v1.0.13.1 (first post-1.0 patch)
This commit is contained in:
@@ -75,88 +75,390 @@ namespace Barotrauma
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OnStatusEffectIdentifier,
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}
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/// <summary>
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/// StatTypes are used to alter several traits of a character. They are mostly used by talents.
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///
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/// A lot of StatTypes use a "percentage" value. The way this works is that the value is 0 by default and 1 is added to the value of the stat type to get the final multiplier.
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/// For example if the value is set to 0.2 then 1 is added to it making it 1.2 and that is used as a multiplier.
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/// This makes it so values between -100% and +100% can be easily represented as -1 and 1 respectively. For example 0.5 would translate to 1.5 for +50% and -0.2 would translate to 0.8 for -20% multiplier.
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/// </summary>
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public enum StatTypes
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{
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/// <summary>
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/// Used to indicate an invalid stat type. Should not be used.
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/// </summary>
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None,
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// Skills
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/// <summary>
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/// Boosts electrical skill by a flat amount.
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/// </summary>
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ElectricalSkillBonus,
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/// <summary>
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/// Boosts helm skill by a flat amount.
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/// </summary>
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HelmSkillBonus,
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HelmSkillOverride,
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MedicalSkillOverride,
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WeaponsSkillOverride,
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ElectricalSkillOverride,
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MechanicalSkillOverride,
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/// <summary>
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/// Boosts mechanical skill by a flat amount.
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/// </summary>
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MechanicalSkillBonus,
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/// <summary>
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/// Boosts medical skill by a flat amount.
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/// </summary>
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MedicalSkillBonus,
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/// <summary>
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/// Boosts weapons skill by a flat amount.
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/// </summary>
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WeaponsSkillBonus,
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// Character attributes
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/// <summary>
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/// Boosts the character's helm skill to the given value if it's lower than the given value.
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/// </summary>
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HelmSkillOverride,
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/// <summary>
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/// Boosts the character's medical skill to the given value if it's lower than the given value.
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/// </summary>
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MedicalSkillOverride,
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/// <summary>
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/// Boosts the character's weapons skill to the given value if it's lower than the given value.
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/// </summary>
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WeaponsSkillOverride,
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/// <summary>
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/// Boosts the character's electrical skill to the given value if it's lower than the given value.
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/// </summary>
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ElectricalSkillOverride,
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/// <summary>
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/// Boosts the character's mechanical skill to the given value if it's lower than the given value.
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/// </summary>
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MechanicalSkillOverride,
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/// <summary>
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/// Increases character's maximum vitality by a percentage.
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/// </summary>
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MaximumHealthMultiplier,
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/// <summary>
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/// Increases both walking and swimming speed of the character by a percentage.
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/// </summary>
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MovementSpeed,
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/// <summary>
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/// Increases the character's walking speed by a percentage.
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/// </summary>
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WalkingSpeed,
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/// <summary>
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/// Increases the character's swimming speed by a percentage.
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/// </summary>
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SwimmingSpeed,
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/// <summary>
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/// Decreases how long it takes for buffs applied to the character decay over time by a percentage.
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/// Buffs are afflictions that have isBuff set to true.
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/// </summary>
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BuffDurationMultiplier,
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/// <summary>
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/// Decreases how long it takes for debuff applied to the character decay over time by a percentage.
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/// Debuffs are afflictions that have isBuff set to false.
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/// </summary>
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DebuffDurationMultiplier,
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/// <summary>
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/// Increases the strength of afflictions that are applied to the character by a percentage.
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/// Medicines are items that have the "medical" tag.
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/// </summary>
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MedicalItemEffectivenessMultiplier,
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/// <summary>
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/// Increases the resistance to pushing force caused by flowing water by a percentage. The resistance cannot be below 0% or higher than 100%.
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/// </summary>
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FlowResistance,
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// Combat
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/// <summary>
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/// Increases how much damage the character deals via all attacks by a percentage.
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/// </summary>
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AttackMultiplier,
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/// <summary>
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/// Increases how much damage the character deals to other characters on the same team by a percentage.
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/// </summary>
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TeamAttackMultiplier,
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/// <summary>
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/// Decreases the reload time of ranged weapons held by the character by a percentage.
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/// </summary>
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RangedAttackSpeed,
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/// <summary>
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/// Decreases the reload time of submarine turrets operated by the character by a percentage.
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/// </summary>
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TurretAttackSpeed,
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/// <summary>
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/// Decreases the power consumption of submarine turrets operated by the character by a percentage.
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/// </summary>
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TurretPowerCostReduction,
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/// <summary>
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/// Increases how fast submarine turrets operated by the character charge up by a percentage. Affects turrets like pulse laser.
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/// </summary>
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TurretChargeSpeed,
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/// <summary>
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/// Increases how fast the character can swing melee weapons by a percentage.
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/// </summary>
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MeleeAttackSpeed,
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/// <summary>
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/// Increases the damage dealt by melee weapons held by the character by a percentage.
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/// </summary>
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MeleeAttackMultiplier,
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RangedAttackMultiplier,
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/// <summary>
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/// Decreases the spread of ranged weapons held by the character by a percentage.
