public void AssignStatus(StatusEffectList statusEffectToAssign) { if (currentStatusEffect == null) { currentStatusEffect = StatusEffectComboChart.LookupStatus(statusEffectToAssign); sealedHeart = currentStatusEffect.SealedHeartCheck(); currentStatusEffect.StatCheckChange(character); currentStatusEffect.AccelerateStartup(this, extraTurnsToGive); currentStatusTurnCount = currentStatusEffect.baseNoOfTurns; } else { CompareStatus(statusEffectToAssign); } }
public void CompareStatus(StatusEffectList statusEffectToAssign) { if (!StatusEffectComboChart.CompareStatus(statusEffectToAssign, currentStatusEffect.id)) { if (StatusEffectComboChart.CompareStatusWeakness(currentStatusEffect.id, statusEffectToAssign)) { currentStatusEffect = StatusEffectComboChart.LookupStatus(statusEffectToAssign); //int dmg = currentStatusEffect.basePower > 0 ? Mathf.RoundToInt(currentStatusEffect.basePower * 1.5f) : Mathf.RoundToInt(character.maxHP.GetValue() * 0.1f); //character.TakeDamage(Mathf.RoundToInt(character.hp.GetMaxValue() * 0.2f), false, false); sealedHeart = currentStatusEffect.SealedHeartCheck(); currentStatusEffect.StatCheckChange(character); currentStatusEffect.AccelerateStartup(this, extraTurnsToGive); // Place Status Orb Code here currentStatusTurnCount = currentStatusEffect.baseNoOfTurns; } } else { TurnCountIncrementer(currentStatusEffect.baseNoOfTurns); } }