public void CheckEffect()
{
if(StatusEffectEnd.TURN.Equals(this.end))
{
this.endAfter--;
if(this.endAfter <= 0 && DataHolder.GameSettings().GetRandom() <= this.endChance)
{
this.combatant.RemoveEffect(this.realID);
}
}
for(int i=0; i<this.condition.Length; i++)
{
if(this.condition[i].apply && !this.condition[i].stopChange && this.condition[i].OnTurn())
{
this.condition[i].SetChange(i, this.combatant);
}
}
}