void StatusEffect(EnemyStats enemy) // Just Status Effects for enemies only { if (spell.elemental_Type == Spell.EleType.Fire) { // sets the bool for IsOnFire to true enemy.BurnStatusEffect(spell.finalElementDamage, spell.MaxPotentialElementalDamage, spell.Duration); // Calls the Burn Function on the player Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalImpactDamage + " Damage!"); // Debug enemy.isOnFire = true; // sets the bool for IsOnFire to true } if (spell.elemental_Type == Spell.EleType.Water) { enemy.WetStatusEffect(spell.Duration); // Calls the Wet Function on the player Debug.Log(enemy.name + " will be wet for " + spell.Duration + " Secs"); // Debug enemy.IsWet = true; // sets the bool, for IsWet to true } }
void BlastEffect(EnemyStats enemy) // Blast Type spells for enemies only { if (spell.elemental_Type == Spell.EleType.Fire) // if the elemental type is set to fire { enemy.TakeBlastDamage(spell.finalImpactDamage); // Calls the Blast Damage Function on the enemy enemy.BurnStatusEffect(spell.finalElementDamage, spell.MaxPotentialElementalDamage, spell.Duration); // Calls the Burn Function on the enemy Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalImpactDamage + " Damage!"); // Debug Debug.Log(enemy.name + " will be on fire for " + spell.Duration + " Secs"); // Debug enemy.isOnFire = true; // sets the bool for IsOnFire to true Debug.Log("On Fire"); } if (spell.elemental_Type == Spell.EleType.Water) // if the elemental type is set to water { // Calls the Blast Damage Function on the enemy enemy.TakeBlastDamage(spell.finalElementDamage); // Calls the wet function on the enemy Debug.Log(spell.name + " Spell hit " + enemy.name + " for " + spell.finalElementDamage + "Damage!"); // Debug Debug.Log(enemy.name + " will be wet for " + spell.Duration + " Secs"); // Debug enemy.WetStatusEffect(spell.Duration); // sets the bool, for IsWet to true enemy.IsWet = true; Debug.Log("IsWet"); } }