示例#1
0
 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);
     }
 }
示例#2
0
    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);
        }
    }