void ThornsI(Fighter attacker, Fighter victim, float damage) { Deal(attacker, 1); }
void DoublingII(Fighter attacker, Fighter victim, float damage) { Deal(victim, 2); }
/* * Applies offensive and defensive effects */ void ApplyEffect(Fighter attacker, Fighter victim, Effect effect, int strength, float damage) { switch (effect) { case Effect.ABSORB: switch (strength) { /* * Absorb makes you take less damage */ case 1: AbsorbI(attacker, victim, damage); break; case 2: break; case 3: break; case 4: break; case 5: break; } break; case Effect.THORNS: switch (strength) { /* * Thorns does retributal damage to the attacker */ case 1: ThornsI(attacker, victim, damage); break; case 2: break; case 3: break; case 4: break; case 5: break; } break; case Effect.SPLINTER: switch (strength) { /* * Splinter does a piercing attack with 1/4 of your damage to adjacent enemies */ case 1: SplinterI(attacker, victim, damage); break; case 2: SplinterII(attacker, victim, damage); break; case 3: break; case 4: break; case 5: break; } break; case Effect.DOUBLING: switch (strength) { /* * Double Damage */ case 1: DoublingI(attacker, victim, damage); break; case 2: DoublingII(attacker, victim, damage); break; case 3: break; case 4: break; case 5: break; } break; } }