예제 #1
0
    private void UpdateAttributes(CombatSkill skill)
    {
        int freeIconIndex = skillAttributeIcons.Count - 1;

        if (skill.Heal != null)
        {
            skillAttributeIcons[freeIconIndex].enabled = true;
            skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_heal"];
            freeIconIndex--;
        }
        for (int i = 0; i < skill.Effects.Count; i++)
        {
            for (int j = 0; j < skill.Effects[i].SubEffects.Count; j++)
            {
                if (freeIconIndex >= 0)
                {
                    switch (skill.Effects[i].SubEffects[j].Type)
                    {
                    case EffectSubType.Bleeding:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_bleed"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Poison:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_poison"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Heal:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_heal"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Pull:
                    case EffectSubType.Push:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_move"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Stress:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_stress"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Disease:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_disease"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.GuardAlly:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_guard"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Stun:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_stun"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Tag:
                        skillAttributeIcons[freeIconIndex].enabled = true;
                        skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_tag"];
                        freeIconIndex--;
                        break;

                    case EffectSubType.Buff:
                        #region Buff and Debuff
                        BuffEffect buffEffect = skill.Effects[i].SubEffects[j] as BuffEffect;
                        if (buffEffect.Buffs.Count > 0)
                        {
                            if (buffEffect.Buffs[0].IsPositive())
                            {
                                skillAttributeIcons[freeIconIndex].enabled = true;
                                skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_buff"];
                                freeIconIndex--;
                            }
                            else
                            {
                                skillAttributeIcons[freeIconIndex].enabled = true;
                                skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_debuff"];
                                freeIconIndex--;
                            }
                        }
                        break;

                        #endregion
                    case EffectSubType.StatBuff:
                        #region Stat Buff and Debuff
                        CombatStatBuffEffect statBuffEffect = skill.Effects[i].SubEffects[j] as CombatStatBuffEffect;
                        if (statBuffEffect.StatAddBuffs.Count == 0 && statBuffEffect.StatMultBuffs.Count == 0)
                        {
                            break;
                        }

                        if (statBuffEffect.TargetMonsterType != MonsterType.None || statBuffEffect.TargetStatus != StatusType.None)
                        {
                            break;
                        }

                        if (statBuffEffect.IsPositive())
                        {
                            skillAttributeIcons[freeIconIndex].enabled = true;
                            skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_buff"];
                            freeIconIndex--;
                        }
                        else
                        {
                            skillAttributeIcons[freeIconIndex].enabled = true;
                            skillAttributeIcons[freeIconIndex].sprite  = DarkestDungeonManager.Data.Sprites["skill_attribute_debuff"];
                            freeIconIndex--;
                        }
                        break;
                        #endregion
                    }
                }
                else
                {
                    return;
                }
            }
        }

        for (int i = freeIconIndex; i >= 0; i--)
        {
            skillAttributeIcons[i].enabled = false;
        }
    }
예제 #2
0
    private void LoadData(List <string> data)
    {
        CombatStatBuffEffect statEffect       = null;
        RiposteEffect        riposteEffect    = null;
        SummonMonstersEffect summonEffect     = null;
        ClearGuardEffect     clearGuardEffect = null;
        GuardEffect          guardEffect      = null;

        try
        {
            for (int i = 1; i < data.Count; i++)
            {
                float parseFloat;
                bool  parseBool;
                int   parseInt;

                switch (data[i])
                {
                case ".name":
                    Name = data[++i];
                    break;

                case ".target":
                    switch (data[++i])
                    {
                    case "target":
                        TargetType = EffectTargetType.Target;
                        break;

                    case "performer":
                        TargetType = EffectTargetType.Performer;
                        break;

                    case "global":
                        TargetType = EffectTargetType.Global;
                        break;

                    case "performer_group_other":
                        TargetType = EffectTargetType.PerformersOther;
                        break;

