public StatThresholdConditional(StatTypes type, StatContainerType containerType, int threshold, bool lessThan) { this.type = type; this.containerType = containerType; this.threshold = threshold; this.lessThan = lessThan; }
//Change the stat type by a give amount //returns true if the user died because of this change // public void ChangeStateType(StatTypes type, StatContainerType container, int stateChange) { if (container == StatContainerType.Both || container == StatContainerType.Current) { currentStatCollection.ChangeStat(type, stateChange); } if (container == StatContainerType.Both || container == StatContainerType.Max) { maxStatCollection.ChangeStat(type, stateChange); } //should put in a safety net for going over max // rework the Actor.ChangeHealth() method to just call this // if (currentStatCollection.GetValue(StatTypes.Health) <= deathThreshold && container == StatContainerType.Current) { if (Globals.currState == GameState.Combat) { Globals.GetBoardManager().spawner.GetActor(this).KillActor(); } } }
public StatBuff(StatContainerType containerType, bool reverseChange_on_removal) { this.containerType = containerType; sc_to_remove = new StatsContainer(); this.reverseChange_on_removal = reverseChange_on_removal; }
public ScalingStatBuffEffect(StatContainerType toChange, StatContainerType scBasis, StatTypes change, StatTypes basis, float factor, bool restore = false) { this.containerTypeBasis = scBasis; this.containerToChange = toChange; this.statTypeToChange = change; this.statTypeBasis = basis; scale_factor = factor; restore_stats = restore; }
public ChangeStatComponent(int amt, StatTypes typeToChange, StatContainerType containerType) { this.amt = amt; this.typeToChange = typeToChange; this.containerType = containerType; }