public CharacterAbilityApplyStatusEffects(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement) { statusEffects = CharacterAbilityGroup.ParseStatusEffects(CharacterTalent, abilityElement.GetChildElement("statuseffects")); applyToSelected = abilityElement.GetAttributeBool("applytoselected", false); nearbyCharactersAppliesToSelf = abilityElement.GetAttributeBool("nearbycharactersappliestoself", true); nearbyCharactersAppliesToAllies = abilityElement.GetAttributeBool("nearbycharactersappliestoallies", true); }
public CharacterAbilitySpawnItemsToContainer(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement) { statusEffects = CharacterAbilityGroup.ParseStatusEffects(CharacterTalent, abilityElement.GetChildElement("statuseffects")); randomChance = abilityElement.GetAttributeFloat("randomchance", 1f); oncePerContainer = abilityElement.GetAttributeBool("oncepercontainer", false); }