public RPGEffect(DurationType t, EffectRange r, EffectTargetBuff buff, EffectTargetAttack attack, bool isABuff, EffectTrigger trigger, int Distance, int Radius, TimeSpan Duration, int MinPower, int MaxPower, EffectPowerType powerType, bool ReverseWhenExpires) { this.durationType = t; this.range = r; this.TargetBuff = buff; this.TargetAttack = attack; this.effectIsABuff = isABuff; this.status = EffectStatus.Ready; this.trigger = trigger; this.repeatCount = 0; this.distance = Distance; this.radius = Radius; this.Duration = Duration; this.minPower = MinPower; this.maxPower = MaxPower; this.powerType = powerType; this.m_Power = new RPGCalc().RollDmg(minPower, maxPower); this.m_shouldReverse = ReverseWhenExpires; }
public RPGEffect(RPGEffect copy) { range = copy.range; durationType = copy.durationType; targetBuff = copy.targetBuff; targetAttack = copy.targetAttack; effectIsABuff = copy.effectIsABuff; trigger = copy.trigger; status = copy.status; location = copy.location; sourceObject = copy.sourceObject; targetObject = copy.targetObject; distance = copy.distance; radius = copy.radius; durationValue = copy.durationValue; minPower = copy.minPower; maxPower = copy.maxPower; m_Power = copy.Power; lastStart = copy.lastStart; lastPause = copy.lastPause; durationRemaining = copy.durationRemaining; repeatCount = copy.repeatCount; m_repeatDelay = copy.m_repeatDelay; m_lastRepeat = copy.m_lastRepeat; m_shouldReverse = copy.m_shouldReverse; powerType = copy.PowerType; }