public void ApplyStatus(Character statusTarget, EffectType effectType, int turnDuration, object[] toApply) { Debug.Log(effectType + " Applied!"); StatusEffect newStatusEffect = new StatusEffect { type = effectType }; newStatusEffect.Owner = statusTarget; newStatusEffect.TurnDuration = turnDuration; newStatusEffect.StatusTriggerList.Add(toApply); newStatusEffect.ApplyTrigger(); newDamage.target.StatusEffectList.Add(newStatusEffect); }