#pragma once #include "CppScripts.h" class AgSurvivalBuffStation : public CppScripts::Script { public: /** * @brief When the rebuild of self is complete, we calculate the behavior that is assigned to self in the database. * * @param self The Entity that called this script. * @param target The target of the self that called this script. */ void OnRebuildComplete(Entity* self, Entity* target) override; void OnTimerDone(Entity* self, std::string timerName) override; private: /** * Skill ID for the buff station. */ uint32_t skillIdForBuffStation = 201; /** * Behavior ID for the buff station. */ uint32_t behaviorIdForBuffStation = 1784; /** * Timer for dropping armor. */ float dropArmorTimer = 6.0f; /** * Timer for dropping life. */ float dropLifeTimer = 3.0f; /** * Timer for dropping imagination. */ float dropImaginationTimer = 4.0f; /** * Timer for smashing. */ float smashTimer = 25.0f; /** * LOT for armor powerup. */ LOT armorPowerup = 6431; /** * LOT for life powerup. */ LOT lifePowerup = 177; /** * LOT for imagination powerup. */ LOT imaginationPowerup = 935; };