using Content.Shared.EntityConditions; using Content.Shared.EntityEffects.Effects; using Robust.Shared.Prototypes; namespace Content.Shared.EntityEffects; /// /// A prototype for entity effects which can be reused via . /// [Prototype] public sealed partial class EntityEffectPrototype: IPrototype { [IdDataField] public string ID { get; private set; } = string.Empty; /// /// The effects of this prototype. /// [DataField(required: true)] public EntityEffect[] Effects = default!; /// /// Conditions checked for this effect, regardless of the using it. /// Currently not included in the guidebook text! /// [DataField] public EntityCondition[]? Conditions; /// /// An override for the effect guidebook text, has "chance" passed from 0 to 1. /// By default one is generated from each effect. /// [DataField] public LocId? GuidebookText; }