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 = ""; }
public static RPGAction AddTimedPassiveEffect(BaseCharacterMono target, TimedPassiveEffect timedPassiveEffect) { var parameters = new Dictionary <string, object>() { { "Target", target }, { "TimedPassiveEffect", timedPassiveEffect } }; return(new RPGAction(RPGActionType.AddEffect, parameters)); }