Example #1
0
        private float Resist(Resistances resistances, Attack.DamageType type, float damage)
        {
            switch (type)
            {
            case (Attack.DamageType.Kinetic):
                return(damage *= resistances.Kinetic);

            case (Attack.DamageType.Fire):
                return(damage *= resistances.Fire);

            case (Attack.DamageType.Electrical):
                return(damage *= resistances.Electrical);

            default:
                return(damage);
            }
        }
Example #2
0
        public static float GetMetalDamageModifier(Attack.DamageType damageType)
        {
            float dmgMod = 1;

            switch (damageType) // Chaos and Slahs = 1
            {
            case Attack.DamageType.Piercing:
                dmgMod = 1.5f;
                break;

            case Attack.DamageType.Impact:
                dmgMod = 2f;
                break;

            case Attack.DamageType.Magic:
                dmgMod = 0.5f;
                break;
            }
            return(dmgMod);
        }
Example #3
0
        public static float GetBioDamageModifier(Attack.DamageType damageType)
        {
            float dmgMod = 1;

            switch (damageType) // Chaos and Piercing = 1;
            {
            case Attack.DamageType.Slash:
                dmgMod = 2;
                break;

            case Attack.DamageType.Impact:
                dmgMod = .5f;
                break;

            case Attack.DamageType.Magic:
                dmgMod = 1.5f;
                break;
            }
            return(dmgMod);
        }
Example #4
0
    public bool persistant;             // Does the effect stay after the battle ends?

    public StatusEffect(StatusEffect original, CharacterScript causedBy)
    {
        name     = original.name;
        removeID = original.removeID;

        caster             = causedBy;
        statusDelegateName = original.statusDelegateName;
        statusMiscText     = original.statusMiscText;

        damageType = original.damageType;
        //statusType = original.statusType;

        statusPower    = original.statusPower;
        statusDuration = original.statusDuration;
        chance         = original.chance;
        delay          = original.delay;

        //remove = original.remove;
        positive   = original.positive;
        persistant = original.persistant;
    }