Example #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="unlocalizedName"></param>
        /// <param name="displayName"></param>
        /// <param name="abilityType"></param>
        /// <param name="abilityTargetType"></param>
        /// <param name="abilityTargetUnitFaction"></param>
        /// <param name="damageType"></param>
        /// <param name="abilitySlot"></param>
        /// <param name="unlockableAtLevel">At what level can the player start leveling this ability. A level of 0 means the player starts with the ability.</param>
        /// <param name="maxLevel">The maximum level that this ability can be leveled up to.</param>
        /// <param name="alwaysShowInAbilitesBar"></param>
        /// <param name="baseCastRange">The maximum distance between the target point and the player.</param>
        /// <param name="affectsTotalAbilityLevelCount">Should this ability contribute towards the total levels spent on abilities count.</param>
        protected AbilityDefinition(string unlocalizedName, string displayName, AbilityType abilityType, AbilityTargetType abilityTargetType, AbilityTargetFaction abilityTargetUnitFaction, AbilityTargetUnitType abilityTargetUnitType, DamageType damageType, AbilitySlot abilitySlot, int unlockableAtLevel, int maxLevel, bool alwaysShowInAbilitesBar = true, float baseCastRange = -1, bool affectsTotalAbilityLevelCount = true, DispelType baseDispelType = DispelType.None)
        {
            UnlocalizedName = unlocalizedName;
            DisplayName     = displayName;

            AbilityType              = abilityType;
            AbilityTargetType        = abilityTargetType;
            AbilityTargetUnitFaction = abilityTargetUnitFaction;
            AbilityTargetUnitType    = abilityTargetUnitType;

            DamageType = damageType;

            AbilitySlot = abilitySlot;

            UnlockableAtLevel = unlockableAtLevel;
            MaxLevel          = maxLevel;

            AlwaysShowInAbilitiesBar = alwaysShowInAbilitesBar;

            BaseCastRange = baseCastRange;
            AffectsTotalAbilityLevelCount = affectsTotalAbilityLevelCount;

            BaseDispelType = baseDispelType;
        }
Example #2
0
        protected InvokableAbility(string unlocalizedName, string displayName,
                                   AbilityType abilityType, AbilityTargetType abilityTargetType, AbilityTargetFaction abilityTargetUnitFaction, AbilityTargetUnitType abilityTargetUnitType,
                                   DamageType damageType, float baseCastRange = -1) :

            base(UNLOCALIZED_NAME_PREFIX + unlocalizedName, displayName,
                 abilityType, abilityTargetType, abilityTargetUnitFaction, abilityTargetUnitType,
                 damageType, AbilitySlot.Optional,
                 0, 1, false, baseCastRange, false)
        {
        }