public StatusEffect(StatusEffect clone) { name = clone.name; startEffect = clone.startEffect; dmg = clone.dmg; timeLeft = clone.timeLeft; }
public StatusEffect(string newName, Combat.Effect newStartEffect, Combat.Effect newEndEffect, int newTimeLeft) { name = newName; startEffect = newStartEffect; endEffect = newEndEffect; timeLeft = newTimeLeft; }
private void setStats(string newName, string newVisEffect, Combat.Effect newEffect, int newRange, int newDeadRange, bool newIsMelee, int newPriority) { name = newName; visEffect = newVisEffect; effect = newEffect; range = newRange; deadRange = newDeadRange; isMelee = newIsMelee; if (newPriority > 100) { priority = 100; } else if (newPriority < 0) { priority = 0; } else { priority = newPriority; } }
public Attack(string newName, string newVisEffect, Combat.Effect newEffect, int newRange, int newDeadRange, int newPriority) { setStats(newName, newVisEffect, newEffect, newRange, newDeadRange, false, newPriority); }
public Attack(string newName, string newVisEffect, Combat.Effect newEffect, int newRange, int newDeadRange, bool newIsMelee) { setStats(newName, newVisEffect, newEffect, newRange, newDeadRange, newIsMelee, 0); }
public Attack(string newName, string newVisEffect, Combat.Effect newEffect, int newRange) { setStats(newName, newVisEffect, newEffect, newRange, 0, false, 0); }