Barotrauma Client Doc
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AfflictionPrefab is a prefab that defines a type of affliction that can be applied to a character. There are multiple sub-types of afflictions such as AfflictionPrefabHusk, AfflictionPsychosis and AfflictionBleeding that can be used for additional functionality. More...
Classes | |
class | Description |
The description element can be used to define descriptions for the affliction which are shown under specific conditions; for example a description that only shows to other players or only at certain strength levels. More... | |
class | Effect |
Effects are the primary way to add functionality to afflictions. More... | |
class | PeriodicEffect |
PeriodicEffect applies StatusEffects to the character periodically. More... | |
Public Member Functions | |
override void | Dispose () |
AfflictionPrefab (ContentXElement element, AfflictionsFile file, Type type) | |
LocalizedString | GetDescription (float strength, Description.TargetType targetType) |
void | ReloadSoundsIfNeeded () |
override string | ToString () |
Affliction | Instantiate (float strength, Character source=null) |
Effect | GetActiveEffect (float currentStrength) |
float | GetTreatmentSuitability (Item item) |
Public Member Functions inherited from Barotrauma.Prefab | |
Prefab (ContentFile file, Identifier identifier) | |
Prefab (ContentFile file, ContentXElement element) | |
Static Public Member Functions | |
static void | LoadAllEffectsAndTreatmentSuitabilities () |
Should be called before each round: loads all StatusEffects and refreshes treatment suitabilities. More... | |
static void | ClearAllEffects () |
Removes all the effects of the prefab (including the sounds and other assets defined in them). Note that you need to call LoadAllEffectsAndTreatmentSuitabilities before trying to use the affliction again! More... | |
Static Public Member Functions inherited from Barotrauma.Prefab | |
static void | DisallowCallFromConstructor () |
Public Attributes | |
readonly LocalizedString | Name |
readonly LocalizedString | CauseOfDeathDescription |
readonly ImmutableList< Description > | Descriptions |
readonly Identifier | AfflictionType |
Arbitrary string that is used to identify the type of the affliction. More... | |
readonly bool | LimbSpecific |
If set to true, the affliction affects individual limbs. Otherwise, it affects the whole character. More... | |
readonly LimbType | IndicatorLimb |
If the affliction doesn't affect individual limbs, this attribute determines where the game will render the affliction's indicator when viewed in the in-game health UI. More... | |
readonly Identifier | TranslationIdentifier |
Can be set to the identifier of another affliction to make this affliction reuse the same name and description. More... | |
readonly bool | IsBuff |
If set to true, the game will recognize this affliction as a buff. This means, among other things, that bots won't attempt to treat it, and the health UI will render the affected limb in green rather than red. More... | |
readonly bool | AffectMachines |
If set to true, this affliction can affect characters that are marked as machines, such as the Fractal Guardian. More... | |
readonly bool | HealableInMedicalClinic |
If set to true, this affliction can be healed at the medical clinic. More... | |
readonly float | HealCostMultiplier |
How much each unit of this affliction's strength will add to the cost of healing at the medical clinic. More... | |
readonly int | BaseHealCost |
The minimum cost of healing this affliction at the medical clinic. More... | |
readonly bool | ShowBarInHealthMenu |
If set to false, the health UI will not show the strength of the affliction as a bar under its indicator. More... | |
readonly bool | HideIconAfterDelay |
If set to true, this affliction's icon will be hidden from the HUD after 5 seconds. More... | |
readonly float | ActivationThreshold = 0.0f |
How high the strength has to be for the affliction to take effect More... | |
readonly float | ShowIconThreshold = 0.05f |
How high the strength has to be for the affliction icon to be shown in the UI More... | |
readonly float | ShowIconToOthersThreshold = 0.05f |
