Beispiel #1
0
            static void Prefix(ref ItemDrop.ItemData weapon, ref WeaponState __state)
            {
                if (!modEnabled.Value)
                {
                    return;
                }

                CheckWeaponData(ref weapon);

                Dbgl($"pre damage {weapon.m_shared.m_damages.m_slash}");

                __state = new WeaponState(weapon);

                weapon.m_shared.m_useDurabilityDrain  *= globalUseDurabilityMultiplier.Value;
                weapon.m_shared.m_holdDurationMin     *= globalHoldDurationMinMultiplier.Value;
                weapon.m_shared.m_holdStaminaDrain    *= globalHoldStaminaDrainMultiplier.Value;
                weapon.m_shared.m_attackForce         *= globalAttackForceMultiplier.Value;
                weapon.m_shared.m_backstabBonus       *= globalBackstabBonusMultiplier.Value;
                weapon.m_shared.m_damages.m_damage    *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_blunt     *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_slash     *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_pierce    *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_chop      *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_pickaxe   *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_fire      *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_frost     *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_lightning *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_poison    *= globalDamageMultiplier.Value;
                weapon.m_shared.m_damages.m_spirit    *= globalDamageMultiplier.Value;

                Dbgl($"post damage {weapon.m_shared.m_damages.m_slash}");
            }
Beispiel #2
0
            static void Postfix(ref ItemDrop.ItemData weapon, WeaponState __state)
            {
                if (!modEnabled.Value)
                {
                    return;
                }

                weapon.m_shared.m_useDurabilityDrain  = __state.useDurabilityDrain;
                weapon.m_shared.m_holdDurationMin     = __state.holdDurationMin;
                weapon.m_shared.m_holdStaminaDrain    = __state.holdStaminaDrain;
                weapon.m_shared.m_attackForce         = __state.attackForce;
                weapon.m_shared.m_backstabBonus       = __state.backstabBonus;
                weapon.m_shared.m_damages.m_damage    = __state.damage;
                weapon.m_shared.m_damages.m_blunt     = __state.blunt;
                weapon.m_shared.m_damages.m_slash     = __state.slash;
                weapon.m_shared.m_damages.m_pierce    = __state.pierce;
                weapon.m_shared.m_damages.m_chop      = __state.chop;
                weapon.m_shared.m_damages.m_pickaxe   = __state.pickaxe;
                weapon.m_shared.m_damages.m_fire      = __state.fire;
                weapon.m_shared.m_damages.m_frost     = __state.frost;
                weapon.m_shared.m_damages.m_lightning = __state.lightning;
                weapon.m_shared.m_damages.m_poison    = __state.poison;
                weapon.m_shared.m_damages.m_spirit    = __state.spirit;
            }