public void removeStatusEffect(StatusEffectType statusEffectType) { switch (statusEffectType.status) { case StatusEffectType.StatusTypes.Raise: break; case StatusEffectType.StatusTypes.Poison: break; case StatusEffectType.StatusTypes.Haste: break; case StatusEffectType.StatusTypes.Slow: break; case StatusEffectType.StatusTypes.Curse: break; case StatusEffectType.StatusTypes.Death: break; case StatusEffectType.StatusTypes.Regen: break; case StatusEffectType.StatusTypes.Wait: playerStats.offenseDamageMultiplier = playerStats.offenseDamageMultiplier / statusEffectType.calculateEffect(); break; default: break; } }
public void applyStatusEffect(StatusEffectType statusEffectType) { switch (statusEffectType.status) { case StatusEffectType.StatusTypes.Wait: addStock(); playerStats.offenseDamageMultiplier = playerStats.offenseDamageMultiplier * statusEffectType.calculateEffect(); break; case StatusEffectType.StatusTypes.Raise: playerStats.dead = false; playerStats.curHP = 1; Damage damage = new Damage(-(int)(statusEffectType.potency * playerStats.maxHP), false); damage.actualDamage = damage.baseDamage; this.takeDamage(damage, false, 0.0f); break; } // Apply status effect for each unique type of status effect type }