs. we use same mod as the player,
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-- but using the pet as the base entity instead.
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-- elseif effect:getSubType() == MOD_PET_MACC then
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-- target:getPet():addMod(MOD_MATT, -effect:getPower())
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end
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target:addMod(effect:getSubType(), -effect:getPower())
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end
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end
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effectObject.onEffectTick = function(target, effect)
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end
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effectObject.onEffectLose = function(target, effect)
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if effect:getSubType() == xi.mod.DMG then
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target:delMod(xi.mod.DMG, effect:getPower())
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else
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if effect:getSubType() == xi.mod.ACC then
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target:delMod(xi.mod.RACC, -effect:getPower())
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elseif effect:getSubType() == xi.mod.ATTP then
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target:delMod(xi.mod.RATTP, -effect:getPower())
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-- Pets do not and should not get separate mod IDs. we use same mod as the player,
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-- but using the pet as the base entity instead.
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-- elseif effect:getSubType() == MOD_PET_MACC then
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-- target:getPet():delMod(MOD_MATT, -effect:getPower())
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end
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target:delMod(effect:getSubType(), -effect:getPower())
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end
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end
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return effectObject
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