public void RemoveClientStatusStats(Structures.ClientStatus _status) { switch (_status.Type) { case Enum.ClientStatus.BonusAttack: BonusAttackPct = 100; break; case Enum.ClientStatus.BonusDefense: BonusDefensePct = 100; break; case Enum.ClientStatus.BonusHitrate: BonusHitratePct = 100; break; case Enum.ClientStatus.BonusDodge: BonusDodgePct = 100; break; case Enum.ClientStatus.Intensify: BonusAttackPct = 100; break; } }
public void AddStatus(Enum.ClientStatus _status, int _value, long _timeout) { var timeout = _timeout > 0 ? Common.Clock + _timeout : 0; if (ClientStatuses.ContainsKey(_status)) { ClientStatuses[_status].Value = _value; ClientStatuses[_status].Timeout = timeout; } else { var status = new Structures.ClientStatus(_status, _value, timeout); ClientStatuses.TryAdd(_status, status); CombatStats.AddClientStatusStats(status); } }