private void ApplyConsumableItemEffect(BaseStats target) { if (item.GetIsPercentage()) { int value = Mathf.FloorToInt((target.GetStat(item.GetAttributeToModify()) * item.GetAdditiveModifiers()) / 100); target.ModifyStatPermanent(item.GetAttributeToModify(), value); } else { target.ModifyStatPermanent(item.GetAttributeToModify(), item.GetAdditiveModifiers()); } }
private void ApplyConsumableItemEffect(BaseStats target) { if (isPercentage) { int value = Mathf.FloorToInt((target.GetStat(attributteToModify) * modifier) / 100); target.ModifyStatPermanent(attributteToModify, value); } else { if (attributteToModify == StatsAtributte.Health || attributteToModify == StatsAtributte.SkillPoints) { target.HealStat(attributteToModify, modifier); } else { target.ModifyStatPermanent(attributteToModify, modifier); } } }
private void ApplyBattleItemEffect(BaseStats target) { if (itemEffect == ItemEffect.HealStat) { target.ModifyStatPermanent(attributteToModify, modifier); } else if (itemEffect == ItemEffect.IncreaseStatTemporarily) { target.ModifyStatOnBattle(attributteToModify, modifier); } else if (itemEffect == ItemEffect.MoreDamageNextTurn) { //turn some variable on combat class to true //subscribe to some coroutine or action to turn that variable to false } }