public Effect(string name, string iconName, string sfxName, string description, Stat targetStat, CharacterStatus hostStatusRequirement, EffectActivationType activationType, float value, float standbyDuration, float triggerDuration, int triggerAmount, float delay, bool isPersistent) { this.name = name; this.iconName = iconName; this.sfxName = sfxName; this.description = description; this.targetStat = targetStat; this.hostStatusRequirement = hostStatusRequirement; this.activationType = activationType; this.value = value; this.standbyDuration = standbyDuration; this.triggerDuration = triggerDuration; this.triggerAmount = triggerAmount; this.delay = delay; this.isPersistent = isPersistent; }
/// <summary> /// /// </summary> /// <param name="_name"></param> /// <param name="_icon"></param> /// <param name="_sfx"></param> /// <param name="_description"></param> /// <param name="_targetStat">The stat this effect is modifying.</param> /// <param name="_hostStatusRequirement">The status requirement of the host.</param> /// <param name="_activationType">The activation requirement for the effect.</param> /// <param name="_value">The value that will be added to the target stat.</param> /// <param name="_standbyDuration">The duration in which the effect will wait for its requirements to be met.</param> /// <param name="_triggerDuration">The duration for which the effect will be in place.</param> /// <param name="_triggerAmount">The number of times the value is added to its host during trigger duration.</param> /// <param name="_delay">The duration before the ability enters standby.</param> /// <param name="_isPersistent">Whether the effect persists after its trigger duration is over.</param> public Effect(string _name, Texture2D _icon, SoundEffect _sfx, string _description, Stat _targetStat, CharacterStatus _hostStatusRequirement, EffectActivationType _activationType, float _value, float _standbyDuration, float _triggerDuration, int _triggerAmount, float _delay, bool _isPersistent) { name = _name; icon = _icon; sfx = _sfx; description = _description; targetStat = _targetStat; hostStatusRequirement = _hostStatusRequirement; activationType = _activationType; value = _value; standbyDuration = _standbyDuration; triggerDuration = _triggerDuration; triggerAmount = _triggerAmount; delay = _delay; isPersistent = _isPersistent; Initialize(); }