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Class: SkillTrigger ​

csharp
public class SkillTrigger : AbilityTrigger, ILogicUpdate, ICleanup, ICustomDestroyRoutine, IInteractable, IItem, IExcludeFromPool

Fields ​

NameDeclarationDescription
ClientEvent_OnHandOwnerChangedpublic SafeAction<Hero, Hero> ClientEvent_OnHandOwnerChanged
ClientEvent_OnTempOwnerChangedpublic SafeAction<DewPlayer, DewPlayer> ClientEvent_OnTempOwnerChanged
ClientSkillEvent_OnDismantleProgressChangedpublic SafeAction<float, float> ClientSkillEvent_OnDismantleProgressChangedCalled everywhere when dismantle progress changes.
ClientSkillEvent_OnLevelChangepublic SafeAction<int, int> ClientSkillEvent_OnLevelChange
customSkillHastePerLevel`[BoxGroup("Skill Settings", true, false, 0)]
[LabelText("Skill Haste Per Level")]
[ShowIf("useCustomSkillHastePerLevel", true)]
public float customSkillHastePerLevel`
DisableHeroTypeCheckOnIdentityMemoriespublic static bool DisableHeroTypeCheckOnIdentityMemories
DismantleDecayStartTimepublic const float DismantleDecayStartTime = 1
DismantleTapMinIntervalpublic const float DismantleTapMinInterval = 0.075
DismantleTapStrengthpublic const float DismantleTapStrength = 0.4
endEffect`[LabelText("End Effect (Attached)")]
[BoxGroup("Skill Settings", true, false, 0)]
public GameObject endEffect`
excludeFromPool`[BoxGroup("Skill Settings", true, false, 0)]
public bool excludeFromPool`
isLevelUpEnabled`[BoxGroup("Skill Settings", true, false, 0)]
public bool isLevelUpEnabled`
rarity`[BoxGroup("Skill Settings", true, false, 0)]
public Rarity rarity`
showFillAmountOnScreen`[BoxGroup("Skill Settings", true, false, 0)]
public bool showFillAmountOnScreen`
startEffect`[LabelText("Start Effect (Attached)")]
[BoxGroup("Skill Settings", true, false, 0)]
public GameObject startEffect`
statBonus`[NonSerialized]
public StatBonus statBonus`
tags`[BoxGroup("Skill Settings", true, false, 0)]
public DescriptionTags tags`
type`[BoxGroup("Skill Settings", true, false, 0)]
public SkillType type`
Ult_GlobalChargeMultiplierpublic const float Ult_GlobalChargeMultiplier = 0.85
Ult_OnKillBosspublic const float Ult_OnKillBoss = 42.5
Ult_OnKillLesserpublic const float Ult_OnKillLesser = 0.12750001
Ult_OnKillMiniBosspublic const float Ult_OnKillMiniBoss = 12.75
Ult_OnKillNormalpublic const float Ult_OnKillNormal = 0.63750005
Ult_PerDealtAttackpublic const float Ult_PerDealtAttack = 0.2125
Ult_PerDealtDamageBossEnemyHealthRatiopublic const float Ult_PerDealtDamageBossEnemyHealthRatio = 25.5
Ult_PerDealtDamageLesserEnemyHealthRatiopublic const float Ult_PerDealtDamageLesserEnemyHealthRatio = 0.12750001
Ult_PerDealtDamageMiniBossEnemyHealthRatiopublic const float Ult_PerDealtDamageMiniBossEnemyHealthRatio = 12.75
Ult_PerDealtDamageNormalEnemyHealthRatiopublic const float Ult_PerDealtDamageNormalEnemyHealthRatio = 0.25500003
Ult_PerDealtElementalDamagepublic const float Ult_PerDealtElementalDamage = 0.0425
Ult_PerDealtNonElementalDamagepublic const float Ult_PerDealtNonElementalDamage = 0.2125
Ult_PerTakenDamageMyHealthRatiopublic const float Ult_PerTakenDamageMyHealthRatio = 25.5
Ult_PerTakenElementalDamagepublic const float Ult_PerTakenElementalDamage = 0.0425
Ult_PerTakenNonElementalDamagepublic const float Ult_PerTakenNonElementalDamage = 0.2125
useCustomSkillHastePerLevel`[BoxGroup("Skill Settings", true, false, 0)]
public bool useCustomSkillHastePerLevel`

