예제 #1
0
 public override void Register()
 {
     OnEffectRemove.Add(new EffectApplyHandler(HandleRemove, 0, AuraType.PeriodicDummy, AuraEffectHandleModes.RealOrReapplyMask));
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandleDummyTick, 0, AuraType.PeriodicDummy));
 }
예제 #2
0
 public override void Register()
 {
     OnEffectApply.Add(new EffectApplyHandler(ApplyEffect, 0, AuraType.ObsModHealth, AuraEffectHandleModes.Real));
     OnEffectRemove.Add(new EffectApplyHandler(RemoveEffect, 0, AuraType.ObsModHealth, AuraEffectHandleModes.Real));
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnPeriodic, 0, AuraType.ObsModHealth));
 }
예제 #3
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandlePeriodicTick, 1, AuraType.PeriodicDamage));
 }
예제 #4
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandleDummyTick, 3, AuraType.PeriodicDummy));
 }
예제 #5
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnPeriodic, 2, AuraType.PeriodicDamage));
     AfterEffectRemove.Add(new EffectApplyHandler(OnRemove, 0, AuraType.PeriodicTriggerSpell, AuraEffectHandleModes.Real));
 }
예제 #6
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandlePeriodicTick, 0, AuraType.PeriodicTriggerSpell));
 }
예제 #7
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnPeriodic, 0, AuraType.PeriodicDummy));
 }
예제 #8
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandleEffectPeriodic, 0, AuraType.ProcTriggerSpell));
     OnEffectApply.Add(new EffectApplyHandler(Apply, 0, AuraType.ProcTriggerSpell, AuraEffectHandleModes.RealOrReapplyMask));
 }
예제 #9
0
 public override void Register()
 {
     AfterEffectApply.Add(new EffectApplyHandler(OnApply, 0, AuraType.PeriodicDummy, AuraEffectHandleModes.Real));
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnPeriodic, 0, AuraType.PeriodicDummy));
 }
예제 #10
0
 public override void Register()
 {
     AfterEffectApply.Add(new EffectApplyHandler(OnChange, 0, AuraType.PeriodicDummy, AuraEffectHandleModes.ChangeAmountMask));
     OnEffectRemove.Add(new EffectApplyHandler(OnChange, 0, AuraType.PeriodicDummy, AuraEffectHandleModes.ChangeAmountMask));
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnPeriodic, 0, AuraType.PeriodicDummy));
 }
예제 #11
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(DropFireVisual, 0, AuraType.PeriodicTriggerSpell));
 }
예제 #12
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(DiminishHaste, 1, AuraType.PeriodicDummy));
 }
예제 #13
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(PeriodicTick, 0, AuraType.Dummy));
     AfterEffectRemove.Add(new EffectApplyHandler(HandleRemove, 0, AuraType.PeriodicDummy, AuraEffectHandleModes.Real));
 }
예제 #14
0
 public override void Register()
 {
     OnEffectRemove.Add(new EffectApplyHandler(HandleEffecRemoved, 1, AuraType.PeriodicDummy, AuraEffectHandleModes.Real));
     OnEffectPeriodic.Add(new EffectPeriodicHandler(HandleEffectPeriodic, 1, AuraType.PeriodicDummy));
 }
예제 #15
0
 public override void Register()
 {
     OnEffectPeriodic.Add(new EffectPeriodicHandler(OnTick, 0, Framework.Constants.AuraType.PeriodicDamage));
 }