Example #1
0
    public void AddBuff(Effects.Buff _buff)
    {
        foreach (Effects.Buff _buff_name in _buffs)
        {
            if (_buff_name.Name == _buff.Name)
            {
                _buff_name.turnsLeft = _buff.turnsLeft;
                return;
            }
        }

        var _new_buff = new Effects.Buff();

        _new_buff.Name = _buff.Name;
        foreach (Effects.BuffEffect stat in _buff.stats)
        {
            var _new_stat = new Effects.BuffEffect();
            _new_stat.stat  = stat.stat;
            _new_stat.power = stat.power;
            _new_buff.stats.Add(_new_stat);
        }
        _new_buff.turnsLeft = _buff.turnsLeft;
        for (int i = 0; i < _buffs.Length; i++)
        {
            if (_buffs[i].Name == "")
            {
                _buffs[i] = (_new_buff);
                ApplyBuff(_new_buff, 1);
                AddStatText(_new_buff.Name, i);
                break;
            }
        }
    }
Example #2
0
    public void ApplyBuff(Effects.Buff buff, int add)
    {
        if (buff.Name == "" || buff.Name == null)
        {
            return;
        }
        foreach (Effects.BuffEffect effect in buff.stats)
        {
            switch (effect.stat)
            {
            case BuffEffects.strenght:
                strenght += effect.power * add;
                break;

            case BuffEffects.intellect:
                intellect += effect.power * add;
                break;

            case BuffEffects.defence:
                defence += effect.power * add;
                break;

            case BuffEffects.resistance:
                resistance += effect.power * add;
                break;
            }
        }
        Debug.Log(buff.Name);
    }
Example #3
0
    public void ApplyBuff(Effects.Buff buff, int add)
    {
        if (buff.Name == null || buff.Name == "")
        {
            return;
        }
        foreach (Effects.BuffEffect effect in buff.stats)
        {
            switch (effect.stat)
            {
            case BuffEffects.strenght:
                strenght += effect.power * add;
                break;

            case BuffEffects.intellect:
                intellect += effect.power * add;
                break;

            case BuffEffects.defence:
                defence += effect.power * add;
                break;

            case BuffEffects.resistance:
                resistance += effect.power * add;
                break;

            case BuffEffects.Fire:
                if (fire == Effectiveness.absorb || (fire == Effectiveness.immun && effect.power < 2))
                {
                    break;
                }
                else
                {
                    SetElementalBuff(Element.Fire, effect.power, add);
                    break;
                }

            case BuffEffects.Ice:
                if (ice == Effectiveness.absorb || (ice == Effectiveness.immun && effect.power < 2))
                {
                    break;
                }
                else
                {
                    SetElementalBuff(Element.Ice, effect.power, add);
                    break;
                }

            case BuffEffects.Thunder:
                if (thunder == Effectiveness.absorb || (thunder == Effectiveness.immun && effect.power < 2))
                {
                    break;
                }
                else
                {
                    SetElementalBuff(Element.Thunder, effect.power, add);
                    break;
                }
            }
        }
        Debug.Log(buff.Name);
    }