                    case "target_group":
                        TargetType = EffectTargetType.TargetGroup;
                        break;

                    default:
                        Debug.LogError("Unknown effect target type: " + data[i]);
                        break;
                    }
                    break;

                case ".on_hit":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.OnHit] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in on_hit effect: {1}", data[i], Name);
                    }
                    break;

                case ".on_miss":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.OnMiss] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in on_miss effect: {1}", data[i], Name);
                    }
                    break;

                case ".can_apply_on_death":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.CanApplyAfterDeath] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in can_apply_on_death effect: {1}", data[i], Name);
                    }
                    break;

                case ".apply_once":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.ApplyOnce] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in apply_once effect: {1}", data[i], Name);
                    }
                    break;

                case ".apply_with_result":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.ApplyWithResult] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in apply_with_result effect: {1}", data[i], Name);
                    }
                    break;

                case ".crit_doesnt_apply_to_roll":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.CritDoesntApplyToRoll] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in crit_apply effect: {1}", data[i], Name);
                    }
                    break;

                case ".queue":
                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        BooleanParams[EffectBoolParams.Queue] = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in queue effect: {1}", data[i], Name);
                    }
                    break;

                case ".curio_result_type":
                    BooleanParams[EffectBoolParams.CurioResult] = data[++i] == "positive";
                    break;

                case ".chance":
                    IntegerParams[EffectIntParams.Chance] = int.Parse(data[++i]);
                    break;

                case ".curio":
                    IntegerParams[EffectIntParams.Curio] = int.Parse(data[++i]);
                    break;

                case ".item":
                    IntegerParams[EffectIntParams.Item] = int.Parse(data[++i]);
                    break;

                case ".duration":
                    IntegerParams[EffectIntParams.Duration] = int.Parse(data[++i]);
                    break;

                case ".torch_increase":
                    IntegerParams[EffectIntParams.Torch] = int.Parse(data[++i]);
                    break;

                case ".torch_decrease":
                    IntegerParams[EffectIntParams.Torch] = -int.Parse(data[++i]);
                    break;

                case ".pull":
                    SubEffects.Add(new PullEffect(int.Parse(data[++i])));
                    break;

                case ".push":
                    SubEffects.Add(new PushEffect(int.Parse(data[++i])));
                    break;

                case ".kill":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .kill effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new KillEffect());
                    break;

                case ".kill_enemy_types":
                    switch (data[++i])
                    {
                    case "unholy":
                        SubEffects.Add(new KillEnemyTypeEffect(MonsterType.Unholy));
                        break;

                    case "man":
                        SubEffects.Add(new KillEnemyTypeEffect(MonsterType.Man));
                        break;

                    case "beast":
                        SubEffects.Add(new KillEnemyTypeEffect(MonsterType.Beast));
                        break;

                    case "eldritch":
                        SubEffects.Add(new KillEnemyTypeEffect(MonsterType.Eldritch));
                        break;

                    case "corpse":
                        SubEffects.Add(new KillEnemyTypeEffect(MonsterType.Corpse));
                        break;

                    default:
                        Debug.LogError("Unknown monster type in kill_types: " + data[i] + " in effect " + Name);
                        break;
                    }
                    break;

                case ".stress":
                    SubEffects.Add(new StressEffect(int.Parse(data[++i])));
                    break;

                case ".dotPoison":
                    SubEffects.Add(new PoisonEffect(int.Parse(data[++i])));
                    break;

                case ".dotBleed":
                    SubEffects.Add(new BleedEffect(int.Parse(data[++i])));
                    break;

                case ".stun":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .unstun effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new StunEffect());
                    break;

                case ".unstun":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .unstun effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new UnstunEffect());
                    break;

                case ".tag":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .tag effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new TagEffect());
                    break;

                case ".buff_duration_type":
                    var turboTag = SubEffects.Find(sub => sub is TagEffect) as TagEffect;
                    turboTag.DurationType = data[++i] == "combat_end" ? DurationType.Combat : DurationType.Round;
                    break;

