bool Dash::Initialize() { SetDamage(0.0f); SetTime(0.0); SetStatusEffect(&StatusEffect()); SetCooldown(0.0f); m_totalCooldown = DASH_COOLDOWN; m_stacks = -1; return true; }
NamedScript DECORATE void TryStatusEffect(int Type, int Time, int Intensity) { // Can't get Status Effects if Pink Aura is active if (Player.Aura.Type[AURA_PINK].Active || Player.SoulActive[SOUL_PINK]) return; // Status Effect Resist check if (RandomFixed(0.0, 100.0) <= Player.StatusEffectResist) { ActivatorSound("health/statuseffect2", 127); Player.Payout.StatusEffectsEvaded++; } else // Apply status effect { ActivatorSound("health/statuseffect", 127); Player.StatusTypeHUD = Type; StatusEffect(Type, Time, Intensity); Player.Payout.StatusEffectHit++; } }