v1.4.4.1 (Blood in the Water Update)

This commit is contained in:
Regalis11
2024-04-24 18:09:05 +03:00
parent 89b91d1c3e
commit ff1b8951a7
397 changed files with 15250 additions and 6479 deletions
@@ -1,22 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
/// <summary>
/// Performs a skill check and executes either the Success or Failure child actions depending on whether the check succeeds.
/// </summary>
class SkillCheckAction : BinaryOptionAction
{
[Serialize("", IsPropertySaveable.Yes)]
[Serialize("", IsPropertySaveable.Yes, description: "The identifier of the skill to check.")]
public Identifier RequiredSkill { get; set; }
[Serialize(0.0f, IsPropertySaveable.Yes)]
[Serialize(0.0f, IsPropertySaveable.Yes, description: "The required skill level for the check to succeed.")]
public float RequiredLevel { get; set; }
[Serialize(true, IsPropertySaveable.Yes)]
[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? ")]
public bool ProbabilityBased { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
[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.")]
public Identifier TargetTag { get; set; }
public SkillCheckAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)