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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 second
  • 0.2 → 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.