use of main.ability.effects.common.AddStatusEffect in project Eidolons by IDemiurge.
the class UnconsciousBuffEffect method getEffects.
private static Effect getEffects() {
Effects effects = EffectFinder.initParamModEffects(PARAM_MOD_EFFECTS_STRING, new Ref());
effects.add(new AddStatusEffect(UnitEnums.STATUS.PRONE));
effects.add(new AddStatusEffect(UnitEnums.STATUS.IMMOBILE));
effects.add(new AddStatusEffect(UnitEnums.STATUS.UNCONSCIOUS));
return effects;
}
use of main.ability.effects.common.AddStatusEffect in project Eidolons by IDemiurge.
the class SleepEffect method applyThis.
@Override
public boolean applyThis() {
// makes another throw each time when hit?
// statically parsed Spellpower/Mastery?
// add roll on hit - dmg vs max toughness
RollEffect rollEffect = new RollEffect(GenericEnums.ROLL_TYPES.MIND_AFFECTING, new RemoveBuffEffect(getBuffName()));
Conditions conditions = new Conditions(new RefCondition(KEYS.EVENT_TARGET, KEYS.TARGET));
return new AddBuffEffect(getBuffName(), new Effects(new AddStatusEffect(UnitEnums.STATUS.ASLEEP), new AddTriggerEffect(STANDARD_EVENT_TYPE.UNIT_IS_DEALT_TOUGHNESS_DAMAGE, conditions, KEYS.EVENT_TARGET, rollEffect))).apply(ref);
// roll ref needs to be tested!
}
use of main.ability.effects.common.AddStatusEffect in project Eidolons by IDemiurge.
the class TrapEffect method applyThis.
@Override
public boolean applyThis() {
Effect effect = new AddStatusEffect(UnitEnums.STATUS.TRAPPED.name());
new AddBuffEffect(effect).apply(ref);
return super.applyThis();
}
use of main.ability.effects.common.AddStatusEffect in project Eidolons by IDemiurge.
the class StealthRule method applySpotted.
public static void applySpotted(Unit target) {
// TODO
BuffMaster.applyBuff(SPOTTED, new AddStatusEffect(UnitEnums.STATUS.SPOTTED), target, 1);
// also negate concealment? // dispel
// hidden?
target.setPlayerVisionStatus(PLAYER_VISION.DETECTED);
target.setSneaking(false);
// to be dispelled by renewed use of Invisiblity or special Hide
// actions
// or perhaps upon moving beyond vision range TODO
}
use of main.ability.effects.common.AddStatusEffect in project Eidolons by IDemiurge.
the class TimeRule method addBuff.
private void addBuff(Unit unitObj, boolean preliminary) {
if (unitObj.isBfObj()) {
return;
}
AddStatusEffect effect;
effect = new AddStatusEffect(UnitEnums.STATUS.LATE);
new AddBuffEffect((preliminary) ? BUFF_NAME_PRELIMINARY : BUFF_NAME, effect, 1).apply(Ref.getSelfTargetingRefCopy(unitObj));
}
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