public StatusEffect(Being target, DamageOverTime DoT, StatSet ss) : this( target, new List <Mod>(), new List <DamageOverTime>() { DoT }, ss ) { }
public void Remove(DamageOverTime DoT) { DoTs.Remove(DoT); DoT.Damages.Dispose(); }
//protected healthregen public void Add(DamageOverTime DoT) { DoTs.Add(DoT); }
public void RemoveDoT(DamageOverTime DoT) { OverTimeApplier.Remove(DoT); }
public void AddDoT(DamageOverTime DoT) { OverTimeApplier.Add(DoT); }
public TimedStatusEffect(Battle battle, Being target, DamageOverTime DoT, StatSet ss, int EffectTime) : base(target, DoT, ss) { _Battle = battle; initStuff(EffectTime); }