public EntityStatusEffect(string name, StatusEffect status, float statuspercentage) : base(name) { Status = status; StatusPercent = Helper.Clamp(statuspercentage, 0f, 100f); }
public EntityDamageEffect(string name, int damage, DamageTypes damageType, Elements element, StatusEffect status, float statuspercentage, bool basedOnEntityDmg) : base(name, status, statuspercentage) { Damage = damage; DamageType = damageType; Element = element; BasedOnEntityDamage = basedOnEntityDmg; }