public DamageMove(long info) { _movetype = (AttackingMoveSecondary)((info & MoveTypeMask) >> MoveTypeShift); _status = (StatusConditionInflicted)((info & StatusMask) >> StatusTypeShift); _stats = new List <StatBoostInfo>(); GetStatList(_stats, info); _chance = (int)((info & ChanceMask) >> ChanceMaskSShift); }
public void TakePoison(bool badpoison) { if (badpoison) { _currentStatus = StatusConditionInflicted.BadPoison; } else { _currentStatus = StatusConditionInflicted.Poison; } }
public bool Snoozing() { TurnOfSleep++; if (TurnOfSleep == SleepTurnSeed) { TurnOfSleep = 0; _currentStatus = StatusConditionInflicted.None; return(false); } return(true); }
public void UnFreez() { _currentStatus = StatusConditionInflicted.None; }
public void Freeze() { _currentStatus = StatusConditionInflicted.Freeze; }
public void PutToSleep(int sleepturns) { SleepTurnSeed = sleepturns; _currentStatus = StatusConditionInflicted.Sleep; _iConfused = false; }
public void Paralyze() { _currentStatus = StatusConditionInflicted.Para; }
public void TakeBurn() { _currentStatus = StatusConditionInflicted.Burn; }
public StatusMove(long info) { _status = (StatusConditionInflicted)((info & StatusTypeMask) >> StatusTypeShift); }