Properties ​

NameDeclarationDescription
canInteractWithMousepublic bool canInteractWithMouse { get; }
characterSkillOwner`[SaveVar(SaveVarFlags.Default)]
public string characterSkillOwner { get; set; }`
dismantleProgresspublic float dismantleProgress { get; }
effectiveLevelpublic int effectiveLevel { get; }
focusDistancepublic float focusDistance { get; }
handOwnerpublic Hero handOwner { get; set; }
interactPivotpublic Transform interactPivot { get; }
isAnimatingEmbraceNewIdentitypublic bool isAnimatingEmbraceNewIdentity { get; set; }
isCharacterSkillpublic bool isCharacterSkill { get; }
isLockedpublic bool isLocked { get; }Is this skill locked for local player?
level`[SaveVar(SaveVarFlags.Default)]
public int level { get; set; }`
mainConfigOriginalChargepublic int mainConfigOriginalCharge { get; }
maxSellGoldpublic int maxSellGold { get; set; }
ownerpublic Hero owner { get; }
sbCooldownMultiplierpublic float sbCooldownMultiplier { get; }
sbCooldownMultiplierIgnoreReceiveCooldownReductionFlagpublic float sbCooldownMultiplierIgnoreReceiveCooldownReductionFlag { get; }
sbCooldownOffsetpublic float sbCooldownOffset { get; }
sbCooldownOffsetIgnoreReceiveCooldownReductionFlagpublic float sbCooldownOffsetIgnoreReceiveCooldownReductionFlag { get; }
skillHastePerLevelpublic float skillHastePerLevel { get; }
skillTypepublic HeroSkillLocation skillType { get; }Location of this skill trigger if equipped.
skipStartAnimationpublic bool skipStartAnimation { get; set; }
specialOverlayColorpublic Color specialOverlayColor { get; set; }
statEntitypublic Entity statEntity { get; }
tempOwnerpublic DewPlayer tempOwner { get; set; }
worldModelpublic ItemWorldModel worldModel { get; }

Methods ​

AddSkillBonus(SkillBonus) ​

csharp
public SkillBonus AddSkillBonus(SkillBonus bonus)

Parameters:

NameTypeDescription
bonusSkillBonus

Returns: SkillBonus

Awake() ​

csharp
protected override void Awake()

CanInteract(Entity) ​

csharp
public bool CanInteract(Entity entity)

Parameters:

NameTypeDescription
entityEntity

Returns: bool

CreateDamage(SourceType, ScalingValue, float) ​

csharp
public DamageData CreateDamage(DamageData.SourceType type, ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
typeDamageData.SourceType
valueScalingValue
procCoefficientfloat

Returns: DamageData

Damage(ScalingValue, float) ​

csharp
public DamageData Damage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

DefaultDamage(ScalingValue, float) ​

csharp
public DamageData DefaultDamage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

DismantleSkill() ​

csharp
public void DismantleSkill()

GetActorReadableName() ​

csharp
public override string GetActorReadableName()

Returns: string

GetBuyGold() ​

csharp
public int GetBuyGold()

Returns: int

GetBuyGold(Rarity, int) ​

csharp
public static int GetBuyGold(Rarity rarity, int level)

Parameters:

NameTypeDescription
rarityRarity
levelint

Returns: int

GetCooldownTimeMultiplier(int) ​

csharp
public override float GetCooldownTimeMultiplier(int configIndex)

Parameters:

NameTypeDescription
configIndexint

Returns: float

GetCooldownTimeOffset(int) ​

csharp
public override float GetCooldownTimeOffset(int configIndex)

Parameters:

NameTypeDescription
configIndexint

Returns: float

GetCooldownTimeOnLevel(int) ​

csharp
public float GetCooldownTimeOnLevel(int lvl)

Parameters:

