AddBuff(string name, UnitBase targetUnit) | XSSLG.SkillBase | inline |
AddBuff(BuffData data, UnitBase targetUnit) | XSSLG.SkillBase | inline |
CaculateDamage(UnitBase dest) | XSSLG.SkillCombat | inline |
CanRelease(ReleaseData data) | XSSLG.SkillCombat | inlinevirtual |
CommonTableItem(TDATA data) | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | inline |
GetIsHit() | XSSLG.SkillCombat | inlineprotectedvirtual |
GetSkillAddDamage(Stat stat) | XSSLG.SkillCombat | inlineprotectedvirtual |
GetSkillEffectFlag(SkillEffectType type) | XSSLG.SkillBase | inlinevirtual |
GetSkillEffectProp(SkillEffectType type) | XSSLG.SkillBase | inlinevirtual |
InvalidByOthers | XSSLG.SkillBase | protected |
OnTurnStart(SkillUpdateData data) | XSSLG.SkillBase | inline |
CommonTableItem< SkillData, SkillUpdateData >.OnTurnStart(TUPDATEDATA data) | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | inline |
PhyDamageFactor() | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | virtual |
PhyImmunityFactor() | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | virtual |
PropArray | XSSLG.SkillBase | protected |
Release(ReleaseData data) | XSSLG.SkillCombat | inlinevirtual |
Schedule(Action func, int interval, int repeat=-1, bool immediate=false, int delay=0) | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | protected |
ScheduleOnce(Action func, int delay) | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | protected |
Scheduler | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | private |
SkillBase(SkillData data, UnitBase unit) | XSSLG.SkillBase | inline |
SkillCombat(SkillData data, UnitBase unit) | XSSLG.SkillCombat | inline |
SkillType | XSSLG.SkillBase | |
StartWork() | XSSLG.SkillBase | inline |
Stat | XSSLG.SkillBase | |
StopWork() | XSSLG.SkillBase | inline |
trigger | XSSLG.SkillCombat | protected |
Trigger | XSSLG.SkillCombat | |
Unit | XSSLG.SkillBase | |
UnSchedule(CustomSchedulerItem scheduler) | XSSLG.CommonTableItem< SkillData, SkillUpdateData > | protected |