Unstable 0.16.1.0

This commit is contained in:
Markus Isberg
2022-01-27 00:30:32 +09:00
parent 7d6421a548
commit b259af5911
161 changed files with 1913 additions and 638 deletions
@@ -23,7 +23,9 @@ namespace Barotrauma.Abilities
multiplier = 0 + Character.Info.GetSavedStatValue(StatTypes.None, scalingStatIdentifier);
}
targetCharacter.GiveMoney((int)(multiplier * amount));
int totalAmount = (int)(multiplier * amount);
targetCharacter.GiveMoney(totalAmount);
GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
}
protected override void ApplyEffect(AbilityObject abilityObject)
@@ -16,7 +16,9 @@ namespace Barotrauma.Abilities
{
if ((abilityObject as IAbilityCharacter)?.Character is Character character)
{
Character.GiveMoney((int)(vitalityPercentage * character.MaxVitality));
int totalAmount = (int)(vitalityPercentage * character.MaxVitality);
Character.GiveMoney(totalAmount);
GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
}
}
}
@@ -30,6 +30,7 @@ namespace Barotrauma.Abilities
if (!enemyCharacter.LockHands) { continue; }
if (timesGiven > max) { continue; }
Character.GiveMoney(moneyAmount);
GameAnalyticsManager.AddMoneyGainedEvent(moneyAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
foreach (Character character in Character.GetFriendlyCrew(Character))
{
character.Info?.GiveExperience(experienceAmount);
@@ -12,8 +12,6 @@ namespace Barotrauma.Abilities
private readonly int moneyPerMission;
private static List<Client> clientsAlreadyUsed = new List<Client>();
public CharacterAbilityInsurancePolicy(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
{
moneyPerMission = abilityElement.GetAttributeInt("moneypermission", 0);
@@ -23,7 +21,9 @@ namespace Barotrauma.Abilities
{
if (Character?.Info is CharacterInfo info)
{
Character.GiveMoney(moneyPerMission * info.MissionsCompletedSinceDeath);
int totalAmount = moneyPerMission * info.MissionsCompletedSinceDeath;
Character.GiveMoney(totalAmount);
GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
}
}
}