Build 0.21.6.0

This commit is contained in:
Markus Isberg
2023-01-31 18:01:29 +02:00
parent 697ec52120
commit 25fa5a9552
145 changed files with 2317 additions and 1145 deletions
@@ -321,6 +321,7 @@ namespace Barotrauma
{
public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
public readonly float MinInterval, MaxInterval;
public readonly float MinStrength, MaxStrength;
public PeriodicEffect(ContentXElement element, string parentDebugName)
{
@@ -335,8 +336,10 @@ namespace Barotrauma
}
else
{
MinInterval = Math.Max(element.GetAttributeFloat("mininterval", 1.0f), 1.0f);
MaxInterval = Math.Max(element.GetAttributeFloat("maxinterval", 1.0f), MinInterval);
MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 1.0f);
MaxInterval = Math.Max(element.GetAttributeFloat(nameof(MaxInterval), 1.0f), MinInterval);
MinStrength = Math.Max(element.GetAttributeFloat(nameof(MinStrength), 0f), 0f);
MaxStrength = Math.Max(element.GetAttributeFloat(nameof(MaxStrength), MinStrength), MinStrength);
}
}
}
@@ -415,8 +418,8 @@ namespace Barotrauma
//how much karma changes when a player applies this affliction to someone (per strength of the affliction)
public float KarmaChangeOnApplied;
public float BurnOverlayAlpha;
public float DamageOverlayAlpha;
public readonly float BurnOverlayAlpha;
public readonly float DamageOverlayAlpha;
//steam achievement given when the affliction is removed from the controlled character
public readonly Identifier AchievementOnRemoved;
@@ -427,6 +430,20 @@ namespace Barotrauma
public readonly Sprite AfflictionOverlay;
public readonly bool AfflictionOverlayAlphaIsLinear;
public readonly bool DamageParticles;
/// <summary>
/// An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target.
/// If the affliction causes damage or is of type poison or paralysis, the skill is increased only when the target is hostile.
/// If the affliction is of type buff, the skill is increased only when the target is friendly.
/// </summary>
public readonly float MedicalSkillGain;
/// <summary>
/// An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target.
/// The skill is increased only when the target is hostile.
/// </summary>
public readonly float WeaponsSkillGain;
private readonly List<Effect> effects = new List<Effect>();
private readonly List<PeriodicEffect> periodicEffects = new List<PeriodicEffect>();
@@ -528,6 +545,10 @@ namespace Barotrauma
ResetBetweenRounds = element.GetAttributeBool("resetbetweenrounds", false);
DamageParticles = element.GetAttributeBool(nameof(DamageParticles), true);
WeaponsSkillGain = element.GetAttributeFloat(nameof(WeaponsSkillGain), 0.0f);
MedicalSkillGain = element.GetAttributeFloat(nameof(MedicalSkillGain), 0.0f);
List<Description> descriptions = new List<Description>();
foreach (var subElement in element.Elements())
{
@@ -708,7 +708,7 @@ namespace Barotrauma
return;
}
}
if (Character.Params.Health.PoisonImmunity && newAffliction.Prefab.AfflictionType == "poison") { return; }
if (Character.Params.Health.PoisonImmunity && (newAffliction.Prefab.AfflictionType == "poison" || newAffliction.Prefab.AfflictionType == "paralysis")) { return; }
if (Character.EmpVulnerability <= 0 && newAffliction.Prefab.AfflictionType == "emp") { return; }
if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
{