public void DecreaseStatus(LivingClass user) { user.Accuracy -= Accuracy; user.Attack -= Attack; user.Defense -= Defense; user.MagicAttack -= MagicAttack; user.Defense -= Defense; user.Speed -= Speed; }
//Status Modification public void IncreaseStatus(LivingClass user) { Debug.Log(user); user.Accuracy += Accuracy; user.Attack += Attack; user.Defense += Defense; user.MagicAttack += MagicAttack; user.Defense += Defense; user.Speed += Speed; }
//Quantity Zone public bool Equip(LivingClass user) { if (quantity > 0) { IncreaseStatus(user); quantity--; return(true); } else { Debug.LogError("There is no equipment in inventory"); return(false); } }
public void UnEquip(LivingClass user) { quantity++; }
public void AddOptions(LivingClass user) { }
public void IncreaseSpeed(LivingClass user) { user.Speed += Speed; }
public void IncreaseMagicDefense(LivingClass user) { user.Defense += Defense; }
public void IncreaseMagicAttack(LivingClass user) { user.MagicAttack += MagicAttack; }
public void IncreaseAttack(LivingClass user) { user.Attack += Attack; }
public void IncreaseAccuracy(LivingClass user) { user.Accuracy += Accuracy; }