Barotrauma Client Doc
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AfflictionPrefabHusk is a special type of affliction that has added functionality for husk infection. More...
Public Member Functions | |
AfflictionPrefabHusk (ContentXElement element, AfflictionsFile file, Type type=null) | |
Public Member Functions inherited from Barotrauma.AfflictionPrefab | |
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) | |
Public Attributes | |
readonly int | AttachLimbId |
readonly string | AttachLimbName |
readonly LimbType | AttachLimbType |
readonly float | DormantThreshold |
The minimum strength at which husk infection will be in the dormant stage. It must be less than or equal to ActiveThreshold. More... | |
readonly float | ActiveThreshold |
The minimum strength at which husk infection will be in the active stage. It must be greater than or equal to DormantThreshold and less than or equal to TransitionThreshold. More... | |
readonly float | TransitionThreshold |
The minimum strength at which husk infection will be in its final stage. It must be greater than or equal to ActiveThreshold. More... | |
readonly float | TransformThresholdOnDeath |
The minimum strength the affliction must have for the affected character to transform into a husk upon death. More... | |
readonly Identifier | HuskedSpeciesName |
The species of husk to convert the affected character to once husk infection reaches its final stage. More... | |
readonly bool | TransferBuffs |
If set to true, all buffs are transferred to the converted character after husk transformation is complete. More... | |
readonly bool | SendMessages |
If set to true, the affected player will see on-screen messages describing husk infection symptoms and affected bots will speak about their current husk infection stage. More... | |
readonly bool | CauseSpeechImpediment |
If set to true, affected characters will have their speech impeded once the affliction reaches the dormant stage. More... | |
readonly bool | NeedsAir |
If set to false, affected characters will no longer require air once the affliction reaches the active stage. More... | |
readonly bool | ControlHusk |
If set to true, affected players will retain control of their character after transforming into a husk. More... | |
Public Attributes inherited from Barotrauma.AfflictionPrefab | |
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 |
Additional Inherited Members | |
Static Public Member Functions inherited from Barotrauma.AfflictionPrefab | |
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 () |
Static Public Attributes inherited from Barotrauma.AfflictionPrefab | |
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 |
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) |
Properties inherited from Barotrauma.AfflictionPrefab | |
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] |
AfflictionPrefabHusk is a special type of affliction that has added functionality for husk infection.
Definition at line 64 of file AfflictionPrefab.cs.
Barotrauma.AfflictionPrefabHusk.AfflictionPrefabHusk | ( | ContentXElement | element, |
AfflictionsFile | file, | ||
Type | type = null |
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) |
Definition at line 132 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefabHusk.ActiveThreshold |
The minimum strength at which husk infection will be in the active stage. It must be greater than or equal to DormantThreshold and less than or equal to TransitionThreshold.
Definition at line 82 of file AfflictionPrefab.cs.
readonly int Barotrauma.AfflictionPrefabHusk.AttachLimbId |
Definition at line 68 of file AfflictionPrefab.cs.
readonly string Barotrauma.AfflictionPrefabHusk.AttachLimbName |
Definition at line 69 of file AfflictionPrefab.cs.
readonly LimbType Barotrauma.AfflictionPrefabHusk.AttachLimbType |
Definition at line 70 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefabHusk.CauseSpeechImpediment |
If set to true, affected characters will have their speech impeded once the affliction reaches the dormant stage.
Definition at line 118 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefabHusk.ControlHusk |
If set to true, affected players will retain control of their character after transforming into a husk.
Definition at line 130 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefabHusk.DormantThreshold |
The minimum strength at which husk infection will be in the dormant stage. It must be less than or equal to ActiveThreshold.
Definition at line 76 of file AfflictionPrefab.cs.
readonly Identifier Barotrauma.AfflictionPrefabHusk.HuskedSpeciesName |
The species of husk to convert the affected character to once husk infection reaches its final stage.
Definition at line 100 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefabHusk.NeedsAir |
If set to false, affected characters will no longer require air once the affliction reaches the active stage.
Definition at line 124 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefabHusk.SendMessages |
If set to true, the affected player will see on-screen messages describing husk infection symptoms and affected bots will speak about their current husk infection stage.
Definition at line 112 of file AfflictionPrefab.cs.
readonly bool Barotrauma.AfflictionPrefabHusk.TransferBuffs |
If set to true, all buffs are transferred to the converted character after husk transformation is complete.
Definition at line 106 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefabHusk.TransformThresholdOnDeath |
The minimum strength the affliction must have for the affected character to transform into a husk upon death.
Definition at line 94 of file AfflictionPrefab.cs.
readonly float Barotrauma.AfflictionPrefabHusk.TransitionThreshold |
The minimum strength at which husk infection will be in its final stage. It must be greater than or equal to ActiveThreshold.
Definition at line 88 of file AfflictionPrefab.cs.