void OnEnable()
    {
        Special current = Party.GetPlayer().GetSpecial();

        gameObject.GetComponentInChildren <Text>().text = current.GetName();
        special = current;
        if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0)
        {
            gameObject.GetComponent <Button>().interactable = false;
        }
        else
        {
            gameObject.GetComponent <Button>().interactable = true;
        }
    }
    void OnEnable()
    {
        Special current = Party.GetPlayer().GetSpecial();

        label.text = current.GetName();
        special    = current;
        if (Party.GetSP() < current.GetCost() || Party.GetPlayer().status.asleep > 0 || Party.GetPlayer().status.stunned > 0)
        {
            button.interactable = false;
        }
        else
        {
            button.interactable = true;
        }
    }
 public string StatusText()
 {
     if (alive)
     {
         return(name + "(" + quirk.GetName() + " " + type + ")  - HP: " + health.ToString() + "/" + maxHP.ToString() + " SP: " + Party.GetSP()
                + "\nStrength: " + strength.ToString() + " Power: " + power.ToString() + " Charge: " + charge.ToString()
                + " Defense: " + defense.ToString() + " Guard: " + guard.ToString() + "\nAccuracy: " + accuracy.ToString()
                + " Evasion: " + evasion.ToString() + " Dexterity: " + dexterity.ToString() + "\nPrimary Special: "
                + special.GetName() + " - " + special.ToString() + "\nSupport Special: "
                + special2.GetName() + " - " + special2.ToString() + "\nPassive: " + passive.GetName() + " - "
                + passive.GetDescription() + "\nTrait: " + quirk.GetName() + " - " + quirk.GetDescription() + "\n"
                + "On basic attack: " + attackEffect + "\n" + status.DescriptorText());
     }
     else
     {
         return(quirk.GetName() + " " + name + ". This character is at 0 hp ");
     }
 }
 void OnEnable()
 {
     if (Party.members[index] != null)
     {
         Special current = Party.members[index].GetSupportSpecial();
         gameObject.GetComponentInChildren <Text>().text = current.GetName();
         special = current;
         if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 ||
             Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0)
         {
             gameObject.GetComponent <Button>().interactable = false;
         }
         else
         {
             gameObject.GetComponent <Button>().interactable = true;
         }
     }
     else
     {
         gameObject.GetComponent <Button>().interactable = false;
         gameObject.GetComponentInChildren <Text>().text = "Slot empty";
     }
 }
 void OnEnable()
 {
     if (Party.members[index] != null)
     {
         Special current = Party.members[index].GetSupportSpecial();
         label.text = current.GetName();
         special    = current;
         if (Party.GetSP() < current.GetCost() || !Party.members[index].GetAlive() || Party.members[index].status.stunned > 0 ||
             Party.members[index].status.asleep > 0 || Party.members[index].status.possessed > 0)
         {
             button.interactable = false;
         }
         else
         {
             button.interactable = true;
         }
     }
     else
     {
         button.interactable = false;
         label.text          = "Slot empty";
     }
 }