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/// </summary>
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RangedSpreadReduction,
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// Utility
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/// <summary>
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/// Increases the repair speed of the character by a percentage.
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/// </summary>
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RepairSpeed,
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/// <summary>
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/// Increases the repair speed of the character when repairing mechanical items by a percentage.
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/// </summary>
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MechanicalRepairSpeed,
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/// <summary>
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/// Increase deconstruction speed of deconstructor operated by the character by a percentage.
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/// </summary>
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DeconstructorSpeedMultiplier,
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/// <summary>
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/// Increases the repair speed of repair tools that fix submarine walls by a percentage.
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/// </summary>
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RepairToolStructureRepairMultiplier,
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/// <summary>
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/// Increases the wall damage of tools that destroy submarine walls like plasma cutter by a percentage.
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/// </summary>
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RepairToolStructureDamageMultiplier,
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/// <summary>
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/// Increase the detach speed of items like minerals that require a tool to detach from the wall by a percentage.
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/// </summary>
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RepairToolDeattachTimeMultiplier,
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/// <summary>
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/// Allows the character to repair mechanical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair mechanical items to 110% condition.
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/// </summary>
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MaxRepairConditionMultiplierMechanical,
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/// <summary>
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/// Allows the character to repair electrical items past the maximum condition by a flat percentage amount. For example setting this to 0.1 allows the character to repair electrical items to 110% condition.
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/// </summary>
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MaxRepairConditionMultiplierElectrical,
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/// <summary>
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/// Increase the the quality of items crafted by the character by a flat amount.
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/// Can be made to only affect certain item with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all items.
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/// </summary>
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IncreaseFabricationQuality,
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/// <summary>
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/// Boosts the condition of genes combined by the character by a flat amount.
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/// </summary>
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GeneticMaterialRefineBonus,
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/// <summary>
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/// Reduces the chance to taint a gene when combining genes by a percentage. Tainting probability can not go below 0% or above 100%.
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/// </summary>
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GeneticMaterialTaintedProbabilityReductionOnCombine,
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/// <summary>
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/// Increases the speed at which the character gains skills by a percentage.
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/// </summary>
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SkillGainSpeed,
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/// <summary>
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/// Whenever the character's skill level up add a flat amount of more skill levels to the character.
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/// </summary>
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ExtraLevelGain,
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/// <summary>
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/// Increases the speed at which the character gains helm skill by a percentage.
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/// </summary>
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HelmSkillGainSpeed,
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/// <summary>
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/// Increases the speed at which the character gains weapons skill by a percentage.
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/// </summary>
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WeaponsSkillGainSpeed,
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/// <summary>
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/// Increases the speed at which the character gains medical skill by a percentage.
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/// </summary>
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MedicalSkillGainSpeed,
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/// <summary>
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/// Increases the speed at which the character gains electrical skill by a percentage.
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/// </summary>
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ElectricalSkillGainSpeed,
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/// <summary>
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/// Increases the speed at which the character gains mechanical skill by a percentage.
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/// </summary>
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MechanicalSkillGainSpeed,
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/// <summary>
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/// Increases the strength of afflictions the character applies to other characters via medicine by a percentage.
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/// Medicines are items that have the "medical" tag.
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/// </summary>
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MedicalItemApplyingMultiplier,
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MedicalItemDurationMultiplier,
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/// <summary>
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/// Increases the strength of afflictions the character applies to other characters via medicine by a percentage.
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/// Works only for afflictions that have isBuff set to true.
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/// </summary>
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BuffItemApplyingMultiplier,
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/// <summary>
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/// Increases the strength of afflictions the character applies to other characters via medicine by a percentage.
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/// Works only for afflictions that have "poison" type.
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/// </summary>
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PoisonMultiplier,
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// Tinker
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/// <summary>
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/// Increases how long the character can tinker with items by a flat amount where 1 = 1 second.
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/// </summary>
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TinkeringDuration,
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/// <summary>
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/// Increases the effectiveness of the character's tinkerings by a percentage.
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/// Tinkering strength affects the speed and effectiveness of the item that is being tinkered with.
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/// </summary>
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TinkeringStrength,
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/// <summary>
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/// Increases how much condition tinkered items lose when the character tinkers with them by a percentage.
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/// </summary>
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TinkeringDamage,
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// Misc
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/// <summary>
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/// Increases how much reputation the character gains by a percentage.
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/// Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.
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/// </summary>
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ReputationGainMultiplier,
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/// <summary>
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/// Increases how much reputation the character loses by a percentage.
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/// Can be made to only affect certain factions with a given tag types by specifying a tag via CharacterAbilityGivePermanentStat, when no tag is specified the ability affects all factions.
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/// </summary>
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ReputationLossMultiplier,
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/// <summary>
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/// Increases how much money the character gains from missions by a percentage.
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/// </summary>
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MissionMoneyGainMultiplier,
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/// <summary>
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/// Increases how much talent experience the character gains from all sources by a percentage.
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/// </summary>
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ExperienceGainMultiplier,
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/// <summary>
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/// Increases how much talent experience the character gains from missions by a percentage.
