public void GetBattleAxe() { var buff = new GameState.Buff(); buff.Attack += 70; buff.from = "Battle Axe"; buff.GearSlot = "Sword"; buff.Level = 3; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetClaymore() { var buff = new GameState.Buff(); buff.Attack = 200; buff.from = "Claymore"; buff.GearSlot = "Sword"; buff.Level = 6; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetSword() { SceneInitializer.Sword.SetActive(true); var buff = new GameState.Buff(); buff.Attack += 20; buff.from = "Short Sword"; buff.GearSlot = "Sword"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetHat() { SceneInitializer.Hat.SetActive(true); var buff = new GameState.Buff(); buff.Regen += 5; buff.from = "Normal Hat"; buff.GearSlot = "Hat"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetArmorOfGods() { var buff = new GameState.Buff(); buff.MaxHealth = 500; buff.Defense = 220; buff.from = "Armor of Gods"; buff.GearSlot = "Body"; buff.Level = 10; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetBiteOfTheSnake() { var buff = new GameState.Buff(); buff.MaxHealth += 2000; buff.Regen -= 200; buff.from = "Snake Venom"; buff.GearSlot = "Venom"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetCurseOfProtection() { var buff = new GameState.Buff(); buff.MaxHealth += 1700; buff.Regen += 50; buff.from = "Curse of Protection"; buff.GearSlot = "Curse"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetArmorOfFire() { var buff = new GameState.Buff(); buff.Defense += 140; buff.MaxHealth += 500; buff.from = "Armor of Fire"; buff.GearSlot = "Body"; buff.Level = 5; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetNecromancyBracelet() { var buff = new GameState.Buff(); buff.Regen += 100; buff.Defense += 50; buff.from = "Bracelet of Necromancy"; buff.GearSlot = "Necromancy Bracelet"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetHeavyArmor() { var buff = new GameState.Buff(); buff.MaxHealth += 200; buff.Defense += 30; buff.from = "Heavy Armor"; buff.GearSlot = "Body"; buff.Level = 2; Singleton <GameState> .Instance.AddBuff(buff); }
public void GetCape() { SceneInitializer.Cape.SetActive(true); var buff = new GameState.Buff(); buff.MaxHealth += 50; buff.Defense += 15; buff.from = "Normal Cape"; buff.GearSlot = "Body"; buff.Level = 1; Singleton <GameState> .Instance.AddBuff(buff); }