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Barotrauma Server
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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< Identifier > | ResistanceFor |
| A list of identifiers of afflictions that the affected character will be resistant to when this effect is active. | |
| readonly ImmutableArray< Identifier > | BlockTransformation |
| Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character. | |
| 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. | |
| 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>
| Barotrauma.AfflictionPrefab.Effect.Effect | ( | ContentXElement | element, |
| string | parentDebugName ) |
| 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 |
| 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.
| readonly ImmutableArray<Identifier> Barotrauma.AfflictionPrefab.Effect.BlockTransformation |
Prevents AfflictionHusks with the specified identifier(s) from transforming the character into an AI-controlled character.
| 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.
| readonly ImmutableArray<StatusEffect> Barotrauma.AfflictionPrefab.Effect.StatusEffects |
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