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Much of our work within the past week has been focused on developing the core systems for our character progression and combat systems. We have completed the core functions and mechanics for our Buff and Debuff systems.

Buff and Debuff Classes:

Created the BuffS and Debuff classes to define buffs and debuffs with fields like attackMultiplier, defenseMultiplier, criticalChanceMultiplier, and boolean flags to identify specific buffs/debuffs like Alluring, Stone Skin, Silence, etc. (BuffDebuff.cs file)​

Event-Based System for Buffs/Debuffs:

Implemented global events for buffs and debuffs to provide a more modular and reusable system.

Added BuffAppliedEvent, DebuffAppliedEvent, BuffRemovedEvent, and DebuffRemovedEvent classes to trigger events whenever buffs/debuffs are applied or removed (vDamageModifierController.cs file)

Listeners were added to character classes to respond to these events for appropriate handling and updates.

Application and Removal of Buffs/Debuffs:

Enhanced the CombatCharacterController to apply and remove buffs and debuffs dynamically.

Buffs Added:

Alluring: Makes player’s tease stuns 25% more likely to succeed.

Almighty: Increases character’s strength by 25%.

Alacrity: Increases defense and critical hit chance by 25%.

Stone Skin: Decreases damage taken by 25% (CombatCharacterController.cs)​(CombatCharacterControll…).

Debuffs Added:

Intimidation: Reduces attack power due to hesitation.

Saliva: Slows player movement and reduces accuracy.

Spunk: Adds impregnation stacks leading to a potential game-over scenario.

Silence: Prevents the character from using abilities.

Integration with Combat and Character Stats:

Applied buffs and debuffs to combat-related stats such as attack, defense, critical hit chance, and movement speed.

Updated `ApplyModifiers()` in `vDamageModifierController` to apply or modify damage based on active buffs or debuffs.

Debuff Duration Handling:

Implemented coroutines to automatically remove buffs and debuffs after their respective durations.

Updated abilities to be disabled when silenced and restored once the silence debuff expires.

Ability Usage Control:

Added an `abilitiesSilenced` flag in `CombatCharacterController` to ensure that abilities are blocked when the character is affected by the Silence debuff.

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