public EnemyBuffApplyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, BuffApplyChecker condition) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, condition)
 {
 }
 public SkillByEnemyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }
 public EnemyBuffApplyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
     IsEnemyMechanic = true;
 }
示例#4
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 public EnemyCastEndMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
 }
 public SkillByEnemyMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, SkillChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown, condition)
 {
 }
 public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
 }
 public FirstHitOnPlayerMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }
 /// <summary>
 /// Simplified constructor without special checks where only short name is given. FullName and Description are equal to ShortName
 /// </summary>
 /// <param name="skillId">id of the mechanic</param>
 /// <param name="inGameName">official name of the mechanic</param>
 /// <param name="plotlySetting">html plot settings <seealso cref="MechanicPlotlySetting"/></param>
 /// <param name="shortName">name of the mechanic</param>
 /// <param name="internalCoolDown">grace period, in ms, during which getting hit by the mechanic does not count</param>
 protected Mechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown)
 {
 }
示例#9
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 public BuffRemoveMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, string description, string fullName, int internalCoolDown, BuffRemoveChecker condition) : base(skillId, inGameName, plotlySetting, shortName, description, fullName, internalCoolDown)
 {
     _triggerCondition = condition;
 }
 public CastMechanic(long skillId, string inGameName, MechanicPlotlySetting plotlySetting, string shortName, int internalCoolDown, CastChecker condition) : this(skillId, inGameName, plotlySetting, shortName, shortName, shortName, internalCoolDown, condition)
 {
 }