Class BlessSpell NamespaceGrindFest AssemblyGrindFest.dll public class BlessSpell : StatModifySpell Inheritance object Skill ActiveSkill Spell StatModifySpell BlessSpell Inherited Members StatModifySpell.PositiveEffectPrefab StatModifySpell.NegativeEffectPrefab StatModifySpell.BaseAmount StatModifySpell.BaseDuration StatModifySpell.BuffFlags StatModifySpell.InvertEffectOnResist StatModifySpell.Description StatModifySpell.ManaCost StatModifySpell.CanUse() StatModifySpell.Cast() StatModifySpell.StatAmount StatModifySpell.Duration Spell.Category Spell.CastAnimationAddress Spell.CastAnimation Spell.AcquireCastAnimation() Spell.IntelligenceBonusPercentage Spell.CastTime Spell.Element Spell.Use() Spell.WaitForCastAnimationEvent(string) Spell.Fizzle() ActiveSkill.Coroutine ActiveSkill.SwappedItem ActiveSkill.OldLeftHandItem ActiveSkill.OldRightHandItem ActiveSkill.MovementInterrupts ActiveSkill.OnRemoved() ActiveSkill.PlayUpperBodyAnimation(ITransition, float) ActiveSkill.PlayAnimation(ITransition, int, float) ActiveSkill.PlayAnimation(AnimationClip, int, float) ActiveSkill.PlayUpperBodyAnimation(AnimationClip, float) ActiveSkill.WaitForAnimation(AnimationClip, float, float) ActiveSkill.WaitForAnimation(ITransition, float, float) ActiveSkill.FadeUpperBodyLayer(float) ActiveSkill.WaitForWeaponAnimation(int, ClipTransitionAsset.UnShared) ActiveSkill.WaitForWeaponAnimation(ClipTransition, int) ActiveSkill.WaitForRestOfWeaponAnimation() ActiveSkill.PlayWeaponAnimation(Action) ActiveSkill.WaitForAnimationEvent(ClipTransition, string) ActiveSkill.WaitForAnimationEvent(ITransition, string, float) ActiveSkill.AcquireAsset<T>(string, Action<T>) ActiveSkill.AcquireSubAsset<T>(string, string, Action<T>) ActiveSkill.AcquireTransition(string, Action<ClipTransition>) ActiveSkill.TrySwapEquipment<T>(Predicate<ItemBehaviour>, string, out T) ActiveSkill.SwapEquipment(EquipableBehaviour) ActiveSkill.RestoreEquipment() ActiveSkill.GetBestMeleeEnemy() ActiveSkill.GetEnemiesInArc(float, float, Vector3, HashSet<CombatBehaviour>) ActiveSkill.GetEnemiesInLine(float, HashSet<CombatBehaviour>) ActiveSkill.WeaponDamage(CombatBehaviour, Element, float) ActiveSkill.WeaponDamage(HashSet<CombatBehaviour>, Element, float) ActiveSkill.WeaponDamage(Collision, Element, float) ActiveSkill.InstantiateProjectile(Projectile, Transform) Skill.User Skill.name Skill.TypeName Skill.CooldownTimer Skill.DurationTimer Skill.IsTemporary Skill.Target Skill.TargetPosition Skill.TargetCombatant Skill.Finished Skill.Icon Skill.DisplayName Skill.GetTooltipDescription() Skill.MaxLevel Skill.Cooldown Skill.Range Skill.RequiredLevel Skill.RequiredStrength Skill.RequiredDexterity Skill.RequiredIntelligence Skill.Rarity Skill.IsHidden Skill.IsLearnable Skill.CanBeInterrupted Skill.TargetType Skill.OnAdded() Skill.Tick(float) Skill.GainXP(float) Skill.GetRequiredStrength(int) Skill.GetRequiredDexterity(int) Skill.GetRequiredIntelligence(int) Skill.CheckSkillRequirement(int, HeroController, bool) Skill.BuildTooltipDescription() Skill.ShowTooltip(ShowTooltip, GameObject) Skill.PlayEffect(ParticleSystem, Vector3, Vector3, Quaternion) Skill.PlayEffect(ParticleSystem, Transform, Vector3) Skill.PlaySound(EventReference, Vector3) Skill._colliders Skill._hits Skill._enemies Skill.GetEnemiesInRadius(Vector3, float, HashSet<CombatBehaviour>) Skill.GetEnemiesInRadius(float, HashSet<CombatBehaviour>) Skill.IsValidEnemy(CombatBehaviour) Skill.WaitForSeconds(float) Skill.MoveTo(Vector3, float) Skill.Level Skill.OnLevelChanged Properties Command