Searched refs:StateEffect (Results 1 – 4 of 4) sorted by relevance
254 case StateEffect::Inflicted: in ApplyStateEffect()257 case StateEffect::Healed: in ApplyStateEffect()258 case StateEffect::HealedByAttack: in ApplyStateEffect()487 && (se.effect == StateEffect::Healed || se.effect == StateEffect::HealedByAttack) in AddAffectedState()521 AddAffectedState(StateEffect{state_id, Game_BattleAlgorithm::StateEffect::HealedByAttack}); in BattlePhysicalStateHeal()692 AddAffectedState(StateEffect{state_id, StateEffect::Healed}); in vExecute()701 AddAffectedState(StateEffect{state_id, StateEffect::Inflicted}); in vExecute()1025 AddAffectedState(StateEffect{state_id, StateEffect::AlreadyInflicted}); in vExecute()1038 AddAffectedState(StateEffect{state_id, StateEffect::Healed}); in vExecute()1045 AddAffectedState(StateEffect{state_id, StateEffect::Inflicted}); in vExecute()[all …]
56 struct StateEffect { struct67 StateEffect() = default; argument68 StateEffect(int state_id, Effect effect) in StateEffect() argument225 const std::vector<StateEffect>& GetStateEffects() const;326 bool ApplyStateEffect(StateEffect se);513 void AddAffectedState(StateEffect se);605 std::vector<StateEffect> states;783 inline const std::vector<StateEffect>& AlgorithmBase::GetStateEffects() const { in GetStateEffects()
1302 if (!state || se.effect != Game_BattleAlgorithm::StateEffect::HealedByAttack) { in ProcessBattleActionDamage()1499 if (se.effect == Game_BattleAlgorithm::StateEffect::HealedByAttack) { in ProcessBattleActionStateEffects()1511 case Game_BattleAlgorithm::StateEffect::Inflicted: in ProcessBattleActionStateEffects()1514 case Game_BattleAlgorithm::StateEffect::Healed: in ProcessBattleActionStateEffects()1517 case Game_BattleAlgorithm::StateEffect::AlreadyInflicted: in ProcessBattleActionStateEffects()
12 doctest::String toString(Game_BattleAlgorithm::StateEffect::Effect e) { in toString()1365 auto st = Game_BattleAlgorithm::StateEffect::Inflicted;1421 auto st = Game_BattleAlgorithm::StateEffect::Healed;1448 auto st = Game_BattleAlgorithm::StateEffect::HealedByAttack;2907 good(Game_BattleAlgorithm::StateEffect::Healed);2918 good(Game_BattleAlgorithm::StateEffect::AlreadyInflicted);2923 good(Game_BattleAlgorithm::StateEffect::Inflicted);2943 good(Game_BattleAlgorithm::StateEffect::Inflicted);2956 good(Game_BattleAlgorithm::StateEffect::Healed);3488 good(Game_BattleAlgorithm::StateEffect::Inflicted);[all …]