Unstable 0.16.1.0
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+3
-1
@@ -23,7 +23,9 @@ namespace Barotrauma.Abilities
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multiplier = 0 + Character.Info.GetSavedStatValue(StatTypes.None, scalingStatIdentifier);
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}
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targetCharacter.GiveMoney((int)(multiplier * amount));
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int totalAmount = (int)(multiplier * amount);
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targetCharacter.GiveMoney(totalAmount);
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GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
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}
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protected override void ApplyEffect(AbilityObject abilityObject)
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+3
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@@ -16,7 +16,9 @@ namespace Barotrauma.Abilities
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{
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if ((abilityObject as IAbilityCharacter)?.Character is Character character)
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{
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Character.GiveMoney((int)(vitalityPercentage * character.MaxVitality));
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int totalAmount = (int)(vitalityPercentage * character.MaxVitality);
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Character.GiveMoney(totalAmount);
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GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
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}
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}
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}
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+1
@@ -30,6 +30,7 @@ namespace Barotrauma.Abilities
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if (!enemyCharacter.LockHands) { continue; }
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if (timesGiven > max) { continue; }
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Character.GiveMoney(moneyAmount);
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GameAnalyticsManager.AddMoneyGainedEvent(moneyAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
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foreach (Character character in Character.GetFriendlyCrew(Character))
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{
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character.Info?.GiveExperience(experienceAmount);
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+3
-3
@@ -12,8 +12,6 @@ namespace Barotrauma.Abilities
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private readonly int moneyPerMission;
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private static List<Client> clientsAlreadyUsed = new List<Client>();
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public CharacterAbilityInsurancePolicy(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement)
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{
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moneyPerMission = abilityElement.GetAttributeInt("moneypermission", 0);
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@@ -23,7 +21,9 @@ namespace Barotrauma.Abilities
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{
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if (Character?.Info is CharacterInfo info)
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{
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Character.GiveMoney(moneyPerMission * info.MissionsCompletedSinceDeath);
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int totalAmount = moneyPerMission * info.MissionsCompletedSinceDeath;
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Character.GiveMoney(totalAmount);
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GameAnalyticsManager.AddMoneyGainedEvent(totalAmount, GameAnalyticsManager.MoneySource.Ability, CharacterTalent.Prefab.Identifier);
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}
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}
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}
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