private static void Patched_AddToStat(ref ExplainedNumber stat, SkillEffect.EffectIncrementType effectIncrementType, float number, TextObject text)
 {
     if (effectIncrementType == SkillEffect.EffectIncrementType.Add)
     {
         stat.Add(number, text);
         return;
     }
     if (effectIncrementType == SkillEffect.EffectIncrementType.AddFactor)
     {
         stat.AddFactor(number, text);
     }
 }
        private static void AddToStat(ref ExplainedNumber stat, SkillEffect.EffectIncrementType effectIncrementType, float number, TextObject text)
        {
            switch (effectIncrementType)
            {
            case SkillEffect.EffectIncrementType.Add:
                stat.Add(number, text);
                break;

            case SkillEffect.EffectIncrementType.AddFactor:                     // For Way of the ..., should always be AddFactor (this is multiply)
                stat.AddFactor(number * 0.01f, text);
                break;
            }
        }
        private static void AddToStat(ref ExplainedNumber stat, SkillEffect.EffectIncrementType effectIncrementType, float number, TextObject text, float newBorn)
        {
            bool flag = effectIncrementType == SkillEffect.EffectIncrementType.Add;

            if (flag)
            {
                stat.Add(number * LightSettlementProsperityModel._vanillaToRatio * newBorn * SubModule.Settings.ProsperityGrowthMultiplier, text, null);
            }
            else
            {
                bool flag2 = effectIncrementType != SkillEffect.EffectIncrementType.AddFactor;
                if (!flag2)
                {
                    stat.AddFactor(number * 0.01f, text);
                }
            }
        }
 private static void AddToStat(
     ref ExplainedNumber stat,
     SkillEffect.EffectIncrementType effectIncrementType,
     float number,
     TextObject text,
     float newBorn)
 {
     if (effectIncrementType == SkillEffect.EffectIncrementType.Add)
     {
         stat.Add(number * _vanillaToRatio * newBorn * SubModule.Settings.prosperityGrowthMultiplier, text);
     }
     else
     {
         if (effectIncrementType != SkillEffect.EffectIncrementType.AddFactor)
         {
             return;
         }
         stat.AddFactor(number * 0.01f, text);
     }
 }
Exemplo n.º 5
0
        public static void FixPerkBonus(DefaultPerks dpobj, string perkID, float primaryBonus, float secondaryBonus, SkillEffect.EffectIncrementType incrementType)
        {
            bool      flag  = false;
            FieldInfo field = typeof(DefaultPerks).GetField(perkID, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);

            if (field != null)
            {
                PerkObject perkObject = field.GetValue(dpobj) as PerkObject;
                if (perkObject != null)
                {
                    perkObject.Initialize(perkObject.Name.ToString(), perkObject.Description.ToString(), perkObject.Skill, (int)perkObject.RequiredSkillValue, perkObject.AlternativePerk, perkObject.PrimaryRole, primaryBonus, perkObject.SecondaryRole, secondaryBonus, incrementType, "");
                    flag = true;
                }
            }
            if (!flag)
            {
                InformationManager.DisplayMessage(new InformationMessage("Patch Failed:" + perkID, new Color(0.8f, 0f, 0f, 1f)));
            }
        }