//Character gains a light injury that will go away after some time void MinorInjury(float roll) { Injury newInjury = gameObject.AddComponent <Injury>(); newInjury.Victim = GetComponent <RPGClass>(); newInjury.Severity = Injury.InjuryLevel.Minor; newInjury.Name = newInjury.Severity.ToString() + ": " + roll; if (newInjury.Victim != null) { newInjury.AffectedStats = new Injury.StatPenalty[2] { new Injury.StatPenalty(RPGClass.Stat.Strength, -1), new Injury.StatPenalty(RPGClass.Stat.Magic, -1) }; newInjury.ApplyDebuff(); } }
//Character gains a permanent injury void PermanentInjury(float roll) { Injury newInjury = gameObject.AddComponent <Injury>(); newInjury.Victim = GetComponent <RPGClass>(); newInjury.Severity = Injury.InjuryLevel.Permanent; newInjury.Name = newInjury.Severity.ToString() + ": " + roll; if (newInjury.Victim != null) { newInjury.AffectedStats = new Injury.StatPenalty[3] { new Injury.StatPenalty(RPGClass.Stat.Speed, -2), new Injury.StatPenalty(RPGClass.Stat.Skill, -2), new Injury.StatPenalty(RPGClass.Stat.Move, -1) }; newInjury.ApplyDebuff(); } }