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/// </summary>
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MissionExperienceGainMultiplier,
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/// <summary>
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/// Increases how many missions the characters crew can have at the same time by a flat amount.
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/// </summary>
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ExtraMissionCount,
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/// <summary>
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/// Increases how many items are in stock in special sales in the store by a flat amount.
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/// </summary>
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ExtraSpecialSalesCount,
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/// <summary>
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/// Increases how much money is gained from selling items to the store by a percentage.
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/// </summary>
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StoreSellMultiplier,
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/// <summary>
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/// Decreases the prices of items in affiliated store by a percentage.
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/// </summary>
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StoreBuyMultiplierAffiliated,
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/// <summary>
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/// Decreases the prices of items in all stores by a percentage.
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/// </summary>
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StoreBuyMultiplier,
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/// <summary>
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/// Decreases the price of upgrades and submarines in affiliated outposts by a percentage.
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/// </summary>
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ShipyardBuyMultiplierAffiliated,
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/// <summary>
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/// Decreases the price of upgrades and submarines in all outposts by a percentage.
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/// </summary>
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ShipyardBuyMultiplier,
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/// <summary>
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/// Limits how many of a certain item can be attached to the wall in the submarine at the same time.
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/// Has to be used with CharacterAbilityGivePermanentStat to specify the tag of the item that is affected. Does nothing if no tag is specified.
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/// </summary>
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MaxAttachableCount,
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/// <summary>
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/// Increase the radius of explosions caused by the character by a percentage.
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/// </summary>
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ExplosionRadiusMultiplier,
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/// <summary>
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/// Increases the damage of explosions caused by the character by a percentage.
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/// </summary>
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ExplosionDamageMultiplier,
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/// <summary>
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/// Decreases the time it takes to fabricate items on fabricators operated by the character by a percentage.
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/// </summary>
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FabricationSpeed,
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/// <summary>
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/// Increases how much damage the character deals to ballast flora by a percentage.
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/// </summary>
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BallastFloraDamageMultiplier,
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/// <summary>
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/// Increases the time it takes for the character to pass out when out of oxygen.
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/// </summary>
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HoldBreathMultiplier,
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/// <summary>
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/// Used to set the character's apprencticeship to a certain job.
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/// Used by the "apprenticeship" talent and requires a job to be specified via CharacterAbilityGivePermanentStat.
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/// </summary>
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Apprenticeship,
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Affiliation,
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/// <summary>
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/// Increases the revival chance of the character when performing CPR by a percentage.
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/// </summary>
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CPRBoost,
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/// <summary>
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/// Can be used to prevent certain talents from being unlocked by specifying the talent's identifier via CharacterAbilityGivePermanentStat.
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/// </summary>
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LockedTalents
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}
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@@ -175,22 +477,77 @@ namespace Barotrauma
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FabricationSpeed
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}
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/// <summary>
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/// AbilityFlags are a set of toggleable flags that can be applied to characters.
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/// </summary>
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[Flags]
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public enum AbilityFlags
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{
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/// <summary>
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/// Used to indicate an erroneous ability flag. Should not be used.
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/// </summary>
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None = 0,
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/// <summary>
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/// Character will not be able to run.
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/// </summary>
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MustWalk = 0x1,
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/// <summary>
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/// Character is immune to pressure.
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/// </summary>
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ImmuneToPressure = 0x2,
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/// <summary>
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/// Character won't be targeted by enemy AI.
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/// </summary>
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IgnoredByEnemyAI = 0x4,
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/// <summary>
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/// Character can drag corpses without a movement speed penalty.
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/// </summary>
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MoveNormallyWhileDragging = 0x8,
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/// <summary>
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/// Character is able to tinker with items.
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/// </summary>
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CanTinker = 0x10,
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/// <summary>
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/// Character is able to tinker with fabricators and deconstructors.
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/// </summary>
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CanTinkerFabricatorsAndDeconstructors = 0x20,
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/// <summary>
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/// Allows items tinkered by the character to consume no power.
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/// </summary>
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TinkeringPowersDevices = 0x40,
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/// <summary>
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/// Allows the character to gain skills past 100.
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/// </summary>
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GainSkillPastMaximum = 0x80,
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/// <summary>
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/// Allows the character to retain experience when respawning as a new character.
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/// </summary>
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RetainExperienceForNewCharacter = 0x100,
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/// <summary>
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/// Allows CharacterAbilityApplyStatusEffectsToLastOrderedCharacter to affect the last 2 characters ordered.
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/// </summary>
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AllowSecondOrderedTarget = 0x200,
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/// <summary>
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/// Character will stay conscious even if their vitality drops below 0.
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/// </summary>
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AlwaysStayConscious = 0x400,
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CanNotDieToAfflictions = 0x800,
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/// <summary>
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/// Prevents afflictions on the character from dropping the characters vitality below the kill threshold.
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/// The character can still die from sources like getting crushed by pressure or if their head is severed.
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/// </summary>
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CanNotDieToAfflictions = 0x800
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}
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[Flags]
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@@ -228,4 +585,4 @@ namespace Barotrauma
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Local,
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Radio
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}
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}
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}
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