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| BuffDurationIncrease (AfflictionPrefab prefab, float strength) |
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override void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
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| Affliction (AfflictionPrefab prefab, float strength) |
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void | CopyProperties (Affliction source) |
| Copy properties here instead of using SerializableProperties (with reflection).
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void | Serialize (XElement element) |
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void | Deserialize (XElement element) |
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Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
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override string | ToString () |
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LocalizedString | GetStrengthText () |
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AfflictionPrefab.Effect | GetActiveEffect () |
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float | GetVitalityDecrease (CharacterHealth characterHealth) |
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float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
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float | GetScreenGrainStrength () |
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float | GetScreenDistortStrength () |
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float | GetRadialDistortStrength () |
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float | GetChromaticAberrationStrength () |
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float | GetAfflictionOverlayMultiplier () |
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Color | GetFaceTint () |
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Color | GetBodyTint () |
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float | GetScreenBlurStrength () |
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float | GetSkillMultiplier () |
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void | CalculateDamagePerSecond (float currentVitalityDecrease) |
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float | GetResistance (Identifier afflictionId) |
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float | GetSpeedMultiplier () |
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float | GetStatValue (StatTypes statType) |
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bool | HasFlag (AbilityFlags flagType) |
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void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | SetStrength (float strength) |
| Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
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bool | ShouldShowIcon (Character afflictedCharacter) |
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static LocalizedString | GetStrengthText (float strength, float maxStrength) |
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readonly AfflictionPrefab | Prefab |
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float | DamagePerSecond |
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float | DamagePerSecondTimer |
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float | PreviousVitalityDecrease |
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float | Value |
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float Affliction Source | StrengthDiminishMultiplier = (1.0f, null) |
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readonly Dictionary< AfflictionPrefab.PeriodicEffect, float > | PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>() |
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double | AppliedAsSuccessfulTreatmentTime |
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double | AppliedAsFailedTreatmentTime |
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float | Duration |
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Character | Source |
| Which character gave this affliction.
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bool | activeEffectDirty = true |
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float | _strength |
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string | Name [get] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, set] |
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float | PendingGrainEffectStrength [get, set] |
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float | GrainEffectStrength [get, set] |
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virtual float | Strength [get, set] |
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float | NonClampedStrength [get] |
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Identifier | Identifier [get] |
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float | Probability = 1.0f [get, set] |
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bool | DivideByLimbCount [get, set] |
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bool | MultiplyByMaxVitality [get, set] |
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A special affliction type that increases the duration of buffs (afflictions of the type "buff"). The increase is defined using the AfflictionPrefab.Effect.MinBuffMultiplier and AfflictionPrefab.Effect.MaxBuffMultiplier attributes of the affliction effect.