How high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface More... | |
readonly float | MaxStrength = 100.0f |
The maximum strength this affliction can have. More... | |
readonly float | GrainBurst |
The strength of the radiation grain effect to apply when the strength of this affliction increases. More... | |
readonly float | ShowInHealthScannerThreshold |
How high the strength has to be for the affliction icon to be shown with a health scanner More... | |
readonly float | TreatmentThreshold |
How strong the affliction needs to be before bots attempt to treat it. Also effects when the affliction is shown in the suitable treatments list. More... | |
ImmutableHashSet< Identifier > | IgnoreTreatmentIfAfflictedBy |
Bots will not try to treat the affliction if the character has any of these afflictions More... | |
readonly float | Duration |
The duration of the affliction, in seconds. If set to 0, the affliction does not expire. More... | |
float | KarmaChangeOnApplied |
How much karma changes when a player applies this affliction to someone (per strength of the affliction) More... | |
readonly float | BurnOverlayAlpha |
Opacity of the burn effect (darker tint) on limbs affected by this affliction. 1 = full strength. More... | |
readonly float | DamageOverlayAlpha |
Opacity of the bloody damage overlay on limbs affected by this affliction. 1 = full strength. More... | |
readonly Identifier | AchievementOnReceived |
readonly Identifier | AchievementOnRemoved |
Steam achievement given when the affliction is removed from the controlled character. More... | |
readonly Color[] | IconColors |
A gradient that defines which color to render this affliction's icon with, based on the affliction's current strength. More... | |
readonly bool | AfflictionOverlayAlphaIsLinear |
If set to true and the affliction has an AfflictionOverlay element, the overlay's opacity will be strictly proportional to its strength. Otherwise, the overlay's opacity will be determined based on its activation threshold and effects. More... | |
readonly bool | ResetBetweenRounds |
If set to true, this affliction will not persist between rounds. More... | |
readonly bool | DamageParticles |
Should damage particles be emitted when a character receives this affliction? Only relevant if the affliction is of the type "bleeding" or "damage". More... | |
readonly float | MedicalSkillGain |
An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. If the affliction causes damage or is of the 'poison' or 'paralysis' type, the skill is increased only when the target is hostile. If the affliction is of the 'buff' type, the skill is increased only when the target is friendly. More... | |
readonly float | WeaponsSkillGain |
An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. The skill is increased only when the target is hostile. More... | |
readonly Sprite | Icon |
An icon that’s used in the UI to represent this affliction. More... | |
readonly Sprite | AfflictionOverlay |
A sprite that covers the affected player's entire screen when this affliction is active. Its opacity is controlled by the active effect's MinAfflictionOverlayAlphaMultiplier and MaxAfflictionOverlayAlphaMultiplier More... | |
Public Attributes inherited from Barotrauma.Prefab | |
readonly Identifier | Identifier |
readonly ContentFile | ContentFile |
Static Public Attributes | |
static readonly Identifier | DamageType = "damage".ToIdentifier() |
static readonly Identifier | BurnType = "burn".ToIdentifier() |
static readonly Identifier | BleedingType = "bleeding".ToIdentifier() |
static readonly Identifier | ParalysisType = "paralysis".ToIdentifier() |
static readonly Identifier | PoisonType = "poison".ToIdentifier() |
static readonly Identifier | StunType = "stun".ToIdentifier() |
static readonly Identifier | EMPType = "emp".ToIdentifier() |
static readonly Identifier | SpaceHerpesType = "spaceherpes".ToIdentifier() |
static readonly Identifier | AlienInfectedType = "alieninfected".ToIdentifier() |
static readonly Identifier | InvertControlsType = "invertcontrols".ToIdentifier() |
static readonly PrefabCollection< AfflictionPrefab > | Prefabs = new PrefabCollection<AfflictionPrefab>() |
