/// <summary> /// Initializes a new instance of the <see cref="StatusEffectEvent"/> class. /// </summary> /// <param name="srcEntity">Source entity.</param> /// <param name="statusEffectProperty">Status effect property.</param> /// <param name="statusEventType">Status event type.</param> /// <param name="statusType">Status type.</param> public StatusEffectEvent(BattleEntity srcEntity, StatusEffectProperty statusEffectProperty, StatusEventType statusEventType, StatusEffectType statusType) { this.SrcEntity = srcEntity; this.statusEffectProperty = statusEffectProperty; this.statusEventType = statusEventType; this.statusType = statusType; }
public void LoadStatusEffectProperty(StatusEffectProperty property, float strength) { switch(property) { case StatusEffectProperty.AGI_MOD: mPropertyAdd[(int)CombatPropertyType.AGI] = strength; break; case StatusEffectProperty.DEX_MOD: mPropertyAdd[(int)CombatPropertyType.DEX] = strength; break; case StatusEffectProperty.STR_MOD: mPropertyAdd[(int)CombatPropertyType.STR] = strength; break; case StatusEffectProperty.VIT_MOD: mPropertyAdd[(int)CombatPropertyType.VIT] = strength; break; case StatusEffectProperty.LUCK_MOD: mPropertyAdd[(int)CombatPropertyType.LUCK] = strength; break; case StatusEffectProperty.INT_MOD: mPropertyAdd[(int)CombatPropertyType.INT] = strength; break; case StatusEffectProperty.WIS_MOD: mPropertyAdd[(int)CombatPropertyType.AGI] = strength; break; case StatusEffectProperty.CRIT_CHANCE: mPropertyAdd[(int)CombatPropertyType.CRIT_ACCURACY] = strength; break; case StatusEffectProperty.CRIT_EVASION: mPropertyAdd[(int)CombatPropertyType.CRIT_EVASION] = strength; break; case StatusEffectProperty.CRIT_POWER: mPropertyAdd[(int)CombatPropertyType.CRIT_POWER] = strength; break; case StatusEffectProperty.SPEED: case StatusEffectProperty.NONE: case StatusEffectProperty.LOSE_TURN: case StatusEffectProperty.HP_REGEN: case StatusEffectProperty.HEALING_REDUCTION: case StatusEffectProperty.FATIGUE_COST: default: Logger.d (this, "skipping status effect property: " + property); break; } }