EffectDamageOverTime
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// Create a Damage Over Time (DOT) effect. // - nAmount: amount of damage to be taken per time interval // - fIntervalSeconds: length of interval in seconds // - nDamageType: DAMAGE_TYPE_* effect EffectDamageOverTime(int nAmount, float fIntervalSeconds, int nDamageType=DAMAGE_TYPE_MAGICAL);
The amount of damage inflicted by this function will remain constant over the course of the effect's duration. For instance, entering d6(3) as nAmount will not produce a random amount of damage each interval, but the random number generated when the function is first called.