/// <summary> Creates a new Buff that is a deep copy of this one. </summary> public virtual StatusEffect Clone() { return(new StatusEffect { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, }); }
public override StatusEffect Clone() { return(new CureDiseaseBuff { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, }); }
public override StatusEffect Clone() { return(new StatBuff { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, Buffs = Buffs }); }
public override StatusEffect Clone() { return(new OngoingHealBuff { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, DamagePerSecond = DamagePerSecond }); }
public override StatusEffect Clone() { return(new ThoughtBuff { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, Description = Description, HappinessModifier = HappinessModifier }); }
public override StatusEffect Clone() { return(new DamageResistBuff { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, DamageType = DamageType, Bonus = Bonus }); }
public override StatusEffect Clone() { return(new Disease() { EffectTime = Timer.Clone(EffectTime), Particles = Particles, ParticleTimer = Timer.Clone(ParticleTimer), SoundOnEnd = SoundOnEnd, SoundOnStart = SoundOnStart, DamagePerSecond = DamagePerSecond, Description = Description, IsContagious = IsContagious, LikelihoodOfSpread = LikelihoodOfSpread, SecondsUntilHealed = SecondsUntilHealed, StatDamage = StatDamage, FoodValueUntilHealed = FoodValueUntilHealed, Type = Type, DamageEveryNSeconds = DamageEveryNSeconds, Name = Name, AcquiredRandomly = AcquiredRandomly, ChanceofRandomAcquisitionPerDay = ChanceofRandomAcquisitionPerDay, IsInjury = IsInjury }); }