Ejemplo n.º 1
0
    public StatusEffect(int _duration, float _statMod, oldCharacter.STATUS_EFFECT _type, bool _isCompounding, float _multiplier)
    {
        duration = _duration;
        switch (_type)
        {
        case oldCharacter.STATUS_EFFECT.ARMOR:
            armorMod  = _statMod;
            speedMod  = 0;
            attackMod = 0;
            break;

        case oldCharacter.STATUS_EFFECT.SPEED:
            armorMod  = 0;
            speedMod  = _statMod;
            attackMod = 0;
            break;

        case oldCharacter.STATUS_EFFECT.ATTACK:
            armorMod  = 0;
            speedMod  = 0;
            attackMod = _statMod;
            break;

        default:
            armorMod  = 0;
            speedMod  = 0;
            attackMod = 0;
            break;
        }
        multiplier    = _multiplier;
        status        = _type;
        isCompounding = _isCompounding;
        remaining     = _duration;
    }
Ejemplo n.º 2
0
 public DOT(int _damage, int _duration, int _remaining, float _statMod, oldCharacter.STATUS_EFFECT _status, bool _isCompounding, float _multiplier)
 {
     duration  = _duration;
     remaining = _remaining;
     damage    = _damage;
     status    = new StatusEffect(_duration, _statMod, _status, _isCompounding, _multiplier);
 }