Example #1
0
            public SE_Slow() : base()
            {
                name           = "SE_Slow";
                m_name         = "Slow";
                m_startMessage = "Slowed";
                m_time         = 0;
                m_ttl          = baseDuration;
                m_icon         = (from Sprite s in Resources.FindObjectsOfTypeAll <Sprite>() where s.name == "jackoturnip" select s).FirstOrDefault();

                var vfxPrefab = DebuffVfx.ConstructStatusVfx();

                m_startEffects.m_effectPrefabs = new EffectList.EffectData[] { new EffectList.EffectData {
                                                                                   m_prefab = vfxPrefab, m_enabled = true, m_attach = true, m_scale = true
                                                                               } };
            }
Example #2
0
            public SE_Fear() : base()
            {
                name           = "SE_Fear";
                m_name         = "Fear";
                m_tooltip      = "Fleeing";
                m_startMessage = "Fear overpowers you";
                m_time         = 0;
                m_ttl          = baseDuration;
                m_icon         = (from Sprite s in Resources.FindObjectsOfTypeAll <Sprite>() where s.name == "CorpseRun" select s).FirstOrDefault();

                var vfxPrefab = DebuffVfx.ConstructStatusVfx();

                m_startEffects.m_effectPrefabs = new EffectList.EffectData[] { new EffectList.EffectData {
                                                                                   m_prefab = vfxPrefab, m_enabled = true, m_attach = true, m_scale = true
                                                                               } };
            }
Example #3
0
            public SE_Curse() : base()
            {
                name                = "SE_Curse";
                m_name              = "Cursed";
                m_startMessage      = "You have been cursed";
                m_time              = 0;
                m_repeatInterval    = 60;
                m_ttl               = baseDuration;
                m_icon              = (from Sprite s in Resources.FindObjectsOfTypeAll <Sprite>() where s.name == "jackoturnip" select s).FirstOrDefault();
                m_modifyAttackSkill = Skills.SkillType.All;
                m_damageModifier    = baseDamageMod;
                m_startEffects      = new EffectList();

                var vfxPrefab = DebuffVfx.ConstructStatusVfx();

                m_startEffects.m_effectPrefabs = new EffectList.EffectData[] { new EffectList.EffectData {
                                                                                   m_prefab = vfxPrefab, m_enabled = true, m_attach = true, m_scale = true
                                                                               } };
            }