Unstable 1.8.4.0
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@@ -4,7 +4,6 @@ using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using static Barotrauma.MissionPrefab;
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namespace Barotrauma
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{
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@@ -61,6 +60,16 @@ namespace Barotrauma
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return RichString.Rich(TextManager.GetWithVariable("missionreward", "[reward]", "‖color:gui.orange‖" + rewardText + "‖end‖"));
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}
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public RichString GetDifficultyToolTipText()
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{
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// 2 skulls give +10% XP, 3 skulls +20% XP and 4 skulls give +30% XP.
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float xpBonusMultiplier = CalculateDifficultyXPMultiplier();
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float xpBonusPercentage = (xpBonusMultiplier - 1f) * 100f;
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int bonusRounded = (int)Math.Round(xpBonusPercentage);
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LocalizedString tooltipText = TextManager.GetWithVariable(tag: "missiondifficultyxpbonustooltip", varName: "[bonus]", value: bonusRounded.ToString());
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return RichString.Rich(tooltipText);
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}
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public RichString GetReputationRewardText()
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{
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List<LocalizedString> reputationRewardTexts = new List<LocalizedString>();
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@@ -117,6 +126,7 @@ namespace Barotrauma
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return string.Empty;
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}
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}
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partial void DistributeExperienceToCrew(IEnumerable<Character> crew, int experienceGain)
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{
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foreach (Character character in crew)
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