コード例 #1
0
 /// <summary>
 /// Heals the combatant by the given amount.
 /// </summary>
 public override void Heal(StatisticsValue healingStatistics, int duration)
 {
     if (duration > 0)
     {
         CombatEffects.AddStatistics(healingStatistics, duration);
     }
     else
     {
         player.StatisticsModifiers += healingStatistics;
         player.StatisticsModifiers.ApplyMaximum(new StatisticsValue());
     }
     base.Heal(healingStatistics, duration);
 }
コード例 #2
0
 /// <summary>
 /// Heals the combatant by the given amount.
 /// </summary>
 public override void Heal(StatisticsValue healingStatistics, int duration)
 {
     if (duration > 0)
     {
         CombatEffects.AddStatistics(healingStatistics, duration);
     }
     else
     {
         statistics += healingStatistics;
         statistics.ApplyMaximum(monster.CharacterStatistics);
     }
     base.Heal(healingStatistics, duration);
 }
コード例 #3
0
 /// <summary>
 /// Damages the combatant by the given amount.
 /// </summary>
 public override void Damage(StatisticsValue damageStatistics, int duration)
 {
     if (duration > 0)
     {
         CombatEffects.AddStatistics(new StatisticsValue() - damageStatistics,
                                     duration);
     }
     else
     {
         player.StatisticsModifiers -= damageStatistics;
         player.StatisticsModifiers.ApplyMaximum(new StatisticsValue());
     }
     base.Damage(damageStatistics, duration);
 }
コード例 #4
0
 /// <summary>
 /// Damages the combatant by the given amount.
 /// </summary>
 public override void Damage(StatisticsValue damageStatistics, int duration)
 {
     if (duration > 0)
     {
         CombatEffects.AddStatistics(new StatisticsValue() - damageStatistics,
                                     duration);
     }
     else
     {
         statistics -= damageStatistics;
         statistics.ApplyMaximum(monster.CharacterStatistics);
     }
     base.Damage(damageStatistics, duration);
 }
コード例 #5
0
    /// D////////////////////////////////////////
    public CombatEffects designEffects(NPCData.CharAttacks attackid, CombatEffects combatEffect)
    {
        switch (attackid)
        {
        case NPCData.CharAttacks.PrecisionStrike:
            break;

        case NPCData.CharAttacks.HoldLine:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.3f;
            combatEffect.physDMG  = -0.15f;
            break;

        case NPCData.CharAttacks.CombatManuevers:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -5;
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.ReachingAttack:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = 5;
            combatEffect.physDEF  = 0.2f;
            break;

        case NPCData.CharAttacks.BreakShield:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.5f;
            break;

        case NPCData.CharAttacks.Charge:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -10;

            break;

        case NPCData.CharAttacks.WarCry:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = 0.2f;
            combatEffect.physDEF  = -0.2f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.Disarm:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.5f;
            break;

        case NPCData.CharAttacks.Meditation:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -5;
            combatEffect.physDEF  = 0.2f;
            break;

        case NPCData.CharAttacks.PalmStrike:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.FluidStance:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = 15;
            break;

        case NPCData.CharAttacks.UnexpectedGrapple:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.5f;
            combatEffect.dodge    = -10;
            break;

        case NPCData.CharAttacks.HulkingPotion:
            combatEffect.cooldown = Random.Range(3, 4);
            combatEffect.physDMG  = 0.5f;
            combatEffect.physDEF  = 0.5f;
            combatEffect.lustDEF  = -0.5f;
            break;

        case NPCData.CharAttacks.ArousingFumes:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustMod  = Random.Range(3, 10);
            combatEffect.lustDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.DebilitatingFumes:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDMG  = -0.2f;
            combatEffect.physDEF  = -0.2f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.PoisonDarts:
            combatEffect.cooldown  = Random.Range(2, 4);
            combatEffect.healthMod = Random.Range(-5, -10);
            break;

        case NPCData.CharAttacks.SmokeBombs:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = 20;
            break;

