public void Attacked(int incDmg, Stats.StatusEffect incEffect, int atkrDex, int atkrLuck) { //(attacker dex/ defender dex) * attacker luck if (Random.Range(1, 100) <= ((atkrDex / dexterity) * atkrLuck)) { satiety -= incDmg - (incDmg * (100 / (rawness + 100))); myStatus = incEffect; } else { Debug.Log(" The attack missed!"); } switch (myStatus) { case StatusEffect.spicy: isSpicy = true; SeasoningEffect(); break; case StatusEffect.salty: isSalty = true; SeasoningEffect(); break; case StatusEffect.sweet: isSweet = true; SeasoningEffect(); break; case StatusEffect.savoury: isSavoury = true; SeasoningEffect(); break; case StatusEffect.bitter: isBitter = true; SeasoningEffect(); break; } if (satiety <= 0) { isDefeated = true; } }
public void RemoveStatus(StatusEffect StatusToAdd) { }
public void AddStatus(StatusEffect StatusToAdd) { }
public void Seasoned(Stats.StatusEffect incEffect) { myStatus = incEffect; }