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;
}