        case NPCData.CharAttacks.ConcussiveStrike:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.FoulPlay:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.2f;
            combatEffect.physDEF  = -0.2f;
            combatEffect.dodge    = -5;
            combatEffect.lustDEF  = 0.5f;
            break;

        case NPCData.CharAttacks.PoisonDagger:
            combatEffect.cooldown  = Random.Range(2, 4);
            combatEffect.healthMod = Random.Range(-5, -15);
            break;

        case NPCData.CharAttacks.ShadowStrike:
            break;

        case NPCData.CharAttacks.HitAndRun:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = 15;
            break;

        case NPCData.CharAttacks.CloackAndDagger:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = 5;
            break;

        case NPCData.CharAttacks.SexyDistraction:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -5;

            break;

        case NPCData.CharAttacks.Smite:
            break;

        case NPCData.CharAttacks.DivineFavor:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.4f;
            combatEffect.lustDEF  = 0.4f;
            break;

        case NPCData.CharAttacks.Banish:
            break;

        case NPCData.CharAttacks.HealingPrayer:
            combatEffect.cooldown  = Random.Range(2, 5);
            combatEffect.healthMod = Random.Range(3, 8);
            combatEffect.physDEF   = -0.2f;
            combatEffect.lustDEF   = -0.2f;
            break;

        case NPCData.CharAttacks.Temptation:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.3f;
            break;

        case NPCData.CharAttacks.LifeSteal:
            break;

        case NPCData.CharAttacks.DarkIntervention:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.2f;
            combatEffect.physDEF  = -0.1f;
            combatEffect.lustDEF  = -0.1f;
            break;

        case NPCData.CharAttacks.MindVision:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustMod  = Random.Range(3, 7);
            combatEffect.lustDEF  = -0.1f;
            break;

        case NPCData.CharAttacks.FeralCry:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.2f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.PinDown:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.3f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.InescapableGrab:
            break;

        case NPCData.CharAttacks.DominantPresence:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.3f;
            combatEffect.lustDEF  = 0.3f;
            combatEffect.physDMG  = 0.3f;
            combatEffect.dodge    = -15;
            break;

        case NPCData.CharAttacks.RecklessCharge:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.MercilessAttack:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -7;
            break;

        case NPCData.CharAttacks.BleedingSwipe:
            combatEffect.cooldown  = Random.Range(2, 4);
            combatEffect.healthMod = Random.Range(3, 8);
            combatEffect.dodge     = -3;
            break;

        case NPCData.CharAttacks.Taunt:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.4f;
            combatEffect.dodge    = -5;
            combatEffect.lustDEF  = 0.2f;
            break;

        case NPCData.CharAttacks.ArrowTraps:
            combatEffect.cooldown = Random.Range(2, 5);
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.Ambush:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.TacticalRetreat:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDMG  = -0.5f;
            combatEffect.physDMG  = -0.5f;
            combatEffect.dodge    = 25;
            break;

        case NPCData.CharAttacks.Decoy:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.4f;
            combatEffect.physDEF  = 0.2f;
            combatEffect.lustDMG  = -0.4f;
            combatEffect.lustDEF  = 0.2f;
            break;

        case NPCData.CharAttacks.TakeAim:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.dodge    = -20;
            combatEffect.physDMG  = 0.3f;
            break;

        case NPCData.CharAttacks.Headshot:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.physDMG  = -0.3f;
            break;

        case NPCData.CharAttacks.DoubleShot:
            break;

        case NPCData.CharAttacks.SupressingFire:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.physDMG  = -0.4f;
            combatEffect.lustDMG  = -0.4f;
            break;

        case NPCData.CharAttacks.LitanyOfPain:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.5f;
            break;

        case NPCData.CharAttacks.ImplacableSermon:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            combatEffect.lustDEF  = 0.5f;
            break;

        case NPCData.CharAttacks.Scourge:

            break;