                case ".untag":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .untag effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new UntagEffect());
                    break;

                case ".immobilize":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .immobilize effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new ImmobilizeEffect());
                    break;

                case ".unimmobilize":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .unimmobilize effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new UnimmobilizeEffect());
                    break;

                case ".heal":
                    SubEffects.Add(new HealEffect(int.Parse(data[++i])));
                    break;

                case ".healstress":
                    SubEffects.Add(new StressHealEffect(int.Parse(data[++i])));
                    break;

                case ".cure":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .cure effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new CureEffect());
                    break;

                case ".guard":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .guard effect: {1}", data[i], Name);
                    }
                    guardEffect = new GuardEffect();
                    break;

                case ".clearguarding":
                    if (clearGuardEffect == null)
                    {
                        clearGuardEffect = new ClearGuardEffect();
                    }
                    ++i;
                    clearGuardEffect.ClearGuarding = true;
                    break;

                case ".clearguarded":
                    if (clearGuardEffect == null)
                    {
                        clearGuardEffect = new ClearGuardEffect();
                    }
                    ++i;
                    clearGuardEffect.ClearGuarded = true;
                    break;

                case ".swap_source_and_target":
                    if (guardEffect != null)
                    {
                        guardEffect.SwapTargets = bool.Parse(data[++i]);
                    }
                    break;

                case ".shuffletarget":
                    SubEffects.Add(new ShuffleTargetEffect(false));
                    break;

                case ".performer_rank_target":
                    if (!int.TryParse(data[++i], out parseInt))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to int in .performer_rank_target effect: {1}", data[i], Name);
                    }
                    SubEffects.Add(new PerformerRankTargetEffect());
                    break;

                case ".clear_rank_target":
                    ++i;
                    SubEffects.Add(new ClearRankTargetEffect());
                    break;

                case ".shuffleparty":
                    SubEffects.Add(new ShuffleTargetEffect(true));
                    break;

                case ".set_mode":
                    SubEffects.Add(new SetModeEffect(data[++i]));
                    break;

                case ".control":
                    SubEffects.Add(new ControlEffect(int.Parse(data[++i])));
                    break;

                case ".riposte":
                    ++i;
                    riposteEffect = new RiposteEffect();
                    break;

                case ".riposte_chance_add":
                    if (!float.TryParse(data[++i], out parseFloat))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to float in .riposte_chance_add effect: {1}", data[i], Name);
                    }

                    break;

                case ".disease":
                    if (data[++i] == "any")
                    {
                        SubEffects.Add(new DiseaseEffect(null, true));
                    }
                    else
                    {
                        if (DarkestDungeonManager.Data.Quirks.ContainsKey(data[i]))
                        {
                            SubEffects.Add(new DiseaseEffect(DarkestDungeonManager.Data.Quirks[data[i]], false));
                        }
                        else
                        {
                            Debug.LogErrorFormat("Missing disease {0} in effect: {1}", data[i], Name);
                        }
                    }
                    break;

                case ".keyStatus":
                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                    }

                    switch (data[++i])
                    {
                    case "tagged":
                        statEffect.TargetStatus = StatusType.Marked;
                        break;

                    case "poisoned":
                        statEffect.TargetStatus = StatusType.Poison;
                        break;

                    case "bleeding":
                        statEffect.TargetStatus = StatusType.Bleeding;
                        break;

                    case "stunned":
                        statEffect.TargetStatus = StatusType.Stun;
                        break;

                    default:
                        Debug.LogError("Unknown key status in effect: " + data[i]);
                        break;
                    }
                    break;

                case ".monsterType":
                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                    }

                    switch (data[++i])
                    {
                    case "unholy":
                        statEffect.TargetMonsterType = MonsterType.Unholy;
                        break;

                    case "man":
                        statEffect.TargetMonsterType = MonsterType.Man;
                        break;