Static Public Attributes inherited from Barotrauma.Prefab | |
static readonly ImmutableHashSet< Type > | Types |
Properties | |
static AfflictionPrefab | InternalDamage [get] |
static AfflictionPrefab | BiteWounds [get] |
static AfflictionPrefab | ImpactDamage [get] |
static AfflictionPrefab | Bleeding [get] |
static AfflictionPrefab | Burn [get] |
static AfflictionPrefab | OxygenLow [get] |
static AfflictionPrefab | Bloodloss [get] |
static AfflictionPrefab | Pressure [get] |
static AfflictionPrefab | OrganDamage [get] |
static AfflictionPrefab | Stun [get] |
static AfflictionPrefab | RadiationSickness [get] |
static IEnumerable< AfflictionPrefab > | List [get] |
Identifier[] | TargetSpecies [get, protected set] |
A list of species this affliction is allowed to affect. More... | |
IEnumerable< Effect > | Effects [get] |
IList< PeriodicEffect > | PeriodicEffects [get] |
ImmutableDictionary< Identifier, float > | TreatmentSuitabilities = new Dictionary<Identifier, float>().ToImmutableDictionary() [get] |
bool | HasTreatments [get] |
Can this affliction be treated with some item? More... | |
Properties inherited from Barotrauma.PrefabWithUintIdentifier | |
UInt32 | UintIdentifier [get, set] |
Properties inherited from Barotrauma.Prefab | |
ContentPackage? | ContentPackage [get] |
ContentPath | FilePath [get] |
Additional Inherited Members | |
Protected Member Functions inherited from Barotrauma.PrefabWithUintIdentifier | |
PrefabWithUintIdentifier (ContentFile file, Identifier identifier) | |
PrefabWithUintIdentifier (ContentFile file, ContentXElement element) | |
Protected Member Functions inherited from Barotrauma.Prefab | |
virtual Identifier | DetermineIdentifier (XElement element) |
AfflictionPrefab is a prefab that defines a type of affliction that can be applied to a character. There are multiple sub-types of afflictions such as AfflictionPrefabHusk, AfflictionPsychosis and AfflictionBleeding that can be used for additional functionality.
When defining a new affliction, the type will be determined by the element name.
Definition at line 206 of file AfflictionPrefab.cs.
Barotrauma.AfflictionPrefab.AfflictionPrefab | ( | ContentXElement | element, |
AfflictionsFile | file, | ||
Type | type | ||
) |
Definition at line 865 of file AfflictionPrefab.cs.
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Removes all the effects of the prefab (including the sounds and other assets defined in them). Note that you need to call LoadAllEffectsAndTreatmentSuitabilities before trying to use the affliction again!
Definition at line 1036 of file AfflictionPrefab.cs.
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Implements Barotrauma.Prefab.
Definition at line 633 of file AfflictionPrefab.cs.
Effect Barotrauma.AfflictionPrefab.GetActiveEffect | ( | float | currentStrength | ) |
Definition at line 1124 of file AfflictionPrefab.cs.
LocalizedString Barotrauma.AfflictionPrefab.GetDescription | ( | float | strength, |
Description.TargetType | targetType | ||
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Definition at line 1001 of file AfflictionPrefab.cs.
float Barotrauma.AfflictionPrefab.GetTreatmentSuitability | ( | Item | item | ) |
Definition at line 1149 of file AfflictionPrefab.cs.
Affliction Barotrauma.AfflictionPrefab.Instantiate | ( | float | strength, |
Character | source = null |
||
) |
Definition at line 1108 of file AfflictionPrefab.cs.
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Should be called before each round: loads all StatusEffects and refreshes treatment suitabilities.
Definition at line 1023 of file AfflictionPrefab.cs.
void Barotrauma.AfflictionPrefab.ReloadSoundsIfNeeded | ( | ) |
Definition at line 1078 of file AfflictionPrefab.cs.
override string Barotrauma.AfflictionPrefab.ToString | ( | ) |
Definition at line 1103 of file AfflictionPrefab.cs.
readonly Identifier Barotrauma.AfflictionPrefab.AchievementOnReceived |
Steam achievement given when the controlled character receives the affliction.
Definition at line 778 of file AfflictionPrefab.cs.
readonly Identifier Barotrauma.AfflictionPrefab.AchievementOnRemoved |
Steam achievement given when the affliction is removed from the controlled character.
