public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            for (int i = 0; i < player.characteristics.playerJob.jobHabilities.Count; i++)
            {
                player.characteristics.playerJob.jobHabilities[i].MakeAvailable(true);
            }

            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;

            for (int i = 0; i < enemy.myTemplate.habilities.Length; i++)
            {
                enemy.myTemplate.habilities[i].MakeAvailable(true);
            }

            enemy.ReturnToNormalState();
        }
    }
Beispiel #2
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    public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            player.currentVisibility = player.defaultVisibility;

            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;


            enemy.ReturnToNormalState();
        }
    }
    public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            player.characteristics.other.currentTurnRegenPerSecond =
                player.characteristics.other.DefaultTurnRegenPerSecond;
            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;

            enemy.currentTurnRegenPerSecond = enemy.myTemplate.DefaultTurnRegenPerSecond;
            enemy.ReturnToNormalState();
        }
    }
Beispiel #4
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    public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            player.pacifier = 1;

            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;

            enemy.pacifier = 1;

            enemy.ReturnToNormalState();
        }
    }
Beispiel #5
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    public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            player.characteristics.currentStrength  = (player.characteristics.defaultStrength);
            player.characteristics.currentDexterity = (player.characteristics.defaultDexterity);

            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;

            enemy.currentStrength  = (enemy.myTemplate.defaultStrength);
            enemy.currentDexterity = (enemy.myTemplate.defaultDexterity);

            enemy.ReturnToNormalState();
        }
    }
Beispiel #6
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    public override void DissableStateEffect <T>(T character)
    {
        if (character.GetType() == typeof(PlayerManager))
        {
            PlayerManager player = character as PlayerManager;

            player.currentVisibility = player.defaultVisibility;

            player.characteristics.other.currentEvasion = player.characteristics.other.DefaultEvasion;
            player.characteristics.other.CancelInvoke();

            player.ReturnToNormalState();
        }
        else if (character.GetType() == typeof(EnemyNPC))
        {
            EnemyNPC enemy = character as EnemyNPC;


            enemy.currentEvasion = enemy.myTemplate.DefaultEvasion;
            enemy.CancelInvoke();

            enemy.ReturnToNormalState();
        }
    }