private float Resist(Resistances resistances, Attack.DamageType type, float damage) { switch (type) { case (Attack.DamageType.Kinetic): return(damage *= resistances.Kinetic); case (Attack.DamageType.Fire): return(damage *= resistances.Fire); case (Attack.DamageType.Electrical): return(damage *= resistances.Electrical); default: return(damage); } }
public static float GetMetalDamageModifier(Attack.DamageType damageType) { float dmgMod = 1; switch (damageType) // Chaos and Slahs = 1 { case Attack.DamageType.Piercing: dmgMod = 1.5f; break; case Attack.DamageType.Impact: dmgMod = 2f; break; case Attack.DamageType.Magic: dmgMod = 0.5f; break; } return(dmgMod); }
public static float GetBioDamageModifier(Attack.DamageType damageType) { float dmgMod = 1; switch (damageType) // Chaos and Piercing = 1; { case Attack.DamageType.Slash: dmgMod = 2; break; case Attack.DamageType.Impact: dmgMod = .5f; break; case Attack.DamageType.Magic: dmgMod = 1.5f; break; } return(dmgMod); }
public bool persistant; // Does the effect stay after the battle ends? public StatusEffect(StatusEffect original, CharacterScript causedBy) { name = original.name; removeID = original.removeID; caster = causedBy; statusDelegateName = original.statusDelegateName; statusMiscText = original.statusMiscText; damageType = original.damageType; //statusType = original.statusType; statusPower = original.statusPower; statusDuration = original.statusDuration; chance = original.chance; delay = original.delay; //remove = original.remove; positive = original.positive; persistant = original.persistant; }