v1.4.4.1 (Blood in the Water Update)
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@@ -1,22 +1,22 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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/// <summary>
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/// Performs a skill check and executes either the Success or Failure child actions depending on whether the check succeeds.
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/// </summary>
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class SkillCheckAction : BinaryOptionAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "The identifier of the skill to check.")]
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public Identifier RequiredSkill { get; set; }
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[Serialize(0.0f, IsPropertySaveable.Yes)]
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[Serialize(0.0f, IsPropertySaveable.Yes, description: "The required skill level for the check to succeed.")]
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public float RequiredLevel { get; set; }
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[Serialize(true, IsPropertySaveable.Yes)]
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the skill check be probability-based (i.e. if you have half the required skill level, the chance of success is 50%), or should the check always fail when under the required level and always succeed when above? ")]
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public bool ProbabilityBased { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character(s) whose skill to check. If there are multiple targets, the action succeeds if any of their skill checks succeeds.")]
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public Identifier TargetTag { get; set; }
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public SkillCheckAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
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