public LightningShock(INWScript script, IRandomService random, IPerkService perk, ISkillService skill) { _ = script; _random = random; _perk = perk; _skill = skill; }
public Recover(INWScript script, IPerkService perk, IRandomService random, ISkillService skill) { _ = script; _perk = perk; _random = random; _skill = skill; }
public CrushingEarth(INWScript script, IRandomService random, IPerkService perk, ISkillService skill) { _ = script; _random = random; _perk = perk; _skill = skill; }
public GraspingIce(INWScript script, IRandomService random, IPerkService perk, ISkillService skill) { _ = script; _random = random; _perk = perk; _skill = skill; }
public Provoke(INWNXCreature nwnxCreature, IPerkService perk, IEnmityService enmity, INWScript script) { _nwnxCreature = nwnxCreature; _perk = perk; _enmity = enmity; _ = script; }
public BlockingRecovery(INWScript script, IPerkService perk, IRandomService random, IPlayerStatService playerStat) { _ = script; _perk = perk; _random = random; _playerStat = playerStat; }
public BackgroundService(IDataContext db, INWScript script, IPerkService perk, ISkillService skill) { _db = db; _ = script; _perk = perk; _skill = skill; }
public OnModuleUnequipItem( INWScript script, ISkillService skill, IPerkService perk, IHelmetToggleService helmetToggle) { _ = script; _skill = skill; _perk = perk; _helmetToggle = helmetToggle; }
public PreciseToss( INWScript script, IPerkService perk, IRandomService random, ICustomEffectService customEffect) { _perk = perk; _ = script; _random = random; _customEffect = customEffect; }
public RepairKit( IDurabilityService durability, IPerkService perk, IRandomService random, ISkillService skill) { _durability = durability; _perk = perk; _random = random; _skill = skill; }
public RestEffect( INWScript script, IPerkService perk, ICustomEffectService customEffect, IPlayerStatService playerStat) { _ = script; _customEffect = customEffect; _perk = perk; _playerStat = playerStat; }
public BackgroundService( IDataService data, INWScript script, IPerkService perk, IPlayerStatService stat) { _data = data; _ = script; _perk = perk; _stat = stat; }
public HealingKit(INWScript script, ISkillService skill, IRandomService random, IPerkService perk, IPlayerStatService playerStat) { _ = script; _skill = skill; _random = random; _perk = perk; _playerStat = playerStat; }
public ExpulsionManeuver(INWScript script, IPerkService perk, IRandomService random, IColorTokenService color, IPlayerStatService playerStat) { _ = script; _perk = perk; _random = random; _color = color; _playerStat = playerStat; }
public HealingKit(INWScript script, ISkillService skill, IRandomService random, IPerkService perk, IDataContext db) { _ = script; _skill = skill; _random = random; _perk = perk; _db = db; }
public FireBlast(INWScript script, IRandomService random, IPerkService perk, ISkillService skill, ICustomEffectService customEffect) { _ = script; _random = random; _perk = perk; _skill = skill; _customEffect = customEffect; }
public TreatmentKit(INWScript script, ISkillService skill, ICustomEffectService customEffect, IRandomService random, IPerkService perk) { _ = script; _skill = skill; _customEffect = customEffect; _random = random; _perk = perk; }
public Purify(INWScript script, IPerkService perk, IRandomService random, ICustomEffectService customEffect, ISkillService skill) { _ = script; _perk = perk; _random = random; _customEffect = customEffect; _skill = skill; }
public ForcePush(INWScript script, IPerkService perk, IRandomService random, IPlayerStatService playerStat, ISkillService skill) { _ = script; _perk = perk; _random = random; _playerStat = playerStat; _skill = skill; }
public Aegis( INWScript script, IPerkService perk, ICustomEffectService customEffect, ISkillService skill, IRandomService random) { _ = script; _perk = perk; _customEffect = customEffect; _skill = skill; _random = random; }
public OnHitCastSpell( INWScript script, IDurabilityService durability, IAbilityService ability, ISkillService skill, IPerkService perk) { _ = script; _durability = durability; _ability = ability; _skill = skill; _perk = perk; }
public OnDisturbed( INWScript script, IFarmingService farming, IRandomService random, IItemService item, IPerkService perk) { _ = script; _farming = farming; _random = random; _item = item; _perk = perk; }
public MeditateEffect( INWScript script, IAbilityService ability, IPerkService perk, ICustomEffectService customEffect, IPlayerStatService playerStat) { _ = script; _ability = ability; _perk = perk; _customEffect = customEffect; _playerStat = playerStat; }
public ViewPerks( INWScript script, IDialogService dialog, IPerkService perk, ISkillService skill, IPlayerService player, IColorTokenService color) : base(script, dialog) { _perk = perk; _skill = skill; _player = player; _color = color; }
public OnModuleEquipItem(INWScript script, IDurabilityService durability, ISkillService skill, IPerkService perk, IItemService item, IHelmetToggleService helmetToggle) { _ = script; _durability = durability; _skill = skill; _perk = perk; _item = item; _helmetToggle = helmetToggle; }
public FinishSmelt(INWScript script, ISkillService skill, ICraftService craft, IRandomService random, IPerkService perk, IFoodService food) { _ = script; _skill = skill; _craft = craft; _random = random; _perk = perk; _food = food; }
public ForceBreach(INWScript script, IPerkService perk, IRandomService random, ISkillService skill, ICustomEffectService customEffect, IPlayerStatService playerStat) { _ = script; _perk = perk; _random = random; _skill = skill; _customEffect = customEffect; _playerStat = playerStat; }
public OnDisturbed(INWScript script, IPerkService perk, ISkillService skill, ICraftService craft, IBiowarePosition biowarePosition, INWNXPlayer nwnxPlayer) { _ = script; _perk = perk; _skill = skill; _craft = craft; _biowarePosition = biowarePosition; _nwnxPlayer = nwnxPlayer; }
public CraftItem( INWScript script, IDialogService dialog, ICraftService craft, IColorTokenService color, IPerkService perk, ISkillService skill) : base(script, dialog) { _craft = craft; _color = color; _perk = perk; _skill = skill; }
public ResuscitationKit( INWScript script, IDataService data, ISkillService skill, IRandomService random, IPerkService perk, IPlayerStatService playerStat) { _ = script; _data = data; _skill = skill; _random = random; _perk = perk; _playerStat = playerStat; }
public static void GenerateCompanyPerks(IPerkService perkService, Company company, int count) { var availablePerks = new List<Perk>(perkService.Perks); for (var perkIndex = 0; perkIndex < count; perkIndex++) { var perk = availablePerks.Random(); availablePerks.Remove(perk); company.Perks.Add(new CompanyPerk { Perk = new Perk { Id = perk.Id }, Count = Utilities.GetRandomInt(0, perk.MaxCount) }); } }