public override void OnStatusEffectEnd(CharacterStatusEffectsController effectedCharStatusArg) { base.OnStatusEffectEnd(effectedCharStatusArg); // remove the negative move change effectedCharStatusArg.CharMaster.CharMovement.AddTemporaryMovementChangePercentage(movementDecreasePercentage); effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor); }
public override void OnStatusEffectEnd(CharacterStatusEffectsController effectedCharStatusArg) { base.OnStatusEffectEnd(effectedCharStatusArg); effectedCharStatusArg.CharMaster.CharHealth.AddDamageTakenChangePercentage(-damageTakenIncreasePercentage); effectedCharStatusArg.CharMaster.CharHealth.RemoveTemporaryDamagePopupColor(statusColor); effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor); }
public override void OnStatusEffectEnd(CharacterStatusEffectsController effectedCharStatusArg) { base.OnStatusEffectEnd(effectedCharStatusArg); // remove leech value effectedCharStatusArg.CharMaster.CharHealth.RemoveDamageHealingLeechProperties(inflicterFactionRep, damageHealingLeechPercentage); effectedCharStatusArg.CharMaster.CharModel.RemoveTemporaryModelColor(statusColor); }
public override void OnStatusEffectEnd(CharacterStatusEffectsController effectedCharStatusArg) { base.OnStatusEffectEnd(effectedCharStatusArg); // remove the negative move change effectedCharStatusArg.CharMaster.CharMovement. AddTemporaryMovementChangePercentage(-(overallChangePercentage / 2f)); Debug.Log("NEED IMPL: undo status effect change max health"); // NEED IMPL Debug.Log("NEED IMPL: undo status effect change damage done by weapon"); // NEED IMPL Debug.Log("NEED IMPL: undo status effect change ability cooldown"); // NEED IMPL }
public override void OnStatusEffectStart(CharacterStatusEffectsController effectedCharStatusArg) { base.OnStatusEffectStart(effectedCharStatusArg); // NOTE: half any movement change so that a debuff isn't too annoying effectedCharStatusArg.CharMaster.CharMovement. AddTemporaryMovementChangePercentage(overallChangePercentage / 2f); Debug.Log("NEED IMPL: start status effect change max health"); // NEED IMPL Debug.Log("NEED IMPL: start status effect change damage done by weapon"); // NEED IMPL Debug.Log("NEED IMPL: start status effect change ability cooldown"); // NEED IMPL }
/// <summary> /// Processes for when this status effect starts. /// </summary> /// <param name="effectedCharStatusArg"></param> public virtual void OnStatusEffectStart(CharacterStatusEffectsController effectedCharStatusArg) { // IMPL in child }