                    case "beast":
                        statEffect.TargetMonsterType = MonsterType.Beast;
                        break;

                    case "eldritch":
                        statEffect.TargetMonsterType = MonsterType.Eldritch;
                        break;

                    default:
                        Debug.LogError("Unknown monster type in effect: " + data[i]);
                        break;
                    }
                    break;

                case ".buff_type":
                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                    }

                    switch (data[++i])
                    {
                    case "hp_heal_received_percent":
                        i += 2;
                        if (float.TryParse(data[i], out parseFloat))
                        {
                            statEffect.StatAddBuffs.Add(AttributeType.HpHealReceivedPercent, parseFloat / 100);
                        }
                        else
                        {
                            Debug.LogErrorFormat("Failed to parse {0} to float in hp_heal_received effect: {1}", data[i], Name);
                        }

                        break;

                    default:
                        Debug.LogError("Unknown buff type in effect: " + data[i]);
                        break;
                    }
                    break;

                case ".summon_count":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    summonEffect.SummonCount = int.Parse(data[++i]);
                    break;

                case ".summon_can_spawn_loot":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    if (bool.TryParse(data[++i], out parseBool))
                    {
                        summonEffect.CanSpawnLoot = parseBool;
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in summon_loot effect: {1}", data[i], Name);
                    }
                    break;

                case ".summon_erase_data_on_roll":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    if (!bool.TryParse(data[++i], out parseBool))
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to bool in summon_erase_data effect: {1}", data[i], Name);
                    }
                    break;

                case ".summon_monsters":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        summonEffect.SummonMonsters.Add(data[++i]);
                    }
                    break;

                case ".summon_chances":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        if (float.TryParse(data[++i], out parseFloat))
                        {
                            summonEffect.SummonChances.Add(parseFloat);
                        }
                        else
                        {
                            Debug.LogErrorFormat("Failed to parse {0} to float in .summon_chances effect: {1}", data[i], Name);
                        }
                    }

                    break;

                case ".summon_limits":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        summonEffect.SummonLimits.Add(int.Parse(data[++i]));
                    }
                    break;

                case ".summon_ranks":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        summonEffect.SummonRanks.Add(new FormationSet(data[++i]));
                    }
                    break;

                case ".summon_does_roll_initiatives":
                    if (summonEffect == null)
                    {
                        summonEffect = new SummonMonstersEffect();
                    }

                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        summonEffect.SummonRollInitiatives.Add(int.Parse(data[++i]));
                    }
                    break;

                case ".capture":
                    ++i;
                    SubEffects.Add(new CaptureEffect());
                    break;

                case ".virtue_blockable_chance":
                    ++i;
                    var captureEffectBlock = SubEffects.Find(effect => effect is CaptureEffect) as CaptureEffect;
                    if (captureEffectBlock != null)
                    {
                        captureEffectBlock.VirtueBlockable = true;
                    }
                    else
                    {
                        Debug.LogError("Missing capture effect in effect" + Name);
                    }
                    break;

                case ".capture_remove_from_party":
                    ++i;
                    var captureEffectRemove = SubEffects.Find(effect => effect is CaptureEffect) as CaptureEffect;
                    if (captureEffectRemove != null)
                    {
                        captureEffectRemove.RemoveFromParty = true;
                    }
                    else
                    {
                        Debug.LogError("Missing capture effect in effect" + Name);
                    }
                    break;

                case ".combat_stat_buff":
                    ++i;
                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                    }
                    break;

                case ".protection_rating_add":
                    if (riposteEffect != null)
                    {
                        if (float.TryParse(data[++i], out parseFloat))
                        {
                            riposteEffect.StatAddBuffs.Add(AttributeType.ProtectionRating, parseFloat / 100);
                        }
                        else
                        {
                            Debug.LogErrorFormat("Failed to parse {0} to float in .protection_rating_add: {1}", data[i], Name);
                        }