        case NPCData.CharAttacks.IronResolve:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.35f;
            combatEffect.lustDEF  = 0.35f;
            break;

        case NPCData.CharAttacks.StunningBlow:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.ShieldWall:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 1f;
            combatEffect.lustDEF  = -0.4f;
            combatEffect.dodge    = -10;
            break;

        case NPCData.CharAttacks.PepperGrenade:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.3f;
            combatEffect.lustDMG  = -0.3f;
            break;

        case NPCData.CharAttacks.ShieldCharge:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.3f;
            break;

        case NPCData.CharAttacks.ElegantStance:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.3f;
            combatEffect.lustDMG  = -0.3f;
            combatEffect.physDEF  = -0.5f;
            combatEffect.dodge    = 25;
            break;

        case NPCData.CharAttacks.HypnoticDance:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.stunned  = true;
            combatEffect.physDEF  = -0.3f;
            break;

        case NPCData.CharAttacks.GraciousAttack:
            break;

        case NPCData.CharAttacks.RiskyPerformance:

            break;

        case NPCData.CharAttacks.Striptease:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.CrotchGrab:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.ForcedKissing:
            break;

        case NPCData.CharAttacks.IndecentSmile:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.5f;
            break;

        case NPCData.CharAttacks.Concentration:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.magDMG   = 0.4f;
            combatEffect.physDEF  = -0.2f;
            combatEffect.dodge    = -5;

            break;

        case NPCData.CharAttacks.ProtectiveRitual:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.2f;
            combatEffect.physDEF  = 0.4f;
            combatEffect.magDEF   = 0.4f;
            combatEffect.dodge    = -5;
            break;

        case NPCData.CharAttacks.Hex:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.magDEF   = -0.3f;
            combatEffect.dodge    = -7;
            break;

        case NPCData.CharAttacks.IronWill:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = 0.3f;
            combatEffect.magDEF   = 0.3f;
            combatEffect.dodge    = -7;
            break;

        case NPCData.CharAttacks.HuntersMusk:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.4f;
            break;

        case NPCData.CharAttacks.AlphasAura:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            combatEffect.lustDEF  = 0.2f;
            break;

        case NPCData.CharAttacks.Rending:

            break;

        case NPCData.CharAttacks.FeralBite:
            break;

        case NPCData.CharAttacks.DemonicAura:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = 0.3f;
            combatEffect.lustDMG  = 0.3f;
            break;

        case NPCData.CharAttacks.SuccubusTouch:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = 0.3f;
            break;

        case NPCData.CharAttacks.EnticingShow:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.2f;
            combatEffect.lustDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.Charm:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.stunned  = true;
            combatEffect.lustDEF  = -0.15f;
            break;

        case NPCData.CharAttacks.HornyLeap:
            combatEffect.cooldown = Random.Range(2, 6);
            combatEffect.lustDEF  = -0.1f;
            break;

        case NPCData.CharAttacks.BouncyGrab:

            break;

        case NPCData.CharAttacks.BunnyHump:

            break;

        case NPCData.CharAttacks.MatingSeason:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.5f;
            break;

        case NPCData.CharAttacks.EquineCharge:
            break;

        case NPCData.CharAttacks.WildRide:

            break;

        case NPCData.CharAttacks.StallionsMusk:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.2f;
            combatEffect.physDEF  = -0.2f;
            break;

        case NPCData.CharAttacks.ImpetiousKick:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.Bash:
            break;

        case NPCData.CharAttacks.Slash:
            break;

        case NPCData.CharAttacks.HardBlow:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.dodge    = -10;
            break;

        case NPCData.CharAttacks.LoudSlap:
            combatEffect.cooldown = 2;
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.PocketSand:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.6f;
            break;

        case NPCData.CharAttacks.TakeCover:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = 0.8f;
            combatEffect.physDMG  = -0.5f;
            break;

        case NPCData.CharAttacks.TripUp:
            break;

        case NPCData.CharAttacks.Fondling:
            break;

