/// <summary>
 /// Handles adding/removing Stone's Status Effect immunities.
 /// </summary>
 /// <param name="immune">Whether to add or remove the immunities.</param>
 private void HandleStatusImmunities(bool immune)
 {
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.Poison, immune);
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.Dizzy, immune);
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.Sleep, immune);
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.Tiny, immune);
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.Frozen, immune);
     EntityAfflicted.AddRemoveStatusImmunity(StatusTypes.NoSkills, immune);
 }
Beispiel #2
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        /// <summary>
        /// Handles adding/removing Allergic's Status Effect immunities.
        /// Allergic makes the entity immune to every Status Effect.
        /// </summary>
        /// <param name="immune">Whether to add or remove the immunity.</param>
        private void HandleStatusImmunities(bool immune)
        {
            //Get all statuses and add or remove the immunity
            StatusTypes[] allStatusTypes = EnumUtility.GetValues <StatusTypes> .EnumValues;

            for (int i = 0; i < allStatusTypes.Length; i++)
            {
                EntityAfflicted.AddRemoveStatusImmunity(allStatusTypes[i], immune);
            }
        }