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BuffType.cs
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221 lines (190 loc) · 8.61 KB
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namespace LeagueSharp
{
/// <summary>
/// Every buff can be grouped into a certain type. This enum defines these.
/// </summary>
public enum BuffType
{
/// <summary>
/// Internal (Buff Type)
/// A unit that holds an internal buff indicates it's a buff that is connected towards the set range of champions only.
/// </summary>
Internal,
/// <summary>
/// Aura (Buff Type)
/// Passive modifier to units that are near the aura source, which may be a champion that has the aura thanks to an
/// ability of his own or to an item he is holding, or an object, which can only be placed by a champion.
/// </summary>
Aura,
/// <summary>
/// Combat Enchancer (Buff Type)
/// A unit that holds the combat enchancer buff is temporarily boosted during an active combat, the source of the buff
/// indicates which values are enhanced.
/// </summary>
CombatEnchancer,
/// <summary>
/// Combat Dehancer (Buff Type)
/// A unit that holds the combat dehancer buff is temporarily deboosted during an active combat, the source of the buff
/// indicates which values are weaken.
/// </summary>
CombatDehancer,
/// <summary>
/// Spell Shield (Buff Type)
/// Game mechanic which grants temporary health to a unit for some time. These shields absorb a set amount of
/// damage before it disappears, whether because it reached its capacity of damage absorption or because its duration
/// ran out. It is marked by an extra white bar in the unit's health bar.
/// </summary>
SpellShield,
/// <summary>
/// Stun (Buff Type)
/// A unit that is stunned is unable to move, attack or cast abilities for the duration.
/// </summary>
Stun,
/// <summary>
/// Invisibility (Buff Type)
/// Stealth is the mechanic by which some units become invisible for a determined period of time.
/// </summary>
Invisibility,
/// <summary>
/// Silence (Buff Type)
/// A unit that is silenced cannot cast abilities or activate items for the duration.
/// </summary>
Silence,
/// <summary>
/// Taunt (Buff Type)
/// A unit that is taunted will attempt to Autoattack the source of the taunt for the duration.
/// </summary>
Taunt,
/// <summary>
/// Polymorph (Buff Type)
/// A combination of Disarm and Silence (aka Pacify). The only example also reduces movement speed for the duration.
/// </summary>
Polymorph,
/// <summary>
/// Slow (Buff Type)
/// A unit that is slowed has reduced movement and/or attack speed for the duration.
/// </summary>
Slow,
/// <summary>
/// Snare (Buff Type)
/// A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a Snare).
/// </summary>
Snare,
/// <summary>
/// Damage (Buff Type)
/// Damage is a property of autoattacks, abilities and on-hit effects in League of Legends that can, in its rawest
/// form, be viewed as the aftermath of an attack on a unit or structure.
/// </summary>
Damage,
/// <summary>
/// Heal (Buff Type)
/// A unit that has the heal buff would regenerate an additional fixed amount of health points based on the given value
/// by the heal source.
/// </summary>
Heal,
/// <summary>
/// Haste (Buff Type)
/// A unit that has haste would temporarily have more movement speed that decays over time.
/// </summary>
Haste,
/// <summary>
/// Spell Immunity (Buff Type)
/// A unit that has spell immunity would ignore all damage or effects that can be blocked by the spell.
/// </summary>
SpellImmunity,
/// <summary>
/// Physical Immunity (Buff Type)
/// A unit that has physical immunity would ignore all damage from a physical source.
/// </summary>
PhysicalImmunity,
/// <summary>
/// Invulnerability (Buff Type)
/// Invulnerability reduces all damage taken to 0 and is the only form of damage reduction that affects true damage.
/// Drain effects, such as life steal, will have no effect against invulnerability.
/// </summary>
Invulnerability,
/// <summary>
/// Sleep (Buff Type)
/// A unit that has the sleep buff has fell asleep and is unable to cast any spells or move for a set amount of time.
/// </summary>
Sleep,
/// <summary>
/// Near Sight (Buff Type)
/// A unit that has the near sight buff would scout a set distance from the unit's location, the given distance and
/// true sight is defined by the source of the buff.
/// </summary>
NearSight,
/// <summary>
/// Frenzy (Buff Type)
/// Frenzy is a tier 5 offense mastery with 1 rank, critical strikes increase your attack speed by 5% for 3 seconds,
/// stacking up to 3 times.
/// </summary>
Frenzy,
/// <summary>
/// Fear (Buff Type)
/// A unit that is feared move around randomly at reduced movement speed for the duration. There are currently no
/// examples of Fear that affect champions.
/// </summary>
Fear,
/// <summary>
/// Charm (Buff Type)
/// A unit that is charmed will move toward the source for the duration.
/// </summary>
Charm,
/// <summary>
/// Poison (Buff Type)
/// Damage over time (DoT) is a term used to describe a single spell or attack which deals full damage not instantly
/// but over a period of time, dealing a portion of its total damage at regular intervals. The damage is often done
/// every second or every half-second, and each instant in which it is dealt is called a "tick."
/// </summary>
Poison,
/// <summary>
/// Suppression (Buff Type)
/// A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including
/// Cleanse). The duration is also unaffected by crowd control reduction.
/// </summary>
Suppression,
/// <summary>
/// Blind (Buff Type)
/// A unit that is blind will miss its auto-attacks for the duration. Miss occurs on-hit, and does not prevent attacks
/// from being declared.
/// </summary>
Blind,
/// <summary>
/// Counter (Buff Type)
/// A unit that holds the counter buff will counter any set damage or effect that is indicated by the source of the
/// buff.
/// </summary>
Counter,
/// <summary>
/// Shred (Buff Type)
/// A unit that has the shred buff is actively playing an audio around the unit's position in a fixed range, and scales
/// with it's casts.
/// This buff is intended for Sona.
/// </summary>
Shred,
/// <summary>
/// Flee (Buff Type)
/// A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.
/// </summary>
Flee,
/// <summary>
/// Knockup (Buff Type)
/// A knockup causes the target to be made airborne on the spot. The duration depends on how high is the target thrown
/// into the air, from 0.75 seconds (Rammus' Powerball) to 1.5 (Lulu's Wild Growth).
/// </summary>
Knockup,
/// <summary>
/// Knockback (Buff Type)
/// A knockback causes the target to be made airborne in a direction away from the point of cast.The duration depends
/// on how far the target travels, from 0.75 seconds (Rammus' Powerball) to 1.5 (Lulu's Wild Growth).
/// </summary>
Knockback,
/// <summary>
/// Disarm (Buff Type)
/// A unit that is disarmed cannot declare attacks for the duration. There are currently no examples of Disarm as a
/// standalone crowd control type.
/// </summary>
Disarm
}
}