Esempio n. 1
0
        public override void OnRemoval(BuffManager bm, BuffInstance bi)
        {
            Sim actor = bm.Actor;

            BuffBooter.removeCommodityMultiplier(actor, CommodityKind.Hunger,
                                                 kGraveWoundHungerDecayMultiplier);
            BuffBooter.removeCommodityMultiplier(actor, CommodityKind.Energy,
                                                 kGraveWoundEnergyDecayMultiplier);

            base.OnRemoval(bm, bi);
        }
Esempio n. 2
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        public override void OnAddition(BuffManager bm, BuffInstance bi, bool travelReaddition)
        {
            Sim actor = bm.Actor;
            BuffInstanceEWSeriousWound buffInstance = bi as BuffInstanceEWSeriousWound;

            buffInstance.StartFx(actor);
            base.OnAddition(bm, bi, travelReaddition);

            // This should increase hunger and energy decay.
            BuffBooter.addCommodityMultiplier(actor, CommodityKind.Hunger, kSeriousWoundHungerDecayMultiplier);
            BuffBooter.addCommodityMultiplier(actor, CommodityKind.Energy, kSeriousWoundEnergyDecayMultiplier);
        }
Esempio n. 3
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        public override void OnAddition(BuffManager bm, BuffInstance bi, bool travelReaddition)
        {
            Sim actor = bm.Actor;
            BuffInstanceEWMinorWound buffInstance = bi as BuffInstanceEWMinorWound;

            // Not sure that minor wounds really need a visual effect.
            //buffInstance.mEffect = VisualEffect.Create(OccultUnicorn.GetUnicornSocialVfxName(actor,
            //	isFriendly: false, isToTarget: false));
            //buffInstance.mEffect.SetEffectColorScale(0.9f, .37f, 0.02f);  // RGB for honey color
            //buffInstance.mEffect.ParentTo(actor, Sim.FXJoints.Spine2);
            //buffInstance.mEffect.Start();
            base.OnAddition(bm, bi, travelReaddition);

            // This should increase hunger and energy decay.
            BuffBooter.addCommodityMultiplier(actor, CommodityKind.Hunger, kMinorWoundHungerDecayMultiplier);
            BuffBooter.addCommodityMultiplier(actor, CommodityKind.Energy, kMinorWoundEnergyDecayMultiplier);
        }