public SkillStatistics()
        {
            Effect         = new TimedPassiveEffect();
            DamageOverTime = new DamageOverTime();
            Damage         = new Damage();
            ProcEffect     = new Rm_ProcEffect();

            SpawnForTime = 10;

            HasDuration         = true;
            LimitSpawnInstances = true;
            MaxInstances        = 1;

            SkillPointsToLevel = 1;
            CoolDownTime       = 1.0f;
            LevelReqToLevel    = 1;

            Description = "";

            BonusTaunt = 0;

            ChanceToRemoveStatusEffect = 1.0f;
            ChanceToApplyStatusEffect  = 1.0f;

            ApplyStatusEffectWithDuration = true;
            ApplyStatusEffectDuration     = 5.0f;

            RemoveStatusEffectID = "";
            StatusEffectID       = "";
            EventOnHitID         = "";
            ItemToGiveID         = "";
        }
예제 #2
0
        public static RPGAction AddTimedPassiveEffect(BaseCharacterMono target, TimedPassiveEffect timedPassiveEffect)
        {
            var parameters = new Dictionary <string, object>()
            {
                { "Target", target },
                { "TimedPassiveEffect", timedPassiveEffect }
            };

            return(new RPGAction(RPGActionType.AddEffect, parameters));
        }