Example #1
0
    public void removeStatusEffect(STATUS name)
    {
        switch (name)
        {
        case STATUS.STUN:
            CSUI.RemoveStatus(0);
            // check during plan and skip if stunned
            // remember we can check a player's statusEffects anywhere
            break;

        case STATUS.BUFF:
            CSUI.RemoveStatus(1);
            this.attackMultiplier = 1.0f;
            break;

        case STATUS.DEBUFF:
            CSUI.RemoveStatus(2);
            this.attackMultiplier = 1.0f;
            break;

        case STATUS.STEADY:
            CSUI.RemoveStatus(3);
            this.defenseMultiplier = 1.0f;
            break;

        case STATUS.UNSTEADY:
            CSUI.RemoveStatus(4);
            this.defenseMultiplier = 1.0f;
            break;

        //case "confused":
        //		break;
        case STATUS.MISC:
            CSUI.RemoveStatus(5);
            break;

        case STATUS.MISC2:
            CSUI.RemoveStatus(5);
            break;
        }
    }
Example #2
0
    public void removeStatusEffect(string name)
    {
        switch (name)
        {
        case "stun":
            CSUI.RemoveStatus(0);
            // check during plan and skip if stunned
            // remember we can check a player's statusEffects anywhere
            break;

        case "debuff":
            CSUI.RemoveStatus(1);
            this.attackMultiplier = 1.0f;
            break;

        case "buff":
            CSUI.RemoveStatus(2);
            this.attackMultiplier = 1.0f;
            break;

        case "unsteady":
            CSUI.RemoveStatus(3);
            this.defenseMultiplier = 1.0f;
            break;

        case "steady":
            CSUI.RemoveStatus(4);
            this.defenseMultiplier = 1.0f;
            break;

        case "halfDmg":
            break;

        case "moreDmg":
            break;

        case "confused":
            break;

        case "misc":
            CSUI.RemoveStatus(5);
            break;
        }
    }