Example #1
0
    //looks at name and applies change
    void applyStatusEffect(STATUS name)
    {
        switch (name)
        {
        case STATUS.STUN:
            // check during plan/execution and skip if stunned
            CSUI.AddStatus(0);
            break;

        case STATUS.BUFF:
            if (findStatus(STATUS.DEBUFF) != -1)
            {
                statusEffects [findStatus(STATUS.DEBUFF)].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect(STATUS.DEBUFF);
            }
            this.attackMultiplier = 1.25f;
            CSUI.AddStatus(1);
            break;

        case STATUS.DEBUFF:
            if (findStatus(STATUS.DEBUFF) != -1)
            {
                statusEffects [findStatus(STATUS.DEBUFF)].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect(STATUS.DEBUFF);
            }
            this.attackMultiplier = .75f;
            CSUI.AddStatus(2);
            break;

        case STATUS.STEADY:
            if (findStatus(STATUS.UNSTEADY) != -1)
            {
                statusEffects [findStatus(STATUS.UNSTEADY)].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect(STATUS.UNSTEADY);
            }
            this.defenseMultiplier = 1.25f;
            CSUI.AddStatus(3);
            break;

        case STATUS.UNSTEADY:
            if (findStatus(STATUS.STEADY) != -1)
            {
                statusEffects [findStatus(STATUS.STEADY)].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect(STATUS.STEADY);
            }
            this.defenseMultiplier = 0.75f;
            CSUI.AddStatus(4);
            break;

        case STATUS.MISC:
            // This is used to check for multiturn logic
            CSUI.AddStatus(5);
            break;

        case STATUS.MISC2:
            // This is used to check for multiturn logic
            CSUI.AddStatus(5);
            break;
            //case "confused":
            // check during plan and randomly choose target
            //break;
        }
    }
Example #2
0
    //looks at name and applies change
    void applyStatusEffect(string name)
    {
        switch (name)
        {
        case "stun":
            // check during plan and skip if stunned
            // remember we can check a player's statusEffects anywhere
            CSUI.AddStatus(0);
            break;

        case "debuff":
            if (findStatus("buff") != -1)
            {
                statusEffects [findStatus("buff")].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect("buff");
            }
            this.attackMultiplier = .75f;
            CSUI.AddStatus(1);
            break;

        case "buff":
            if (findStatus("debuff") != -1)
            {
                statusEffects [findStatus("debuff")].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect("debuff");
            }
            this.attackMultiplier = 1.25f;
            CSUI.AddStatus(2);
            break;

        case "steady":
            if (findStatus("unsteady") != -1)
            {
                statusEffects [findStatus("unsteady")].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect("unsteady");
            }
            this.defenseMultiplier = 1.25f;
            CSUI.AddStatus(3);
            break;

        case "unsteady":
            if (findStatus("steady") != -1)
            {
                statusEffects [findStatus("steady")].duration = 0;
                removeDoneStatusEffects();
                removeStatusEffect("steady");
            }
            this.defenseMultiplier = 0.75f;
            CSUI.AddStatus(4);
            break;

        case "halfDmg":
            break;

        case "moreDmg":
            break;

        case "confused":
            // check during plan and randomly choose target
            // remember we can check a player's statusEffects anywhere
            break;

        case "misc":
            // This is used to check for multiturn logic
            CSUI.AddStatus(5);
            break;
        }
    }