public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; for (int i = 0; i < player.characteristics.playerJob.jobHabilities.Count; i++) { player.characteristics.playerJob.jobHabilities[i].MakeAvailable(true); } player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; for (int i = 0; i < enemy.myTemplate.habilities.Length; i++) { enemy.myTemplate.habilities[i].MakeAvailable(true); } enemy.ReturnToNormalState(); } }
public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; player.currentVisibility = player.defaultVisibility; player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; enemy.ReturnToNormalState(); } }
public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; player.characteristics.other.currentTurnRegenPerSecond = player.characteristics.other.DefaultTurnRegenPerSecond; player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; enemy.currentTurnRegenPerSecond = enemy.myTemplate.DefaultTurnRegenPerSecond; enemy.ReturnToNormalState(); } }
public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; player.pacifier = 1; player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; enemy.pacifier = 1; enemy.ReturnToNormalState(); } }
public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; player.characteristics.currentStrength = (player.characteristics.defaultStrength); player.characteristics.currentDexterity = (player.characteristics.defaultDexterity); player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; enemy.currentStrength = (enemy.myTemplate.defaultStrength); enemy.currentDexterity = (enemy.myTemplate.defaultDexterity); enemy.ReturnToNormalState(); } }
public override void DissableStateEffect <T>(T character) { if (character.GetType() == typeof(PlayerManager)) { PlayerManager player = character as PlayerManager; player.currentVisibility = player.defaultVisibility; player.characteristics.other.currentEvasion = player.characteristics.other.DefaultEvasion; player.characteristics.other.CancelInvoke(); player.ReturnToNormalState(); } else if (character.GetType() == typeof(EnemyNPC)) { EnemyNPC enemy = character as EnemyNPC; enemy.currentEvasion = enemy.myTemplate.DefaultEvasion; enemy.CancelInvoke(); enemy.ReturnToNormalState(); } }