Exemple #1
0
 void StatusEffect(EnemyStats enemy) // Just Status Effects for enemies only
 {
     if (spell.elemental_Type == Spell.EleType.Fire)
     {                                                                                                           // sets the bool for IsOnFire to true
         enemy.BurnStatusEffect(spell.finalElementDamage, spell.MaxPotentialElementalDamage, spell.Duration);    // Calls the Burn Function on the player
         Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalImpactDamage + " Damage!");    // Debug
         enemy.isOnFire = true;                                                                                  // sets the bool for IsOnFire to true
     }
     if (spell.elemental_Type == Spell.EleType.Water)
     {
         enemy.WetStatusEffect(spell.Duration);                                                    // Calls the Wet Function on the player
         Debug.Log(enemy.name + " will be wet for " + spell.Duration + " Secs");                   // Debug
         enemy.IsWet = true;                                                                       // sets the bool, for IsWet to true
     }
 }
Exemple #2
0
 void BlastEffect(EnemyStats enemy)                                                                           // Blast Type spells for enemies only
 {
     if (spell.elemental_Type == Spell.EleType.Fire)                                                          // if the elemental type is set to fire
     {
         enemy.TakeBlastDamage(spell.finalImpactDamage);                                                      // Calls the Blast Damage Function on the enemy
         enemy.BurnStatusEffect(spell.finalElementDamage, spell.MaxPotentialElementalDamage, spell.Duration); // Calls the Burn Function on the enemy
         Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalImpactDamage + " Damage!"); // Debug
         Debug.Log(enemy.name + " will be on fire for " + spell.Duration + " Secs");                          // Debug
         enemy.isOnFire = true;                                                                               // sets the bool for IsOnFire to true
         Debug.Log("On Fire");
     }
     if (spell.elemental_Type == Spell.EleType.Water)                                                         // if the elemental type is set to water
     {                                                                                                        // Calls the Blast Damage Function on the enemy
         enemy.TakeBlastDamage(spell.finalElementDamage);                                                     // Calls the wet function on the enemy
         Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalElementDamage + "Damage!"); // Debug
         Debug.Log(enemy.name + " will be wet for " + spell.Duration + " Secs");                              // Debug
         enemy.WetStatusEffect(spell.Duration);                                                               // sets the bool, for IsWet to true
         enemy.IsWet = true;
         Debug.Log("IsWet");
     }
 }