// whether the player is in either ascended state, used when ascending (charge + transform) public static bool IsAscended(Player player) { return(player.HasBuff(ASSJ.GetBuffId()) || player.HasBuff(USSJ.GetBuffId())); }
// specifically whether or not the player is in ASSJ, used primarily for checking if ascension is valid. public static bool IsASSJ(Player player) { return(player.HasBuff(ASSJ.GetBuffId())); }