Beispiel #1
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    public override void OnStatusEffectEnd(CharacterStatusEffectsController
                                           effectedCharStatusArg)
    {
        base.OnStatusEffectEnd(effectedCharStatusArg);

        // remove the negative move change
        effectedCharStatusArg.CharMaster.CharMovement.AddTemporaryMovementChangePercentage(movementDecreasePercentage);

        effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor);
    }
Beispiel #2
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    public override void OnStatusEffectEnd(CharacterStatusEffectsController
                                           effectedCharStatusArg)
    {
        base.OnStatusEffectEnd(effectedCharStatusArg);

        effectedCharStatusArg.CharMaster.CharHealth.AddDamageTakenChangePercentage(-damageTakenIncreasePercentage);
        effectedCharStatusArg.CharMaster.CharHealth.RemoveTemporaryDamagePopupColor(statusColor);

        effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor);
    }
Beispiel #3
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    public override void OnStatusEffectEnd(CharacterStatusEffectsController
                                           effectedCharStatusArg)
    {
        base.OnStatusEffectEnd(effectedCharStatusArg);

        // remove leech value
        effectedCharStatusArg.CharMaster.CharHealth.RemoveDamageHealingLeechProperties(inflicterFactionRep,
                                                                                       damageHealingLeechPercentage);

        effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor);
    }
    public override void OnStatusEffectEnd(CharacterStatusEffectsController
                                           effectedCharStatusArg)
    {
        base.OnStatusEffectEnd(effectedCharStatusArg);

        // remove the negative move change
        effectedCharStatusArg.CharMaster.CharMovement.
        AddTemporaryMovementChangePercentage(-(overallChangePercentage / 2f));

        Debug.Log("NEED IMPL: undo status effect change max health");            // NEED IMPL
        Debug.Log("NEED IMPL: undo status effect change damage done by weapon"); // NEED IMPL
        Debug.Log("NEED IMPL: undo status effect change ability cooldown");      // NEED IMPL
    }
    public override void OnStatusEffectStart(CharacterStatusEffectsController
                                             effectedCharStatusArg)
    {
        base.OnStatusEffectStart(effectedCharStatusArg);

        // NOTE: half any movement change so that a debuff isn't too annoying
        effectedCharStatusArg.CharMaster.CharMovement.
        AddTemporaryMovementChangePercentage(overallChangePercentage / 2f);

        Debug.Log("NEED IMPL: start status effect change max health");            // NEED IMPL
        Debug.Log("NEED IMPL: start status effect change damage done by weapon"); // NEED IMPL
        Debug.Log("NEED IMPL: start status effect change ability cooldown");      // NEED IMPL
    }
Beispiel #6
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 /// <summary>
 /// Processes for when this status effect starts.
 /// </summary>
 /// <param name="effectedCharStatusArg"></param>
 public virtual void OnStatusEffectStart(CharacterStatusEffectsController
                                         effectedCharStatusArg)
 {
     // IMPL in child
 }