OverTimeEffectObject
class SoftKitty.OverTimeEffectObject : DataObject
OverTimeEffectObject is a DataObject that manages all over-time effect definitions within the system.
You can create this object via the context menu in any Project folder:
Create → SoftKitty → Data Objects → Over Time Effect Data
You can assign the created asset to the database in:
Project Settings → SoftKitty → Data Settings → Data

After assigned the data object, a editor interface can be found at:
Project Settings → SoftKitty → SubData - OverTimeEffect
Where you can easily manage OTE with convenient editor interface.

Properties
public static OverTimeEffectObject instance
Retrieve the instance of the OverTimeEffectObject instance assigned in SoftKitty Data Settings.
List<OverTimeEffect> OverTimeEffects
A list of all over-time effects available in the system, including damage-over-time effects, buffs, and debuffs.
Each entry defines:
- Duration
- Stacking rules
- Visual representation
- Execution logic
See: OverTimeEffect
float OverTimeEffectInterval
The global tick interval (in seconds) used to evaluate over-time effects.
Example:
1.0→ effects tick once per second0.2→ effects tick five times per second
Methods
GetOverTimeEffect(int id)
Retrieves an over-time effect using its integer ID.
OverTimeEffect effect = data.GetOverTimeEffect(3);
Use this for performance-critical lookups.
GetOverTimeEffect(string uid)
Retrieves an over-time effect using its string UID.
OverTimeEffect effect = data.GetOverTimeEffect("fireDot");
More readable and convenient for scripting.