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Question by $$anonymous$$ · Sep 14, 2017 at 08:18 PM · variabletimerpgattributestats

temporarily change variable(buff system)

Hello everyone! Im currently making buff system and occured a problem. Simple example.

I have stat Damage. int current = 10; int max = 15; int min = 5;

I have Buff,that increases/descreases damage by 6;

1)current(10) + 6 = 15(bigger than max(15), so current equals max)

Buff changed stat by 5,not by 6, so the question is, how can i know what value to return?

What is the best way to save info about actual value that was changed,because everytime making variable isnt great idea, when you change variable above/below max/min, and than need to return that value.

First idea i had, to create a method ChangeValue(string ChangeName,int value) that stores in a list an object, with name and actual value, so i can access it later, but i dont think its a great way to do that.

Any help is appriaciated. If you are confused, ask, i will try to do my best to explain.

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Answer by TheSOULDev · Sep 14, 2017 at 08:24 PM

Use Mathf.Clamp.

And example of a function to buff someone:

 IEnumerator DamageBuff(int damageBuff, float Duration)
 {
     int difference = Mathf.Clamp(current + buff, min, max) - current;
     current += difference;
 
     yield return new WaitForSeconds(Duration);
     
     current -= difference;
 }
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avatar image $$anonymous$$ · Sep 14, 2017 at 08:51 PM 0
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But if its for example a rune, that you insert(get stat), and remove, but you dont know when will it be.

avatar image TheSOULDev $$anonymous$$ · Sep 14, 2017 at 11:01 PM 0
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Then you should either use a bool and WaitUntil() with lambda expressions or use a lambda expression (Func) as an argument of your function.

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