public Berserk(int duration, Actor target) { EffectTags.Add("Positive Effect"); EffectTags.Add("Unique"); EffectTags.Add("Stacking Duration"); EffectName = "Berserk"; EffectDescrip = "Consumed by a ritualistic, drug-fueled rage."; Duration = duration; Target = target; }
/// <summary> /// Overexertion has resulted in slower stamina regeneration. /// </summary> /// <param name="duration">Turns remaining.</param> /// <param name="exhaustion">Points of reduced SP Regen. Use negative numbers.</param> public Exhausted(int duration, double exhaustion) { EffectTags.Add("Negative Effect"); EffectTags.Add("Stamina Degen"); EffectTags.Add("Stacking Instances"); EffectName = "Exhausted"; EffectDescrip = "Overexertion has resulted in slower stamina regeneration."; Duration = duration; Exhaustion = exhaustion; }
public Poisoned(int duration, int dmg, Actor target) { EffectTags.Add("Status Condition"); EffectTags.Add("Negative Effect"); EffectTags.Add("Damage Over Time"); EffectName = "Poisoned"; EffectDescrip = "Taking poison damage over time."; Duration = duration; Target = target; DMG = dmg; }
public Blinded(int duration, Actor target) { EffectTags.Add("Status Condition"); EffectTags.Add("Unique"); // unique but no stacking duration EffectTags.Add("Negative Effect"); // Note: status conditions are not considered // stat debuffs for the purposes of removal EffectName = "Blinded"; EffectDescrip = "Has severely reduced accuracy."; Duration = duration; Target = target; }