private void _TestStatusApply(Actor a) { float prob = Random.Range (0.01f, 1.0f); Debug.Log ("[Item][Poison] " + prob + "/" + Mathf.Abs(statPoison)); if( prob <= Mathf.Abs(statPoison) ) { if( statPoison > 0.0f ) { a.ResolveStatus(StatusModifier.Kind.Poison); } else { a.SpawnEffect("PoisonItem"); a.AttachStatus(StatusModifier.Kind.Poison); } } prob = Random.Range (0.01f, 1.0f); Debug.Log ("[Item][Paralize] " + prob + "/" + Mathf.Abs(statParalize)); if( prob <= Mathf.Abs(statParalize) ) { if( statParalize > 0.0f ) { a.ResolveStatus(StatusModifier.Kind.Paralized); } else { a.SpawnEffect("Paralize"); a.AttachStatus(StatusModifier.Kind.Paralized); } } }