public PlayerBoonRemoveMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown) { }
public PlayerBoonRemoveMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown) { }
public SkillOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, conditions, rule) { }
public PlayerBoonRemoveMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, conditions, rule) { }
/// <summary> /// Simplified constructor without special checks where only short name is given. FullName and Description are equal to ShortName /// </summary> /// <param name="skillId">id of the mechanic</param> /// <param name="inGameName">official name of the mechanic</param> /// <param name="plotlySetting">html plot settings <seealso cref="MechanicPlotlySetting"/></param> /// <param name="shortName">name of the mechanic</param> /// <param name="internalCoolDown">grace period, in ms, during which getting hit by the mechanic does not count</param> protected Mechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown) { }
public EnemyCastStartMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown) { IsEnemyMechanic = true; }
public EnemyCastStartMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown) { }
public EnemyCastStartMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, List <MechanicChecker> conditions, TriggerRule rule) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, conditions, rule) { IsEnemyMechanic = true; }
public PlayerStatusMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown) { ShowOnTable = false; }