public void removeStatusEffect(STATUS name) { switch (name) { case STATUS.STUN: CSUI.RemoveStatus(0); // check during plan and skip if stunned // remember we can check a player's statusEffects anywhere break; case STATUS.BUFF: CSUI.RemoveStatus(1); this.attackMultiplier = 1.0f; break; case STATUS.DEBUFF: CSUI.RemoveStatus(2); this.attackMultiplier = 1.0f; break; case STATUS.STEADY: CSUI.RemoveStatus(3); this.defenseMultiplier = 1.0f; break; case STATUS.UNSTEADY: CSUI.RemoveStatus(4); this.defenseMultiplier = 1.0f; break; //case "confused": // break; case STATUS.MISC: CSUI.RemoveStatus(5); break; case STATUS.MISC2: CSUI.RemoveStatus(5); break; } }
public void removeStatusEffect(string name) { switch (name) { case "stun": CSUI.RemoveStatus(0); // check during plan and skip if stunned // remember we can check a player's statusEffects anywhere break; case "debuff": CSUI.RemoveStatus(1); this.attackMultiplier = 1.0f; break; case "buff": CSUI.RemoveStatus(2); this.attackMultiplier = 1.0f; break; case "unsteady": CSUI.RemoveStatus(3); this.defenseMultiplier = 1.0f; break; case "steady": CSUI.RemoveStatus(4); this.defenseMultiplier = 1.0f; break; case "halfDmg": break; case "moreDmg": break; case "confused": break; case "misc": CSUI.RemoveStatus(5); break; } }