        case NPCData.CharAttacks.BodyShowoff:

            break;

        case NPCData.CharAttacks.PlayfulChase:

            break;

        case NPCData.CharAttacks.SelfSpanking:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = 0.4f;
            break;

        case NPCData.CharAttacks.SeductiveGesture:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustDEF  = -0.6f;
            break;

        case NPCData.CharAttacks.Heal:
            combatEffect.cooldown = Random.Range(2, 7);
            combatEffect.physDEF  = -0.1f;
            break;

        case NPCData.CharAttacks.IceSpikes:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDEF  = -0.6f;
            combatEffect.lustDEF  = 0.3f;
            break;

        case NPCData.CharAttacks.FireBall:
            combatEffect.cooldown  = Random.Range(2, 4);
            combatEffect.healthMod = Random.Range(-4f, -8f);
            break;

        case NPCData.CharAttacks.ElectricShock:
            combatEffect.cooldown = Random.Range(2, 3);
            combatEffect.stunned  = true;
            break;

        case NPCData.CharAttacks.AirBlast:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.physDMG  = -0.3f;
            break;

        case NPCData.CharAttacks.Purification:
            combatEffect.cooldown = Random.Range(2, 7);
            combatEffect.physDEF  = -0.1f;
            break;

        case NPCData.CharAttacks.PerverseVisions:

            break;

        case NPCData.CharAttacks.MagicBinds:

            break;

        case NPCData.CharAttacks.EtherealHands:

            break;

        case NPCData.CharAttacks.ArousingWave:
            combatEffect.cooldown = Random.Range(2, 4);
            combatEffect.lustMod  = Random.Range(3, 7);
            break;

        default:
            break;
        }
        return(combatEffect);
    }
コード例 #6
0
    /// D////////////////////////////////////////
    public void applyEffects(int charslot, int charid, CombatEffects combatEffect)
    {
        CombatScript.chMod [charslot, 0]  += combatEffect.physDMG;
        CombatScript.chMod  [charslot, 1] += combatEffect.lustDMG;
        CombatScript.chMod  [charslot, 2] += combatEffect.magDMG;
        CombatScript.chMod [charslot, 3]  += combatEffect.physDEF;
        CombatScript.chMod  [charslot, 4] += combatEffect.lustDEF;
        CombatScript.chMod  [charslot, 5] += combatEffect.magDEF;
        CombatScript.chMod  [charslot, 6] += combatEffect.dodge;

        //we look through the list to add certain effects, just HP and Lust changes
        CombatScript.stunned [charslot] = combatEffect.stunned;

