public EquipmentBuilder(IStatFactory statFactory, ItemSlot slot) { _statFactory = statFactory; _slotName = slot.GetName(); }
public FlagStatBuilders(IStatFactory statFactory) : base(statFactory) { }
public GemStatBuilders(IStatFactory statFactory) : base(statFactory) { }
public RequirementStatBuilders(IStatFactory statFactory) : base(statFactory) { }
public FlaskStatBuilders(IStatFactory statFactory) : base(statFactory, "Flask") { }
public TrapStatBuilders(IStatFactory statFactory) : base(statFactory, "Trap") { }
public TotemStatBuilders(IStatFactory statFactory) : base(statFactory, "Totem") { }
public SkillBuilderCollection( IStatFactory statFactory, IEnumerable <IKeywordBuilder> keywords, IEnumerable <SkillDefinition> skills) : this(statFactory, new KeywordsCoreBuilder(keywords), skills) { }
public GroundEffectBuilder(IStatFactory statFactory) : base(statFactory, CoreBuilder.Create("ConsecratedGround")) { }
public EquipmentBuilderCollection(IStatFactory statFactory) : base(Keys, s => new EquipmentBuilder(statFactory, s)) { }
public EvasionStatBuilder(IStatFactory statFactory) : base(statFactory, LeafCoreStatBuilder.FromIdentity(statFactory, Prefix, typeof(uint))) { }
public ConditionBuilders(IStatFactory statFactory) => _statFactory = statFactory;
public DamageStatBuilder(IStatFactory statFactory, ICoreStatBuilder coreStatBuilder) : this(statFactory, coreStatBuilder, new DamageStatConcretizer(statFactory, new DamageSpecificationBuilder(), canApplyToSkillDamage : true), (_, s) => new[] { s }) { }
public BlockActionBuilder(IStatFactory statFactory, IEntityBuilder entity) : base(statFactory, CoreBuilder.Create("Block"), entity) { }
public DamageTypeBuilder(IStatFactory statFactory, ICoreBuilder <IEnumerable <DamageType> > coreDamageType) { _coreDamageType = coreDamageType; _statFactory = statFactory; }
public StunEffectBuilder(IStatFactory statFactory) : base(statFactory, CoreBuilder.Create("Stun")) { }
public AilmentBuilderCollection(IStatFactory statFactory, IReadOnlyList <Ailment> keys) : base(keys, a => new AilmentBuilder(statFactory, CoreBuilder.Create(a))) { }
public EffectBuilder(IStatFactory statFactory, ICoreBuilder <string> identity) { StatFactory = statFactory; Identity = identity; }
public MineStatBuilders(IStatFactory statFactory) : base(statFactory, "Mine") { }
public KnockbackEffectBuilder(IStatFactory statFactory) : base(statFactory, CoreBuilder.Create("Knockback")) { }
public AttributeStatBuilders(IStatFactory statFactory) : base(statFactory) { }
public AvoidableEffectBuilder(IStatFactory statFactory, ICoreBuilder <string> identity) : base(statFactory, identity) { }
public DodgeStatBuilders(IStatFactory statFactory) : base(statFactory, "Dodge") { }
public GroundEffectBuilders(IStatFactory statFactory) { Consecrated = new GroundEffectBuilder(statFactory); }
public ProjectileStatBuilders(IStatFactory statFactory) : base(statFactory, "Projectile") { }
public DamageTakenConversionBuilder(IStatFactory statFactory, ICoreStatBuilder coreStat) { _statFactory = statFactory; _coreStat = coreStat; }
public ModifiersApplyToOtherStatCoreStatBuilder( IStatBuilder source, IStatBuilder target, Form form, IStatFactory statFactory) => (_target, _source, _form, _statFactory) = (target, source, form, statFactory);
public DamageTypeBuilder(IStatFactory statFactory, DamageType damageType) : this(statFactory, CoreBuilder.Create(new[] { damageType })) { }
public BehaviorFactory(IStatFactory statFactory) { _statFactory = statFactory; }
public ChargeTypeBuilder(IStatFactory statFactory, ICoreBuilder <ChargeType> chargeType) { _statFactory = statFactory; _chargeType = chargeType; }