public PlayerCastEndMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, conditions, rule)
 {
 }
 public PlayerCastEndMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
 }
 public PlayerCastEndMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }
Example #4
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 public EnemyCastEndMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, conditions, rule)
 {
 }
Example #5
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 public EnemyBoonApplyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
     IsEnemyMechanic = true;
 }
Example #6
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 public EnemyBoonApplyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }
Example #7
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 public EnemyBoonApplyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, conditions, rule)
 {
     IsEnemyMechanic = true;
 }
 /// <summary>
 /// Simplified constructor without special checks where only short name is given. FullName and Description are equal to ShortName
 /// </summary>
 /// <param name="skillId">id of the mechanic</param>
 /// <param name="inGameName">official name of the mechanic</param>
 /// <param name="plotlySetting">html plot settings <seealso cref="MechanicPlotlySetting"/></param>
 /// <param name="shortName">name of the mechanic</param>
 /// <param name="internalCoolDown">grace period, in ms, during which getting hit by the mechanic does not count</param>
 protected Mechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }