protected sealed override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.FoodMax, this.StatDefaultFoodMax) .AddValue(this, StatName.WaterMax, this.StatDefaultWaterMax) .AddValue(this, StatName.StaminaMax, this.StatDefaultStaminaMax) .AddValue(this, StatName.StaminaRegenerationPerSecond, this.StatStaminaRegenerationPerSecond); effects.AddValue(this, StatName.RunningStaminaConsumptionPerSecond, this.StatRunningStaminaConsumptionUsePerSecond); effects.AddValue(this, StatName.CraftingQueueMaxSlotsCount, SkillCrafting.BaseCraftingSlotsCount); effects.AddPercent(this, StatName.TinkerTableBonus, SkillMaintenance.BaseTinkerTableBonus); effects.AddPercent(this, StatName.FishingSuccess, SkillFishing.BaseFishCatchChancePercents); if (LandClaimSystemConstants.SharedLandClaimsNumberLimitIncrease > 0) { effects.AddValue(this, StatName.LandClaimsMaxNumber, LandClaimSystemConstants.SharedLandClaimsNumberLimitIncrease); } }
protected override void PrepareEffects(Effects effects) { // no health regeneration while under the effect of psi effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); // reduced energy regeneration effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, -50); }
protected override void PrepareEffects(Effects effects) { // energy regeneration -75% effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, -75); // more psi damage while under pain effects.AddPercent(this, StatName.PsiEffectMultiplier, 25); }
protected override void PrepareEffects(Effects effects) { // -50% move speed effects.AddPercent(this, StatName.MoveSpeed, -50); // cannot run effects.AddPercent(this, StatName.MoveSpeedRunMultiplier, -100); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // reduced food consumption effects.AddPercent(this, StatName.HungerRate, -40); // reduced water consumption effects.AddPercent(this, StatName.ThirstRate, -40); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // reduced food consumption effects.AddPercent(this, StatName.FoodConsumptionSpeedMultiplier, -40); // reduced water consumption effects.AddPercent(this, StatName.WaterConsumptionSpeedMultiplier, -40); }
protected override void PrepareEffects(Effects effects) { // increase certain activity effectiveness effects.AddPercent(this, StatName.MiningSpeed, 50) .AddPercent(this, StatName.WoodcuttingSpeed, 50); // increase combat effectiveness effects.AddPercent(this, StatName.WeaponMeleeDamageBonusMultiplier, 25) .AddPercent(this, StatName.WeaponMeleeSpecialEffectChanceMultiplier, 100); }
protected override void PrepareEffects(Effects effects) { // no health regeneration while under the effect of psi effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); // reduced energy regeneration effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, -50); // add info to tooltip that this effect deals damage effects.AddValue(this, StatName.VanityContinuousDamage, 1); }
protected override void PrepareEffects(Effects effects) { // +100% to energy regeneration effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 100); // -50% energy consumption effects.AddPercent(this, StatName.RunningStaminaConsumptionPerSecond, -50); // increase maximum energy by 50 effects.AddValue(this, StatName.StaminaMax, 50); }
protected override void PrepareEffects(Effects effects) { // energy regeneration +25% effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 25); // no health regeneration while under the effect of alcohol effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); // movement speed -15% effects.AddPercent(this, StatName.MoveSpeed, -15); }
protected override void PrepareEffects(Effects effects) { // add info to tooltip that this effect deals damage effects.AddValue(this, StatName.VanityContinuousDamage, 1); effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); effects.AddPercent(this, StatName.BleedingIncreaseRateMultiplier, 50); effects.AddValue(this, StatName.StaminaMax, -10); }
protected override void PrepareEffects(Effects effects) { // energy regeneration -50% effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, -50); // movement speed +10% effects.AddPercent(this, StatName.MoveSpeed, 10); // increase combat effectiveness effects.AddPercent(this, StatName.WeaponMeleeDamageBonusMultiplier, 10); // pain increase -50% effects.AddPercent(this, StatName.PainIncreaseRateMultiplier, -50); }
protected override void PrepareEffects(Effects effects) { // small bonuses in many areas effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 10); effects.AddPercent(this, StatName.HealthRegenerationPerSecond, 10); effects.AddPercent(this, StatName.MiningSpeed, 10); effects.AddPercent(this, StatName.WoodcuttingSpeed, 10); effects.AddPercent(this, StatName.BuildingSpeed, 10); effects.AddPercent(this, StatName.CraftingSpeed, 10); effects.AddPercent(this, StatName.FarmingTasksSpeed, 10); effects.AddPercent(this, StatName.ForagingSpeed, 10); effects.AddPercent(this, StatName.HuntingLootingSpeed, 10); effects.AddPercent(this, StatName.SearchingSpeed, 10); }
protected override void PrepareEffects(Effects effects) { effects.AddPercent(this, StatName.MiningSpeed, -50); effects.AddPercent(this, StatName.WoodcuttingSpeed, -50); effects.AddPercent(this, StatName.BuildingSpeed, -50); effects.AddPercent(this, StatName.CraftingSpeed, -50); effects.AddPercent(this, StatName.FarmingTasksSpeed, -50); effects.AddPercent(this, StatName.ForagingSpeed, -50); effects.AddPercent(this, StatName.HuntingLootingSpeed, -50); effects.AddPercent(this, StatName.SearchingSpeed, -50); effects.AddPercent(this, StatName.ItemExplosivePlantingTimeMultiplier, 50); // 50% slower }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // extra regeneration (5X the normal speed) effects.AddPercent(this, StatName.HealthRegenerationPerSecond, 400); }
protected override void PrepareEffects(Effects effects) { effects.AddPerk(this, StatName.PerkCannotRun); // -10% movement speed effects.AddPercent(this, StatName.MoveSpeed, -10); }
protected override void FillDefaultEffects(Effects effects) { effects .AddPercent(this, StatName.ForagingSpeed, 25) .AddValue(this, StatName.FishingKnowledgeLevel, 10) .AddPercent(this, StatName.TinkerTableBonus, 10) .AddPercent(this, StatName.HealthRegenerationPerSecond, 15); }
protected override void FillDefaultEffects(Effects effects) { effects .AddPercent(this, StatName.MiningSpeed, 10) .AddPercent(this, StatName.WoodcuttingSpeed, 20) .AddPercent(this, StatName.BuildingSpeed, 10) .AddPercent(this, StatName.HungerRate, 15); // hungry miners! }
protected override void FillDefaultEffects(Effects effects) { effects .AddPercent(this, StatName.FarmingTasksSpeed, 25) .AddValue(this, StatName.FoodMax, 10) .AddValue(this, StatName.WaterMax, 10) .AddValue(this, StatName.StaminaMax, 10); }
protected override void PrepareEffects(Effects effects) { // energy regeneration +25% effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 25); // movement speed -10% effects.AddPercent(this, StatName.MoveSpeed, -10); // pain -50% effects.AddPercent(this, StatName.PainIncreaseRateMultiplier, -50); // psi damage -25% effects.AddPercent(this, StatName.PsiEffectMultiplier, -25); // dazed -100%, dazed effect cannot be added if character is drunk effects.AddPercent(this, StatName.DazedIncreaseRateMultiplier, -100); }
protected override void PrepareEffects(Effects effects) { // no health regeneration while bleeding effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); // add info to tooltip that this effect deals damage effects.AddValue(this, StatName.VanityContinuousDamage, 1); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // will produce some energy (EU) every minute effects.AddValue(this, StatName.EnergyChargeRegenerationPerMinute, 75); // large powerpack is charged in 2 hours with this speed (75) // will consume 100% more food effects.AddPercent(this, StatName.HungerRate, 100); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // Dazed protection (-100%, dazed effect cannot be added). effects.AddPercent(this, StatName.DazedIncreaseRateMultiplier, -100); // Broken bones protection. effects.AddValue(this, StatName.PerkCannotBreakBones, 1); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // will consume 50% more food effects.AddPercent(this, StatName.FoodConsumptionSpeedMultiplier, 50); // will produce some energy (EU) every minute effects.AddValue(this, StatName.EnergyChargeRegenerationPerMinute, 30); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); effects .AddPercent(this, StatName.HealthRegenerationPerSecond, 5) .AddPercent(this, StatName.HealthMax, 5) .AddPercent(this, StatName.StaminaMax, 5) .AddPercent(this, StatName.FoodMax, 5) .AddPercent(this, StatName.WaterMax, 5); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); effects .AddPercent(this, StatName.CraftingSpeed, 5) .AddPercent(this, StatName.MiningSpeed, 5) .AddPercent(this, StatName.WoodcuttingSpeed, 5) .AddPercent(this, StatName.ForagingSpeed, 5) .AddPercent(this, StatName.FarmingTasksSpeed, 5); }
protected override void PrepareEffects(Effects effects) { // small bonuses in many areas effects.AddValue(this, StatName.HealthMax, 10); effects.AddPercent(this, StatName.HealthRegenerationPerSecond, 25); effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 25); effects.AddPercent(this, StatName.RadiationPoisoningIncreaseRateMultiplier, -10); effects.AddPercent(this, StatName.ToxinsIncreaseRateMultiplier, -10); effects.AddPercent(this, StatName.BleedingIncreaseRateMultiplier, -10); effects.AddPercent(this, StatName.PainIncreaseRateMultiplier, -10); }
protected override void PrepareEffects(Effects effects) { effects.AddPercent(this, StatName.RadiationPoisoningEffectMultiplier, 1000); effects.AddPercent(this, StatName.RadiationPoisoningIncreaseRateMultiplier, 10000); }
protected override void PrepareEffects(Effects effects) { effects.AddPercent(this, StatName.ToxinsIncreaseRateMultiplier, -50); }
protected override void PrepareEffects(Effects effects) { // no health regeneration while hungry effects.AddPercent(this, StatName.HealthRegenerationPerSecond, -100); }