bool Dash::Initialize()
{
	SetDamage(0.0f);
	SetTime(0.0);
	SetStatusEffect(&StatusEffect());
	SetCooldown(0.0f);
	m_totalCooldown = DASH_COOLDOWN;
	m_stacks = -1;
	return true;
}
Exemplo n.º 2
0
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++;
    }
}