class CCitadel_ Modifier_ Objective_ RegenVData : public CCitadelModifierVData
{
public:
// MPropertyStartGroup = Objective Health Regen
// MPropertyDescription = How health per second when out of combat?
float32 m_ flOutOfCombatHealthRegen;
// MPropertyDescription = How longer after taking no damage will out out of combat regen kick in?
float32 m_ flOutOfCombatRegenDelay;
} ;
KV3 Class Defaults
{
_ class = "CCitadel_ Modifier_ Objective_ RegenVData"
m_ flDuration = -1.0
m_ bKeepMaximumDurationOnRefresh = false
m_ strParticleEffect = resource_ name : ""
m_ strParticleEffectConfig = ""
m_ strParticleStatusEffect = resource_ name : ""
m_ strParticleStatusEffectConfig = ""
m_ strScreenParticleEffect = resource_ name : ""
m_ strScreenParticleEffectConfig = ""
m_ nStatusEffectPriority = 0
m_ vecRenderAttributes = [ ]
m_ sStartSound = soundevent : ""
m_ sAmbientLoopingSound = soundevent : ""
m_ nAmbientLoopingSoundSource = "MODIFIER_ SOURCE_ PARENT"
m_ nAmbientLoopingSoundRecipients = "MODIFIER_ SOUND_ RECIPIENT_ ALWAYS"
m_ sEndSound = soundevent : ""
m_ nEnabledStateMask = ""
m_ nDisabledStateMask = ""
m_ nAttributes = ""
m_ vecScriptValues = [ ]
m_ vecScriptEventHandlers = [ ]
m_ nDisableGroupsMask = ""
m_ bIsHidden = false
m_ eHiddenType = "eHideAlways"
m_ sLocalizationName = ""
m_ eDebuffType = "MODIFIER_ DEBUFF_ ENEMY_ TEAM_ ONLY"
m_ bAutomaticallyDecayStacks = false
m_ bAllowApplicationPrediction = true
m_ bIsBuildup = false
m_ bNetworkValuesForStatsPreview = false
m_ vecAutoRegisterModifierValueFromAbilityPropertyName = [ ]
m_ bCasterCountsAsAssister = true
m_ flLingeringAssistWindow = 0.0
m_ bDurationCanBeTimeScaled = false
m_ bDurationReducible = true
m_ eTimeScaleSource = "MODIFIER_ TIME_ SCALE_ USE_ PARENT"
m_ bDurationAffectedByEffectiveness = false
m_ AG2BaseAction =
{
m_ strParamName = ""
m_ nPriority = 0
}
m_ AG2BaseState =
{
m_ strParamName = ""
m_ nPriority = 0
}
m_ AG2HeroState =
{
m_ strParamName = ""
m_ nPriority = 0
}
m_ eDrawOverheadStatus = "OVERHEAD_ DRAW_ NEVER"
m_ bReverseHudProgressBar = false
m_ strSmallIconCssClass = ""
m_ strHintText = ""
m_ strModifierOverrideStatusID = ""
m_ strHudIcon = panorama : ""
m_ eHudDisplayLocation = "DISPLAY_ HUD_ LEFT"
m_ eModifierDisplayLocaiton = "MODIFIER_ DISPLAY_ LOCAITON_ ALL"
m_ strHudMessageText = ""
m_ bIsHiddenOverhead = false
m_ vecAlwaysShowInStatModifierUI = [ ]
m_ OnCreateResponse =
{
m_ nConcept = "CITADEL_ CONCEPT_ NONE"
m_ Criteria =
{
}
m_ nFilterType = "MODIFIER_ RR_ FILTER_ BROADCAST"
m_ nSpeakerType = "MODIFIER_ RR_ SPEAKER_ PARENT"
}
m_ cameraSequenceCreated =
{
m_ strToken = ""
m_ bIsEmpty = false
m_ nPriority = 1
m_ vecDistanceOperations = [ ]
m_ vecFOVOperations = [ ]
m_ vecTargetPosOperations = [ ]
m_ vecVertOffsetOperations = [ ]
m_ vecHorizOffsetOperations = [ ]
}
m_ bEndCreatedSequenceOnRemove = true
m_ cameraSequenceRemoved =
{
m_ strToken = ""
m_ bIsEmpty = false
m_ nPriority = 1
m_ vecDistanceOperations = [ ]
m_ vecFOVOperations = [ ]
m_ vecTargetPosOperations = [ ]
m_ vecVertOffsetOperations = [ ]
m_ vecHorizOffsetOperations = [ ]
}
m_ BarrierBehavior = "MODIFIER_ BARRIER_ BEHAVIOR_ KEEP_ ON_ DESTROY"
m_ BarrierCreateParticle = resource_ name : ""
m_ bSupressDefaultBarrierBreakParticle = false
m_ sExpiredSound = soundevent : ""
m_ FootstepOverride =
{
m_ sFootstepSound = soundevent : ""
m_ nFootstepPriority = -1
}
m_ FootstepAdditional = soundevent : ""
m_ flOutOfCombatHealthRegen = 0.0
m_ flOutOfCombatRegenDelay = 0.0
}