/// <summary> /// Refreshes the character and removes expired buffs. /// </summary> public bool OnStartTurn() { if (!IsAlive()) { return(false); } stats.fatigueAmount = 0; stats.ClearBoosts(true); ForEachSkills(SkillActivation.STARTTURN); hasMoved = false; canUndoMove = true; // Map tiles int diff = (int)(stats.hp * 0.01f * currentTile.terrain.healPercent); if (diff > 0 && currentHealth != stats.hp) { TakeHeals(diff); Debug.Log("Heal"); } else if (diff < 0) { TakeDamage(-diff, false); Debug.Log("Damage"); } return(diff != 0); }
public void OnStartTurn() { stats.ClearBoosts(true); ForEachSkills(Activation.STARTTURN, playerList); hasMoved = false; }