void SaveStatusEffectsToDatabase(StatusEffectFlags removeEffectFlags = StatusEffectFlags.None) { if (owner is Player) { Database.SavePlayerStatusEffects((Player)owner); } }
public StatusEffect(uint id, string name, uint flags, uint overwrite, uint tickMs) { this.id = (StatusEffectId)id; this.name = name; this.flags = (StatusEffectFlags)flags; this.overwrite = (StatusEffectOverwrite)overwrite; this.tickMs = tickMs; }
public StatusEffect(Character owner, StatusEffect effect) { this.owner = owner; this.source = owner; this.id = effect.id; this.magnitude = effect.magnitude; this.tickMs = effect.tickMs; this.duration = effect.duration; this.tier = effect.tier; this.startTime = effect.startTime; this.lastTick = effect.lastTick; this.name = effect.name; this.flags = effect.flags; this.overwrite = effect.overwrite; this.extra = effect.extra; this.script = effect.script; }
// todo: why the f**k cant c# convert enums/ public bool HasStatusEffectsByFlag(StatusEffectFlags flags) { return(HasStatusEffectsByFlag((uint)flags)); }
public void SetFlags(uint flags) { this.flags = (StatusEffectFlags)flags; }