public Burn(Player affectedPlayer, Player Owner) : base(affectedPlayer, Owner) { liveTime = new Timer(5, false); dotDmg = 5; dotTime = new Timer(1, false); }
public Nameplate(Player e) { entity = e; rect = Main.Assets.getTexture(0).Texture; nameplate = Main.Assets.getTexture(7).Texture; nameplateFont = Main.Assets.getFont(0); }
public override void plugEntity(Player p) { base.plugEntity(p); player.setPosition(200, 200); player.light = new LightEmitter(Main.lightEngine, player.Position, 150, 0); if (player.isFriendly()) Main.lightEngine.plugEmitter(player.light); }
public override void plugEntity(Player e) { player = e; player.setPosition(300, 200); player.light = new LightEmitter(Main.lightEngine, player.Position, 150, 0); Main.lightEngine.plugEmitter(player.light); targetPos = player.Position; plrAbilities = player.ability; }
public Autoattack(Vector2 startPos, Player player) { Start = startPos; plr = player; image = Main.Assets.getTexture(3); End = new Vector2((float)InputHandler.EventX, (float)InputHandler.EventY); timer = new Timer(Player.AttRange, false); // Create the live time of the projectile Direction = End - Start; angle = (float)System.Math.Atan2(Direction.Y, Direction.X); if (Direction != Vector2.Zero) Direction.Normalize(); }
public Fireball(Player player) : base(player) { pClass = player; Emitter = new LightEmitter(); LightRadius = 35f; Cost = 20 * pClass.Level; image = Main.Assets.getTexture(3); Damage = pClass.SpellPower + (10 * pClass.Level); Speed = 10f; SpellRange = 1f; cooldown = new Timer(60, false); }
public Ability(Player player) { pClass = player; projectileList = new List<Projectile>(); }
public Buff(Player affectedPlayer) { affectedPlr = affectedPlayer; }
public Debuff(Player affectedPlayer, Player Owner) { affectedPlr = affectedPlayer; owner = Owner; }
public virtual void plugEntity(Player p) { player = p; }