Build 0.21.6.0
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+25
-4
@@ -321,6 +321,7 @@ namespace Barotrauma
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{
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public readonly List<StatusEffect> StatusEffects = new List<StatusEffect>();
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public readonly float MinInterval, MaxInterval;
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public readonly float MinStrength, MaxStrength;
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public PeriodicEffect(ContentXElement element, string parentDebugName)
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{
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@@ -335,8 +336,10 @@ namespace Barotrauma
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}
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else
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{
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MinInterval = Math.Max(element.GetAttributeFloat("mininterval", 1.0f), 1.0f);
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MaxInterval = Math.Max(element.GetAttributeFloat("maxinterval", 1.0f), MinInterval);
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MinInterval = Math.Max(element.GetAttributeFloat(nameof(MinInterval), 1.0f), 1.0f);
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MaxInterval = Math.Max(element.GetAttributeFloat(nameof(MaxInterval), 1.0f), MinInterval);
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MinStrength = Math.Max(element.GetAttributeFloat(nameof(MinStrength), 0f), 0f);
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MaxStrength = Math.Max(element.GetAttributeFloat(nameof(MaxStrength), MinStrength), MinStrength);
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}
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}
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}
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@@ -415,8 +418,8 @@ namespace Barotrauma
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//how much karma changes when a player applies this affliction to someone (per strength of the affliction)
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public float KarmaChangeOnApplied;
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public float BurnOverlayAlpha;
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public float DamageOverlayAlpha;
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public readonly float BurnOverlayAlpha;
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public readonly float DamageOverlayAlpha;
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//steam achievement given when the affliction is removed from the controlled character
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public readonly Identifier AchievementOnRemoved;
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@@ -427,6 +430,20 @@ namespace Barotrauma
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public readonly Sprite AfflictionOverlay;
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public readonly bool AfflictionOverlayAlphaIsLinear;
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public readonly bool DamageParticles;
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/// <summary>
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/// An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target.
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/// If the affliction causes damage or is of type poison or paralysis, the skill is increased only when the target is hostile.
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/// If the affliction is of type buff, the skill is increased only when the target is friendly.
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/// </summary>
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public readonly float MedicalSkillGain;
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/// <summary>
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/// An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target.
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/// The skill is increased only when the target is hostile.
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/// </summary>
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public readonly float WeaponsSkillGain;
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private readonly List<Effect> effects = new List<Effect>();
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private readonly List<PeriodicEffect> periodicEffects = new List<PeriodicEffect>();
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@@ -528,6 +545,10 @@ namespace Barotrauma
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ResetBetweenRounds = element.GetAttributeBool("resetbetweenrounds", false);
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DamageParticles = element.GetAttributeBool(nameof(DamageParticles), true);
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WeaponsSkillGain = element.GetAttributeFloat(nameof(WeaponsSkillGain), 0.0f);
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MedicalSkillGain = element.GetAttributeFloat(nameof(MedicalSkillGain), 0.0f);
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List<Description> descriptions = new List<Description>();
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foreach (var subElement in element.Elements())
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{
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@@ -708,7 +708,7 @@ namespace Barotrauma
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return;
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}
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}
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if (Character.Params.Health.PoisonImmunity && newAffliction.Prefab.AfflictionType == "poison") { return; }
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if (Character.Params.Health.PoisonImmunity && (newAffliction.Prefab.AfflictionType == "poison" || newAffliction.Prefab.AfflictionType == "paralysis")) { return; }
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if (Character.EmpVulnerability <= 0 && newAffliction.Prefab.AfflictionType == "emp") { return; }
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if (newAffliction.Prefab is AfflictionPrefabHusk huskPrefab)
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{
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