|
|
@@ -230,10 +230,18 @@ public class MoveCharacter : Character
|
|
|
/*¿ØÖÆ*/
|
|
|
//Ư¸¡
|
|
|
case AttackEffect.FloatState:
|
|
|
+ if (attributeStatus.resistances.Float == 1)
|
|
|
+ {
|
|
|
+ break;
|
|
|
+ }
|
|
|
attributeStatus.PriorityOrder(SpecialState.FloatState, attackInfo, attackFrom);
|
|
|
break;
|
|
|
//»÷·É
|
|
|
case AttackEffect.BlowUp:
|
|
|
+ if(attributeStatus.resistances.BlowUp == 1)
|
|
|
+ {
|
|
|
+ break;
|
|
|
+ }
|
|
|
if (rb.useGravity)
|
|
|
{
|
|
|
attributeStatus.PriorityOrder(SpecialState.BlownUp, attackInfo, attackFrom);
|
|
|
@@ -241,6 +249,10 @@ public class MoveCharacter : Character
|
|
|
break;
|
|
|
//»÷Âä
|
|
|
case AttackEffect.ShotDown:
|
|
|
+ if(attributeStatus.resistances.ShotDown == 1)
|
|
|
+ {
|
|
|
+ break;
|
|
|
+ }
|
|
|
if (!rb.useGravity)
|
|
|
{
|
|
|
attributeStatus.PriorityOrder(SpecialState.ShotDown, attackInfo, attackFrom);
|
|
|
@@ -248,6 +260,10 @@ public class MoveCharacter : Character
|
|
|
break;
|
|
|
//»÷ÔÎ
|
|
|
case AttackEffect.Weak:
|
|
|
+ if (attributeStatus.resistances.Weak == 1)
|
|
|
+ {
|
|
|
+ break;
|
|
|
+ }
|
|
|
attributeStatus.PriorityOrder(SpecialState.Weak, attackInfo, attackFrom);
|
|
|
break;
|
|
|
|