                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }

                    if (float.TryParse(data[++i], out parseFloat))
                    {
                        statEffect.StatAddBuffs.Add(AttributeType.ProtectionRating, parseFloat / 100);
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to float in .protection_rating_add: {1}", data[i], Name);
                    }

                    break;

                case ".speed_rating_add":
                case ".speed_rating":
                    if (riposteEffect != null)
                    {
                        if (float.TryParse(data[++i], out parseFloat))
                        {
                            riposteEffect.StatAddBuffs.Add(AttributeType.SpeedRating, parseFloat);
                        }
                        else
                        {
                            Debug.LogErrorFormat("Failed to parse {0} to float in .speed_rating : {1}", data[i], Name);
                        }

                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    if (float.TryParse(data[++i], out parseFloat))
                    {
                        statEffect.StatAddBuffs.Add(AttributeType.SpeedRating, parseFloat);
                    }
                    else
                    {
                        Debug.LogErrorFormat("Failed to parse {0} to float in .speed_rating : {1}", data[i], Name);
                    }

                    break;

                case ".crit_rating_add":
                case ".critical_rating":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatAddBuffs.Add(AttributeType.CritChance, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatAddBuffs.Add(AttributeType.CritChance, float.Parse(data[++i]) / 100);
                    break;

                case ".crit_chance_add":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatAddBuffs.Add(AttributeType.CritChance, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatAddBuffs.Add(AttributeType.CritChance, float.Parse(data[++i]) / 100);
                    break;

                case ".defense_rating_add":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatAddBuffs.Add(AttributeType.DefenseRating, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatAddBuffs.Add(AttributeType.DefenseRating, float.Parse(data[++i]) / 100);
                    break;

                case ".attack_rating_add":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatAddBuffs.Add(AttributeType.AttackRating, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatAddBuffs.Add(AttributeType.AttackRating, float.Parse(data[++i]) / 100);
                    break;

                case ".damage_low_multiply":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatMultBuffs.Add(AttributeType.DamageLow, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatMultBuffs.Add(AttributeType.DamageLow, float.Parse(data[++i]) / 100);
                    break;

                case ".damage_high_multiply":
                    if (riposteEffect != null)
                    {
                        riposteEffect.StatMultBuffs.Add(AttributeType.DamageHigh, float.Parse(data[++i]) / 100);
                        break;
                    }

                    if (statEffect == null)
                    {
                        statEffect = new CombatStatBuffEffect();
                        Debug.LogError("Early stat in " + Name);
                    }
                    statEffect.StatMultBuffs.Add(AttributeType.DamageHigh, float.Parse(data[++i]) / 100);
                    break;

                case ".buff_ids":
                    BuffEffect buffEffect = new BuffEffect();
                    while (++i < data.Count && data[i--][0] != '.')
                    {
                        if (!DarkestDungeonManager.Data.Buffs.ContainsKey(data[++i]))
                        {
                            Debug.LogError("Missing buff in effect: " + data[i]);
                        }
                        else
                        {
                            buffEffect.Buffs.Add(DarkestDungeonManager.Data.Buffs[data[i]]);
                        }
                    }
                    SubEffects.Add(buffEffect);
                    break;

                case "combat_skill:":
                    break;

                default:
                    Debug.LogError("Unexpected token in effect: " + data[i]);
                    break;
                }
            }
            if (statEffect != null)
            {
                SubEffects.Add(statEffect);
            }
            if (riposteEffect != null)
            {
                SubEffects.Add(riposteEffect);
            }
            if (summonEffect != null)
            {
                SubEffects.Add(summonEffect);
            }
            if (guardEffect != null)
            {
                SubEffects.Add(guardEffect);
            }
            if (clearGuardEffect != null)
            {
                SubEffects.Add(clearGuardEffect);
            }
        }
        catch
        {
            Debug.LogError("Error in effect: " + Name);
        }
    }