Definition at line 783 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.ActivationThreshold = 0.0f |
How high the strength has to be for the affliction to take effect
Definition at line 718 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.AffectMachines |
If set to true, this affliction can affect characters that are marked as machines, such as the Fractal Guardian.
Definition at line 681 of file AfflictionPrefab.cs.
readonly Sprite Barotrauma.AfflictionPrefab.AfflictionOverlay |
A sprite that covers the affected player's entire screen when this affliction is active. Its opacity is controlled by the active effect's MinAfflictionOverlayAlphaMultiplier and MaxAfflictionOverlayAlphaMultiplier
Definition at line 852 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.AfflictionOverlayAlphaIsLinear |
If set to true and the affliction has an AfflictionOverlay element, the overlay's opacity will be strictly proportional to its strength. Otherwise, the overlay's opacity will be determined based on its activation threshold and effects.
Definition at line 795 of file AfflictionPrefab.cs.
readonly Identifier Barotrauma.AfflictionPrefab.AfflictionType |
Arbitrary string that is used to identify the type of the affliction.
Definition at line 647 of file AfflictionPrefab.cs.
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Definition at line 613 of file AfflictionPrefab.cs.
readonly int Barotrauma.AfflictionPrefab.BaseHealCost |
The minimum cost of healing this affliction at the medical clinic.
Definition at line 702 of file AfflictionPrefab.cs.
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Definition at line 607 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.BurnOverlayAlpha |
Opacity of the burn effect (darker tint) on limbs affected by this affliction. 1 = full strength.
Definition at line 769 of file AfflictionPrefab.cs.
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Definition at line 606 of file AfflictionPrefab.cs.
readonly LocalizedString Barotrauma.AfflictionPrefab.CauseOfDeathDescription |
Definition at line 639 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.DamageOverlayAlpha |
Opacity of the bloody damage overlay on limbs affected by this affliction. 1 = full strength.
Definition at line 774 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.DamageParticles |
Should damage particles be emitted when a character receives this affliction? Only relevant if the affliction is of the type "bleeding" or "damage".
Definition at line 806 of file AfflictionPrefab.cs.
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Definition at line 605 of file AfflictionPrefab.cs.
readonly ImmutableList<Description> Barotrauma.AfflictionPrefab.Descriptions |
Definition at line 642 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.Duration |
The duration of the affliction, in seconds. If set to 0, the affliction does not expire.
Definition at line 759 of file AfflictionPrefab.cs.
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Definition at line 611 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.GrainBurst |
The strength of the radiation grain effect to apply when the strength of this affliction increases.
Definition at line 738 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.HealableInMedicalClinic |
If set to true, this affliction can be healed at the medical clinic.
<doc> <override type="DefaultValue"> false if the affliction is a buff or has the type "geneticmaterialbuff" or "geneticmaterialdebuff", true otherwise. </override> </doc>
Definition at line 691 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.HealCostMultiplier |
How much each unit of this affliction's strength will add to the cost of healing at the medical clinic.
Definition at line 697 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.HideIconAfterDelay |
If set to true, this affliction's icon will be hidden from the HUD after 5 seconds.
Definition at line 713 of file AfflictionPrefab.cs.
readonly Sprite Barotrauma.AfflictionPrefab.Icon |
An icon that’s used in the UI to represent this affliction.
Definition at line 846 of file AfflictionPrefab.cs.
readonly Color [] Barotrauma.AfflictionPrefab.IconColors |
A gradient that defines which color to render this affliction's icon with, based on the affliction's current strength.
Definition at line 789 of file AfflictionPrefab.cs.
ImmutableHashSet<Identifier> Barotrauma.AfflictionPrefab.IgnoreTreatmentIfAfflictedBy |
Bots will not try to treat the affliction if the character has any of these afflictions
Definition at line 754 of file AfflictionPrefab.cs.
readonly LimbType Barotrauma.AfflictionPrefab.IndicatorLimb |
If the affliction doesn't affect individual limbs, this attribute determines where the game will render the affliction's indicator when viewed in the in-game health UI.
