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; }
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); }