public KoopatrolFlippedBehavior(BattleEntity entity, int flippedTurns, Enumerations.DamageEffects flippedOnEffects, int defenseLoss, StatusGlobals.PaybackHolder paybackRemoved, Enumerations.PhysicalAttributes attributeRemoved) : base(entity, flippedTurns, flippedOnEffects, defenseLoss) { PaybackRemoved = paybackRemoved; AttributeRemoved = attributeRemoved; }
public PaybackHolder(PaybackTypes paybackType, Enumerations.PhysicalAttributes physAttribute, Enumerations.Elements element, Enumerations.ContactTypes[] paybackContacts, Enumerations.ContactProperties[] contactProperties, Enumerations.ContactResult contactResult, Enumerations.ContactResult samePhysAttrResult, int constantDamage, params StatusChanceHolder[] statusesInflicted) : this(paybackType, physAttribute, element, paybackContacts, contactProperties, contactResult, samePhysAttrResult, statusesInflicted) { Damage = constantDamage; }
/// <summary> /// A Comparison sort method for PhysicalAttributes, putting higher valued attributes first for consistency with contact results. /// </summary> /// <param name="physAttr1">The first PhysicalAttribute to compare.</param> /// <param name="physAttr2">The second PhysicalAttribute to compare.</param> /// <returns>-1 if status1 has a higher value, 1 if physAttribute2 has a higher value, 0 if they have the same values.</returns> public static int SortPhysicalAttributes(Enumerations.PhysicalAttributes physAttr1, Enumerations.PhysicalAttributes physAttr2) { if (physAttr1 > physAttr2) { return(-1); } else if (physAttr1 < physAttr2) { return(1); } return(0); }
public PaybackHolder(PaybackTypes paybackType, Enumerations.PhysicalAttributes physAttribute, Enumerations.Elements element, Enumerations.ContactTypes[] paybackContacts, Enumerations.ContactProperties[] contactProperties, Enumerations.ContactResult contactResult, Enumerations.ContactResult samePhysAttrResult, params StatusChanceHolder[] statusesInflicted) { PaybackType = paybackType; PhysAttribute = physAttribute; Element = element; PaybackContacts = paybackContacts; ContactProperties = contactProperties; PaybackContactResult = contactResult; SamePhysAttrResult = samePhysAttrResult; Damage = 0; StatusesInflicted = statusesInflicted; }