For example, the psychosis indicator is rendered on the head, and low oxygen is rendered on the torso.
Definition at line 662 of file AfflictionPrefab.cs.
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Definition at line 614 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.IsBuff |
If set to true, the game will recognize this affliction as a buff. This means, among other things, that bots won't attempt to treat it, and the health UI will render the affected limb in green rather than red.
Definition at line 675 of file AfflictionPrefab.cs.
float Barotrauma.AfflictionPrefab.KarmaChangeOnApplied |
How much karma changes when a player applies this affliction to someone (per strength of the affliction)
Definition at line 764 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.LimbSpecific |
If set to true, the affliction affects individual limbs. Otherwise, it affects the whole character.
Definition at line 652 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.MaxStrength = 100.0f |
The maximum strength this affliction can have.
Definition at line 733 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.MedicalSkillGain |
An arbitrary modifier that affects how much medical skill is increased when you apply the affliction on a target. If the affliction causes damage or is of the 'poison' or 'paralysis' type, the skill is increased only when the target is hostile. If the affliction is of the 'buff' type, the skill is increased only when the target is friendly.
Definition at line 813 of file AfflictionPrefab.cs.
readonly LocalizedString Barotrauma.AfflictionPrefab.Name |
Definition at line 637 of file AfflictionPrefab.cs.
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Definition at line 608 of file AfflictionPrefab.cs.
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Definition at line 609 of file AfflictionPrefab.cs.
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Definition at line 629 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.ResetBetweenRounds |
If set to true, this affliction will not persist between rounds.
Definition at line 800 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefab.ShowBarInHealthMenu |
If set to false, the health UI will not show the strength of the affliction as a bar under its indicator.
Definition at line 708 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.ShowIconThreshold = 0.05f |
How high the strength has to be for the affliction icon to be shown in the UI
Definition at line 723 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.ShowIconToOthersThreshold = 0.05f |
How high the strength has to be for the affliction icon to be shown to others with a health scanner or via the health interface
Definition at line 728 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.ShowInHealthScannerThreshold |
How high the strength has to be for the affliction icon to be shown with a health scanner
Definition at line 743 of file AfflictionPrefab.cs.
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Definition at line 612 of file AfflictionPrefab.cs.
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Definition at line 610 of file AfflictionPrefab.cs.
readonly Identifier Barotrauma.AfflictionPrefab.TranslationIdentifier |
Can be set to the identifier of another affliction to make this affliction reuse the same name and description.
Definition at line 668 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.TreatmentThreshold |
How strong the affliction needs to be before bots attempt to treat it. Also effects when the affliction is shown in the suitable treatments list.
Definition at line 749 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefab.WeaponsSkillGain |
An arbitrary modifier that affects how much weapons skill is increased when you apply the affliction on a target. The skill is increased only when the target is hostile.
Definition at line 819 of file AfflictionPrefab.cs.
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Definition at line 617 of file AfflictionPrefab.cs.
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Definition at line 619 of file AfflictionPrefab.cs.
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Definition at line 622 of file AfflictionPrefab.cs.
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Definition at line 620 of file AfflictionPrefab.cs.
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Definition at line 837 of file AfflictionPrefab.cs.
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Can this affliction be treated with some item?
Definition at line 863 of file AfflictionPrefab.cs.
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Definition at line 618 of file AfflictionPrefab.cs.
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Definition at line 616 of file AfflictionPrefab.cs.
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Definition at line 631 of file AfflictionPrefab.cs.
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Definition at line 624 of file AfflictionPrefab.cs.
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Definition at line 621 of file AfflictionPrefab.cs.
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Definition at line 839 of file AfflictionPrefab.cs.
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Definition at line 623 of file AfflictionPrefab.cs.
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Definition at line 626 of file AfflictionPrefab.cs.
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Definition at line 625 of file AfflictionPrefab.cs.
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getprotected set |
A list of species this affliction is allowed to affect.
Definition at line 824 of file AfflictionPrefab.cs.
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Definition at line 854 of file AfflictionPrefab.cs.