using System.Collections.Generic; using System.Xml.Linq; namespace Barotrauma.Abilities { class CharacterAbilityBountyHunter : CharacterAbility { private float vitalityPercentage; public CharacterAbilityBountyHunter(CharacterAbilityGroup characterAbilityGroup, XElement abilityElement) : base(characterAbilityGroup, abilityElement) { vitalityPercentage = abilityElement.GetAttributeFloat("vitalitypercentage", 0f); } protected override void ApplyEffect(AbilityObject abilityObject) { if ((abilityObject as IAbilityCharacter)?.Character is Character character) { Character.GiveMoney((int)(vitalityPercentage * character.MaxVitality)); } } } }