Barotrauma Client
Loading...
Searching...
No Matches
Barotrauma.AfflictionPrefab.Effect Class Referencesealed

Effects are the primary way to add functionality to afflictions. More...

Classes

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.
 
float GetStrengthFactor (float strength)
 Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength.
 

Public Attributes

readonly ImmutableArray< IdentifierResistanceFor
 A list of identifiers of afflictions that the affected character will be resistant to when this effect is active.
 
readonly ImmutableArray< IdentifierBlockTransformation
 Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character.
 
readonly ImmutableDictionary< StatTypes, AppliedStatValueAfflictionStatValues
 StatType that will be applied to the affected character when the effect is active that is proportional to the effect's strength.
 
readonly AbilityFlags AfflictionAbilityFlags
 
readonly ImmutableArray< StatusEffectStatusEffects
 

Properties

float MinStrength [get]
 
float MaxStrength [get]
 
float MinVitalityDecrease [get]
 
float MaxVitalityDecrease [get]
 
float StrengthChange [get]
 
bool MultiplyByMaxVitality [get]
 
float MinScreenBlur [get]
 
float MaxScreenBlur [get]
 
float MinScreenDistort [get]
 
float MaxScreenDistort [get]
 
float MinRadialDistort [get]
 
float MaxRadialDistort [get]
 
float MinChromaticAberration [get]
 
float MaxChromaticAberration [get]
 
Color GrainColor [get]
 
float MinGrainStrength [get]
 
float MaxGrainStrength [get]
 
float ScreenEffectFluctuationFrequency [get]
 
float MinAfflictionOverlayAlphaMultiplier [get]
 
float MaxAfflictionOverlayAlphaMultiplier [get]
 
float MinBuffMultiplier [get]
 
float MaxBuffMultiplier [get]
 
float MinSpeedMultiplier [get]
 
float MaxSpeedMultiplier [get]
 
float MinSkillMultiplier [get]
 
float MaxSkillMultiplier [get]
 
float MinResistance [get]
 
float MaxResistance [get]
 
Identifier DialogFlag [get]
 
Identifier Tag [get]
 
Color MinFaceTint [get]
 
Color MaxFaceTint [get]
 
Color MinBodyTint [get]
 
Color MaxBodyTint [get]
 

Detailed Description

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.

<Effect minstrength="0" maxstrength="100">
<AbilityFlag flagtype="ImmuneToPressure" />
Effects are the primary way to add functionality to afflictions.
Definition AfflictionPrefab.cs:234

<Field identifier="FlagType" type="AbilityFlags" defaultValue="None"> Which ability flag to enable. </Field> </Type> </doc>

Constructor & Destructor Documentation

◆ Effect()

Barotrauma.AfflictionPrefab.Effect.Effect ( ContentXElement element,
string parentDebugName )

Member Function Documentation

◆ GetStrengthFactor() [1/2]

float Barotrauma.AfflictionPrefab.Effect.GetStrengthFactor ( Affliction affliction)

Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength.

◆ GetStrengthFactor() [2/2]

float Barotrauma.AfflictionPrefab.Effect.GetStrengthFactor ( float strength)

Returns 0 if affliction.Strength is MinStrength, 1 if affliction.Strength is MaxStrength.

Member Data Documentation

◆ AfflictionAbilityFlags

readonly AbilityFlags Barotrauma.AfflictionPrefab.Effect.AfflictionAbilityFlags

◆ AfflictionStatValues

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.

◆ BlockTransformation

readonly ImmutableArray<Identifier> Barotrauma.AfflictionPrefab.Effect.BlockTransformation

Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character.

◆ ResistanceFor

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.

