public override BuffEffect Copy() { ScalingStatBuffEffect temp = new ScalingStatBuffEffect(containerToChange, containerTypeBasis, statTypeToChange, statTypeBasis, scale_factor, restore_stats); temp.max_amt_added = max_amt_added; temp.curr_amt_added = curr_amt_added; return(temp); }
public override void InitPanel(BuffEffect effect) { eff = effect as ScalingStatBuffEffect; PopulateStatsContainerType(eff.containerToChange.ToString(), containerToCHange); PopulateStatsContainerType(eff.containerTypeBasis.ToString(), containterTypeBasis); POpulateStatTypes(eff.statTypeToChange.ToString(), stattypeCHange); POpulateStatTypes(eff.statTypeBasis.ToString(), statTypeBasis); }
// change to change a given stat or set of stats by a given amount per turn // dont we just have a change stat effect? //we can just use that here public ChangePerTurnBuffEffect(ScalingStatBuffEffect effect) { this.effect = effect; }