Exemple #1
0
    private static bool CheckStatus(STATUS_TYPE type, BuffParam buffParam, bool isFieldBuff = false)
    {
        switch (type)
        {
        case STATUS_TYPE.POISON:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON, isFieldBuff));

        case STATUS_TYPE.BURNING:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURNING, isFieldBuff));

        case STATUS_TYPE.DEADLY_POISON:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEADLY_POISON, isFieldBuff));

        case STATUS_TYPE.INVINCIBLECOUNT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLECOUNT, isFieldBuff));

        case STATUS_TYPE.ATTACK_SPEED_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_UP, isFieldBuff));

        case STATUS_TYPE.ATTACK_SPEED_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SPEED_DOWN, isFieldBuff));

        case STATUS_TYPE.MOVE_SPEED_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_UP, isFieldBuff));

        case STATUS_TYPE.MOVE_SPEED_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.MOVE_SPEED_DOWN, isFieldBuff));

        case STATUS_TYPE.ATTACK_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.ATTACK_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.ATTACK_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.ATTACK_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.ATTACK_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.ATTACK_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.ATTACK_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.ATTACK_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATTACK_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ATKUP_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.DEFENCE_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_NORMAL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.DEFENCE_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_FIRE, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.DEFENCE_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_WATER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.DEFENCE_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_THUNDER, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.DEFENCE_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_SOIL, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.DEFENCE_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_LIGHT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.DEFENCE_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_DARK, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.DEFENCE_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFENCE_ALLELEMENT, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFUP_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.REGENERATE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE, isFieldBuff));

        case STATUS_TYPE.ELECTRIC_SHOCK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ELECTRIC_SHOCK, isFieldBuff));

        case STATUS_TYPE.INK_SPLASH:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INK_SPLASH, isFieldBuff));

        case STATUS_TYPE.POISON_DAMAGE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_DAMAGE_DOWN, isFieldBuff));

        case STATUS_TYPE.POISON_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.POISON_GUARD, isFieldBuff));

        case STATUS_TYPE.BURNING_DAMAGE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_DAMAGE_DOWN, isFieldBuff));

        case STATUS_TYPE.BURNING_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.BURN_GUARD, isFieldBuff));

        case STATUS_TYPE.SUPER_ARMOR:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SUPER_ARMOR, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD_SUPER_ARMOR, isFieldBuff));

        case STATUS_TYPE.DEFENCE_DOWN:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_NORMAL, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_FIRE, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_WATER, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_THUNDER, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_SOIL, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_LIGHT, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_DARK, isFieldBuff));

        case STATUS_TYPE.DEF_DOWN_ALLELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DEFDOWN_RATE_ALLELEMENT, isFieldBuff));

        case STATUS_TYPE.SHIELD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SHIELD, isFieldBuff));

        case STATUS_TYPE.SLIDE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SLIDE, isFieldBuff));

        case STATUS_TYPE.PARALYZE_GUARD:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.PARALYZE_GUARD, isFieldBuff));

        case STATUS_TYPE.SILENCE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SILENCE, isFieldBuff));

        case STATUS_TYPE.REGENERATE_PROPORTION:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.REGENERATE_PROPORTION, isFieldBuff));

        case STATUS_TYPE.ABSORB_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_NORMAL, isFieldBuff));

        case STATUS_TYPE.ABSORB_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_FIRE, isFieldBuff));

        case STATUS_TYPE.ABSORB_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_WATER, isFieldBuff));

        case STATUS_TYPE.ABSORB_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_THUNDER, isFieldBuff));

        case STATUS_TYPE.ABSORB_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_SOIL, isFieldBuff));

        case STATUS_TYPE.ABSORB_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_LIGHT, isFieldBuff));

        case STATUS_TYPE.ABSORB_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_DARK, isFieldBuff));

        case STATUS_TYPE.ABSORB_ALL_ELEMENT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.ABSORB_ALL_ELEMENT, isFieldBuff));

        case STATUS_TYPE.AUTO_REVIVE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.AUTO_REVIVE, isFieldBuff));

        case STATUS_TYPE.WARP_BY_AVOID:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.WARP_BY_AVOID, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_FIRE:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_FIRE, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_WATER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_WATER, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_THUNDER:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_THUNDER, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_SOIL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_SOIL, isFieldBuff));

        case STATUS_TYPE.DAMAGE_UP_NORMAL:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_NORMAL, isFieldBuff));

        case STATUS_TYPE.DAMAGE_UP_FROM_AVOID:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.DAMAGE_UP_FROM_AVOID, isFieldBuff));

        case STATUS_TYPE.SKILL_HEAL_SPEEDUP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_HEAL_SPEEDUP, isFieldBuff));

        case STATUS_TYPE.GAUGE_INCREASE_UP:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.HEAT_GAUGE_INCREASE_UP, isFieldBuff) || buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SOUL_GAUGE_INCREASE_UP, isFieldBuff));

        case STATUS_TYPE.SKILL_CHARGE_WHEN_DAMAGED:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.SKILL_CHARGE_WHEN_DAMAGED, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_LIGHT:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_LIGHT, isFieldBuff));

        case STATUS_TYPE.INVINCIBLE_DARK:
            return(buffParam.IsValidBuffOrFieldBuff(BuffParam.BUFFTYPE.INVINCIBLE_DARK, isFieldBuff));

        default:
            return(false);
        }
    }