public static float getFloat(vsElement level) { switch (level) { case vsElement.NEUTRAL: return(1); case vsElement.BLOCK: return(0); case vsElement.REPEL: return(repel); case vsElement.DRAIN: return(drain); case vsElement.RESIST: return(0.5F); case vsElement.WEAK: return(1.5F); case vsElement.SUPERWEAK: return(2); case vsElement.INVALID: throw new System.NotImplementedException(); default: throw new System.NotImplementedException(); } }
//Buff/Debuff code (complicated) public static vsElement modLevel(vsElement level, int amount) { if (level != vsElement.INVALID) { return((vsElement)(Utility.Math.Clamp((int)level + amount, 1, 7))); } return(vsElement.INVALID); }