protected override void OnPhaseCycleStart() { if (IsSuppressed(Enumerations.StatusSuppressionTypes.Effects) == false) { EntityAfflicted.TakeDamage(Enumerations.Elements.Poison, PoisonDamage, true); } ProgressTurnCount(); }
protected override void OnPhaseCycleStart() { //Don't damage the BattleEntity if it's Invincible //NOTE: Find a way to route this damage through the damage calculation if (EntityAfflicted.EntityProperties.GetAdditionalProperty <bool>(Enumerations.AdditionalProperty.Invincible) == false) { EntityAfflicted.TakeDamage(Enumerations.Elements.Poison, PoisonDamage, true); } IncrementTurns(); }
protected sealed override void OnEnd() { base.OnEnd(); //The entity takes 1 Ice damage when Frozen ends //Don't damage the BattleEntity if it's Invincible //NOTE: Find a way to route this damage through the damage calculation if (EntityAfflicted.EntityProperties.GetAdditionalProperty <bool>(Enumerations.AdditionalProperty.Invincible) == false) { EntityAfflicted.TakeDamage(Enumerations.Elements.Ice, IceDamage, true); } }
protected override void OnPhaseCycleStart() { //The entity takes 1 Ice damage when Frozen ends due to turn count //Check if it's Effects suppressed first if (IsSuppressed(Enumerations.StatusSuppressionTypes.Effects) == false) { //If it's not infinite and not suppressed by turn count, we must be incrementing the turns if (IsInfinite == false && IsSuppressed(Enumerations.StatusSuppressionTypes.TurnCount) == false) { int lastTurn = TurnsPassed + 1; //If we're about to end the status, damage the entity if (lastTurn >= TotalDuration) { EntityAfflicted.TakeDamage(Enumerations.Elements.Ice, IceDamage, true); } } } base.OnPhaseCycleStart(); }