        /*switch (charslot) {
         * case 0:
         *      Debug.Log ("Apply effect case 0");
         *      CombatScript.ch0mod [0] += combatEffect.physDMG;
         *      CombatScript.ch0mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch0mod [2] += combatEffect.magDMG;
         *      CombatScript.ch0mod [3] += combatEffect.physDEF;
         *      CombatScript.ch0mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch0mod [5] += combatEffect.magDEF;
         *      CombatScript.ch0mod [6] += combatEffect.dodge;
         *
         *      break;
         * case 1:
         *      CombatScript.ch1mod [0] += combatEffect.physDMG;
         *      CombatScript.ch1mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch1mod [2] += combatEffect.magDMG;
         *      CombatScript.ch1mod [3] += combatEffect.physDEF;
         *      CombatScript.ch1mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch1mod [5] += combatEffect.magDEF;
         *      CombatScript.ch1mod [6] += combatEffect.dodge;
         *      break;
         * case 2:
         *      CombatScript.ch2mod [0] += combatEffect.physDMG;
         *      CombatScript.ch2mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch2mod [2] += combatEffect.magDMG;
         *      CombatScript.ch2mod [3] += combatEffect.physDEF;
         *      CombatScript.ch2mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch2mod [5] += combatEffect.magDEF;
         *      CombatScript.ch2mod [6] += combatEffect.dodge;
         *
         *      break;
         * case 3:
         *      CombatScript.ch3mod [0] += combatEffect.physDMG;
         *      CombatScript.ch3mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch3mod [2] += combatEffect.magDMG;
         *      CombatScript.ch3mod [3] += combatEffect.physDEF;
         *      CombatScript.ch3mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch3mod [5] += combatEffect.magDEF;
         *      CombatScript.ch3mod [6] += combatEffect.dodge;
         *      break;
         * case 4:
         *      CombatScript.ch4mod [0] += combatEffect.physDMG;
         *      CombatScript.ch4mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch4mod [2] += combatEffect.magDMG;
         *      CombatScript.ch4mod [3] += combatEffect.physDEF;
         *      CombatScript.ch4mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch4mod [5] += combatEffect.magDEF;
         *      CombatScript.ch4mod [6] += combatEffect.dodge;
         *      break;
         * case 5:
         *      CombatScript.ch5mod [0] += combatEffect.physDMG;
         *      CombatScript.ch5mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch5mod [2] += combatEffect.magDMG;
         *      CombatScript.ch5mod [3] += combatEffect.physDEF;
         *      CombatScript.ch5mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch5mod [5] += combatEffect.magDEF;
         *      CombatScript.ch5mod [6] += combatEffect.dodge;
         *      break;
         * case 6:
         *      CombatScript.ch6mod [0] += combatEffect.physDMG;
         *      CombatScript.ch6mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch6mod [2] += combatEffect.magDMG;
         *      CombatScript.ch6mod [3] += combatEffect.physDEF;
         *      CombatScript.ch6mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch6mod [5] += combatEffect.magDEF;
         *      CombatScript.ch6mod [6] += combatEffect.dodge;
         *      break;
         * case 7:
         *      CombatScript.ch7mod [0] += combatEffect.physDMG;
         *      CombatScript.ch7mod [1] += combatEffect.lustDMG;
         *      CombatScript.ch7mod [2] += combatEffect.magDMG;
         *      CombatScript.ch7mod [3] += combatEffect.physDEF;
         *      CombatScript.ch7mod [4] += combatEffect.lustDEF;
         *      CombatScript.ch7mod [5] += combatEffect.magDEF;
         *      CombatScript.ch7mod [6] += combatEffect.dodge;
         *      break;
         * default:
         *      break;
         * }*/



        i = 0;
        if (charslot == 0)
        {
            GameControl.actualHealth  += combatEffect.healthMod;
            GameControl.actualArousal += combatEffect.lustMod;
            Debug.Log("apply effect to mc, modifying health, his new health is " + GameControl.actualHealth);
        }
        else if (charid < 1000000)
        {
            while (i < NPCCharList.CharFollower.Count)
            {
                if (NPCCharList.CharFollower [i].charID == charid)
                {
                    NPCCharList.CharFollower [i].currentHealth  += combatEffect.healthMod;
                    NPCCharList.CharFollower [i].currentArousal += combatEffect.lustMod;
                    break;
                }
                i++;
            }
        }
        else if (charslot <= 3)
        {
            while (i < NPCCharList.CharRetainers.Count)
            {
                if (NPCCharList.CharRetainers [i].charID == charid)
                {
                    NPCCharList.CharRetainers [i].currentHealth  += combatEffect.healthMod;
                    NPCCharList.CharRetainers [i].currentArousal += combatEffect.lustMod;
                    break;
                }
                i++;
            }
        }
        else
        {
            while (i < NPCCharList.CharMonster.Count)
            {
                if (NPCCharList.CharMonster [i].charID == charid)
                {
                    NPCCharList.CharMonster [i].currentHealth  += combatEffect.healthMod;
                    NPCCharList.CharMonster [i].currentArousal += combatEffect.lustMod;
                    Debug.Log("apply effect to an enemy in slot 0, modifying health, his new health is " + NPCCharList.CharMonster [i].currentHealth);
                    break;
                }
                i++;
            }
        }
    }