Barotrauma Client Doc
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Effects are the primary way to add functionality to afflictions. More...
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struct | AppliedStatValue |
StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength. More... | |
Public Member Functions | |
Effect (ContentXElement element, string parentDebugName) | |
float | GetStrengthFactor (Affliction affliction) |
Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength More... | |
float | GetStrengthFactor (float strength) |
Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength More... | |
Public Attributes | |
readonly ImmutableArray< Identifier > | ResistanceFor |
A list of identifiers of afflictions that the affected character will be resistant to when this effect is active. More... | |
readonly ImmutableArray< Identifier > | BlockTransformation |
Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character. More... | |
readonly ImmutableDictionary< StatTypes, AppliedStatValue > | AfflictionStatValues |
StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength. More... | |
readonly AbilityFlags | AfflictionAbilityFlags |
readonly ImmutableArray< StatusEffect > | StatusEffects |
Effects are the primary way to add functionality to afflictions.
<doc> <Ignore type="SubElement" identifier="AbilityFlag" > <SubElement identifier="abilityflag" type="AppliedAbilityFlag"> Enables the specified flag on the character as long as the effect is active. </SubElement> <Type identifier="AppliedAbilityFlag">
Flag that will be enabled for the character as long as the effect is active.
<Field identifier="FlagType" type="AbilityFlags" defaultValue="None"> Which ability flag to enable. </Field> </Type> </doc>
Definition at line 233 of file AfflictionPrefab.cs.
Barotrauma.AfflictionPrefab.Effect.Effect | ( | ContentXElement | element, |
string | parentDebugName | ||
) |
Definition at line 421 of file AfflictionPrefab.cs.
float Barotrauma.AfflictionPrefab.Effect.GetStrengthFactor | ( | Affliction | affliction | ) |
Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength
float Barotrauma.AfflictionPrefab.Effect.GetStrengthFactor | ( | float | strength | ) |
Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength
readonly AbilityFlags Barotrauma.AfflictionPrefab.Effect.AfflictionAbilityFlags |
Definition at line 416 of file AfflictionPrefab.cs.
readonly ImmutableDictionary<StatTypes, AppliedStatValue> Barotrauma.AfflictionPrefab.Effect.AfflictionStatValues |
StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength.
Definition at line 414 of file AfflictionPrefab.cs.
readonly ImmutableArray<Identifier> Barotrauma.AfflictionPrefab.Effect.BlockTransformation |
Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character.
Definition at line 409 of file AfflictionPrefab.cs.
readonly ImmutableArray<Identifier> Barotrauma.AfflictionPrefab.Effect.ResistanceFor |
A list of identifiers of afflictions that the affected character will be resistant to when this effect is active.
Definition at line 330 of file AfflictionPrefab.cs.
readonly ImmutableArray<StatusEffect> Barotrauma.AfflictionPrefab.Effect.StatusEffects |
Definition at line 419 of file AfflictionPrefab.cs.
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