◆ StatusEffects

readonly ImmutableArray<StatusEffect> Barotrauma.AfflictionPrefab.Effect.StatusEffects

Property Documentation

◆ DialogFlag

Identifier Barotrauma.AfflictionPrefab.Effect.DialogFlag
get

◆ GrainColor

Color Barotrauma.AfflictionPrefab.Effect.GrainColor
get

◆ MaxAfflictionOverlayAlphaMultiplier

float Barotrauma.AfflictionPrefab.Effect.MaxAfflictionOverlayAlphaMultiplier
get

◆ MaxBodyTint

Color Barotrauma.AfflictionPrefab.Effect.MaxBodyTint
get

◆ MaxBuffMultiplier

float Barotrauma.AfflictionPrefab.Effect.MaxBuffMultiplier
get

◆ MaxChromaticAberration

float Barotrauma.AfflictionPrefab.Effect.MaxChromaticAberration
get

◆ MaxFaceTint

Color Barotrauma.AfflictionPrefab.Effect.MaxFaceTint
get

◆ MaxGrainStrength

float Barotrauma.AfflictionPrefab.Effect.MaxGrainStrength
get

◆ MaxRadialDistort

float Barotrauma.AfflictionPrefab.Effect.MaxRadialDistort
get

◆ MaxResistance

float Barotrauma.AfflictionPrefab.Effect.MaxResistance
get

◆ MaxScreenBlur

float Barotrauma.AfflictionPrefab.Effect.MaxScreenBlur
get

◆ MaxScreenDistort

float Barotrauma.AfflictionPrefab.Effect.MaxScreenDistort
get

◆ MaxSkillMultiplier

float Barotrauma.AfflictionPrefab.Effect.MaxSkillMultiplier
get

◆ MaxSpeedMultiplier

float Barotrauma.AfflictionPrefab.Effect.MaxSpeedMultiplier
get

◆ MaxStrength

float Barotrauma.AfflictionPrefab.Effect.MaxStrength
get

◆ MaxVitalityDecrease

float Barotrauma.AfflictionPrefab.Effect.MaxVitalityDecrease
get

◆ MinAfflictionOverlayAlphaMultiplier

float Barotrauma.AfflictionPrefab.Effect.MinAfflictionOverlayAlphaMultiplier
get

◆ MinBodyTint

Color Barotrauma.AfflictionPrefab.Effect.MinBodyTint
get

◆ MinBuffMultiplier

float Barotrauma.AfflictionPrefab.Effect.MinBuffMultiplier
get

◆ MinChromaticAberration

float Barotrauma.AfflictionPrefab.Effect.MinChromaticAberration
get

◆ MinFaceTint

Color Barotrauma.AfflictionPrefab.Effect.MinFaceTint
get

◆ MinGrainStrength

float Barotrauma.AfflictionPrefab.Effect.MinGrainStrength
get

◆ MinRadialDistort

float Barotrauma.AfflictionPrefab.Effect.MinRadialDistort
get

◆ MinResistance

float Barotrauma.AfflictionPrefab.Effect.MinResistance
get

◆ MinScreenBlur

float Barotrauma.AfflictionPrefab.Effect.MinScreenBlur
get

◆ MinScreenDistort

float Barotrauma.AfflictionPrefab.Effect.MinScreenDistort
get

◆ MinSkillMultiplier

float Barotrauma.AfflictionPrefab.Effect.MinSkillMultiplier
get

◆ MinSpeedMultiplier

float Barotrauma.AfflictionPrefab.Effect.MinSpeedMultiplier
get

◆ MinStrength

float Barotrauma.AfflictionPrefab.Effect.MinStrength
get

◆ MinVitalityDecrease

float Barotrauma.AfflictionPrefab.Effect.MinVitalityDecrease
get

◆ MultiplyByMaxVitality

bool Barotrauma.AfflictionPrefab.Effect.MultiplyByMaxVitality
get

◆ ScreenEffectFluctuationFrequency

float Barotrauma.AfflictionPrefab.Effect.ScreenEffectFluctuationFrequency
get

◆ StrengthChange

float Barotrauma.AfflictionPrefab.Effect.StrengthChange
get

◆ Tag

Identifier Barotrauma.AfflictionPrefab.Effect.Tag
get

The documentation for this class was generated from the following file: