예제 #1
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        public Berserk(int duration, Actor target)
        {
            EffectTags.Add("Positive Effect");
            EffectTags.Add("Unique");
            EffectTags.Add("Stacking Duration");

            EffectName    = "Berserk";
            EffectDescrip = "Consumed by a ritualistic, drug-fueled rage.";
            Duration      = duration;
            Target        = target;
        }
예제 #2
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        /// <summary>
        /// Overexertion has resulted in slower stamina regeneration.
        /// </summary>
        /// <param name="duration">Turns remaining.</param>
        /// <param name="exhaustion">Points of reduced SP Regen. Use negative numbers.</param>
        public Exhausted(int duration, double exhaustion)
        {
            EffectTags.Add("Negative Effect");
            EffectTags.Add("Stamina Degen");
            EffectTags.Add("Stacking Instances");

            EffectName    = "Exhausted";
            EffectDescrip = "Overexertion has resulted in slower stamina regeneration.";
            Duration      = duration;
            Exhaustion    = exhaustion;
        }
예제 #3
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        public Poisoned(int duration, int dmg, Actor target)
        {
            EffectTags.Add("Status Condition");
            EffectTags.Add("Negative Effect");
            EffectTags.Add("Damage Over Time");

            EffectName    = "Poisoned";
            EffectDescrip = "Taking poison damage over time.";
            Duration      = duration;
            Target        = target;
            DMG           = dmg;
        }
예제 #4
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        public Blinded(int duration, Actor target)
        {
            EffectTags.Add("Status Condition");
            EffectTags.Add("Unique"); // unique but no stacking duration
            EffectTags.Add("Negative Effect");
            // Note: status conditions are not considered
            //       stat debuffs for the purposes of removal

            EffectName    = "Blinded";
            EffectDescrip = "Has severely reduced accuracy.";
            Duration      = duration;
            Target        = target;
        }