//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; } }
//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; } }