void IStatus.Enter() { AgentPropertiesSave agentPropertiesSave = _Propertys; var item = Agent.Main; item.AgentDrivenProperties.MaxSpeedMultiplier *= 1.2f; item.AgentDrivenProperties.MountSpeed *= 1.2f; item.AgentDrivenProperties.MountChargeDamage *= 2f; item.AgentDrivenProperties.MountManeuver *= 2f; item.AgentDrivenProperties.CombatMaxSpeedMultiplier *= 2f; item.AgentDrivenProperties.SwingSpeedMultiplier *= 3f; item.AgentDrivenProperties.HandlingMultiplier *= 2f; item.AgentDrivenProperties.ThrustOrRangedReadySpeedMultiplier *= 2f; item.AgentDrivenProperties.ShieldBashStunDurationMultiplier *= 2f; item.AgentDrivenProperties.KickStunDurationMultiplier *= 2f; item.AgentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder *= 2f; item.AgentDrivenProperties.BipedalRangedReadySpeedMultiplier *= 3f; item.AgentDrivenProperties.BipedalRangedReloadSpeedMultiplier *= 3f; item.AgentDrivenProperties.ReloadSpeed *= 3f; item.AgentDrivenProperties.WeaponBestAccuracyWaitTime = 0f; item.AgentDrivenProperties.WeaponMaxMovementAccuracyPenalty = 0f; item.AgentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = 0f; item.AgentDrivenProperties.WeaponInaccuracy = 0f; item.AgentDrivenProperties.LongestRangedWeaponInaccuracy = 0f; item.AgentDrivenProperties.ReloadMovementPenaltyFactor = 0f; item.AgentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0f; item.AgentDrivenProperties.AttributeCourage *= 2f; item.AgentDrivenProperties.AttributeRiding *= 2f; item.AgentDrivenProperties.AttributeHorseArchery *= 2f; item.AgentDrivenProperties.AttributeShield *= 2f; item.AgentDrivenProperties.AiShootFreq *= 2f; item.AgentDrivenProperties.AiWaitBeforeShootFactor = 0f; //item.SetMorale(item.GetMorale() + 50f); item.UpdateCustomDrivenProperties(); agentPropertiesSave.saveNewProperties(); _ToReady(); }
public OnStatus() { _Machine = new StatusMachine(); _Propertys = new AgentPropertiesSave(Agent.Main); }