NameTypeDescription
lvlint

Returns: float

GetDismantleAmount(DewPlayer) ​

csharp
public int GetDismantleAmount(DewPlayer player)

Parameters:

NameTypeDescription
playerDewPlayer

Returns: int

GetFormattedSkillTitle() ​

csharp
public string GetFormattedSkillTitle()

Returns: string

GetGoldValue(Rarity, int) ​

csharp
public static int GetGoldValue(Rarity rarity, int level)

Parameters:

NameTypeDescription
rarityRarity
levelint

Returns: int

GetLoadoutHero() ​

Get a hero that contains this skill in their loadout.Returns null if this is not from a hero.Note this can be an expensive operation to be calling every frame, since it will iterate through all hero types in the game.

csharp
public Type GetLoadoutHero()

Returns: System.Type

GetSellGold() ​

csharp
public int GetSellGold()

Returns: int

GetSellGold(Rarity, int) ​

csharp
public static int GetSellGold(Rarity rarity, int level)

Parameters:

NameTypeDescription
rarityRarity
levelint

Returns: int

GetValue(ScalingValue) ​

csharp
public float GetValue(ScalingValue val)

Parameters:

NameTypeDescription
valScalingValue

Returns: float

Heal(ScalingValue) ​

csharp
public HealData Heal(ScalingValue amount)

Parameters:

NameTypeDescription
amountScalingValue

Returns: HealData

IsLockedFor(DewPlayer) ​

csharp
public bool IsLockedFor(DewPlayer player)

Parameters:

NameTypeDescription
playerDewPlayer

Returns: bool

LogicUpdate(float) ​

csharp
public override void LogicUpdate(float dt)

Parameters:

NameTypeDescription
dtfloat

MagicDamage(ScalingValue, float) ​

csharp
public DamageData MagicDamage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

OnCastComplete(int, CastInfo) ​

csharp
public override AbilityInstance OnCastComplete(int configIndex, CastInfo info)

Parameters:

NameTypeDescription
configIndexint
infoCastInfo

Returns: AbilityInstance

OnEquip(Entity) ​

csharp
protected override void OnEquip(Entity newOwner)

Parameters:

NameTypeDescription
newOwnerEntity

OnLevelChange(int, int) ​

Called everywhere when this skill's level is changed.

csharp
protected virtual void OnLevelChange(int oldLevel, int newLevel)

Parameters:

NameTypeDescription
oldLevelint
newLevelint

OnPrepare() ​

csharp
protected override void OnPrepare()

OnStartClient() ​

csharp
public override void OnStartClient()

OnStartServer() ​

csharp
public override void OnStartServer()

OnUnequip(Entity) ​

csharp
protected override void OnUnequip(Entity formerOwner)

Parameters:

NameTypeDescription
formerOwnerEntity

PhysicalDamage(ScalingValue, float) ​

csharp
public DamageData PhysicalDamage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

PhysicalMagicDamage(ScalingValue, float) ​

csharp
public DamageData PhysicalMagicDamage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

PureDamage(ScalingValue, float) ​

csharp
public DamageData PureDamage(ScalingValue value, float procCoefficient = 1)

Parameters:

NameTypeDescription
valueScalingValue
procCoefficientfloat

Returns: DamageData

RemoveSkillBonus(SkillBonus) ​

csharp
public void RemoveSkillBonus(SkillBonus bonus)

Parameters:

NameTypeDescription
bonusSkillBonus

RpcSetPositionAndRotation(Vector3, Quaternion) ​

csharp
public void RpcSetPositionAndRotation(Vector3 pos, Quaternion rot)

Parameters:

NameTypeDescription
posUnityEngine.Vector3
rotUnityEngine.Quaternion

ShouldBeSavedWithRoom() ​

csharp
public override bool ShouldBeSavedWithRoom()

Returns: bool

ShouldTickCooldown(int) ​

csharp
protected override bool ShouldTickCooldown(int configIndex)

Parameters:

NameTypeDescription
configIndexint

Returns: bool

UpdateSkillBonus() ​

csharp
public void UpdateSkillBonus()

Maintained by the Shape of Dreams Modding Community