/// <summary> /// Similar to a revive, except for summons, it always restore the summon /// to full health and mana, purging status effects, and may be used while the summon /// is alive (hence not always needing to register the partyMember alive again) /// </summary> /// <param name="summon"></param> public void RestoreSummon(PartyMember summon) { if (summon.CheckDeath() == true) { RegisterPartyMemberAlive(summon); } summon.AddHP((int)(summon.HP)); summon.AddMP((int)(summon.MP)); summon.RemoveAllStatusEffects(); summon.GetSummonBuff(); }
/// <summary> /// Change CHP of a specific partyMember /// </summary> /// <param name="amount"> Positive int amount to be added </param> public void ChangeHPSingle(PartyMember pm, int amount) { if (amount >= 0) { pm.AddHP(amount); } else { pm.LoseHP(amount); } }