protected override void FillDefaultEffects(Effects effects) { effects .AddValue(this, StatName.StaminaMax, 10) .AddPercent(this, StatName.CraftingSpeed, 10) .AddPercent(this, StatName.SearchingSpeed, 15) .AddPercent(this, StatName.ImplantDegradationSpeedMultiplier, -5); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.4) .AddValue(this, StatName.DefenseKinetic, 0.2) .AddValue(this, StatName.DefenseHeat, 0.8); }
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 virtual void FillDefaultEffects(Effects effects) { var constMoveSpeedMultiplier = GameplayConstants.CharacterMoveSpeedMultiplier; effects.AddValue(this, StatName.HealthMax, this.StatDefaultHealthMax) .AddValue(this, StatName.HealthRegenerationPerSecond, this.StatHealthRegenerationPerSecond) .AddValue(this, StatName.MoveSpeed, this.StatMoveSpeed * constMoveSpeedMultiplier) .AddValue(this, StatName.MoveSpeedRunMultiplier, this.StatMoveSpeedRunMultiplier); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects .AddValue(this, StatName.DefenseKinetic, 0.3) .AddValue(this, StatName.DefenseHeat, 0.3) .AddValue(this, StatName.DefenseChemical, 1.0); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.4) .AddValue(this, StatName.DefenseKinetic, 0.4) .AddValue(this, StatName.DefenseExplosion, 0.2) .AddValue(this, StatName.DefenseChemical, 0.4) .AddValue(this, StatName.DefenseCold, 0.2); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects .AddValue(this, StatName.DefenseKinetic, 1.0) .AddValue(this, StatName.DefenseHeat, 1.0) .AddValue(this, StatName.DefenseCold, 0.5) .AddValue(this, StatName.DefenseExplosion, 0.5); }
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); // 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 FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.4); effects.AddValue(this, StatName.DefenseKinetic, 0.4); effects.AddValue(this, StatName.DefenseHeat, 0.6); effects.AddValue(this, StatName.DefenseChemical, 1.0); effects.AddValue(this, StatName.DefenseCold, 0.2); effects.AddValue(this, StatName.DefenseElectrical, 0.4); effects.AddValue(this, StatName.DefensePsi, 1.0); effects.AddValue(this, StatName.DefenseRadiation, 1.0); }
protected override void PrepareEffects(Effects effects) { // small bonuses in many areas effects.AddValue(this, StatName.HealthMax, 10) .AddPercent(this, StatName.HealthRegenerationPerSecond, 25) .AddPercent(this, StatName.StaminaRegenerationPerSecond, 25) .AddPercent(this, StatName.RadiationPoisoningIncreaseRateMultiplier, -10) .AddPercent(this, StatName.ToxinsIncreaseRateMultiplier, -10) .AddPercent(this, StatName.BleedingIncreaseRateMultiplier, -10) .AddPercent(this, StatName.PainIncreaseRateMultiplier, -10); }
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) { // 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 FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); // easy to kill by normal means, but have very tough protection against certain types of damage effects.AddValue(this, StatName.DefenseImpact, 1.0) .AddValue(this, StatName.DefenseKinetic, 0.2) .AddValue(this, StatName.DefenseHeat, 0.1) .AddValue(this, StatName.DefenseChemical, 1.0) .AddValue(this, StatName.DefensePsi, 1.0) .AddValue(this, StatName.DefenseRadiation, 1.0); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.6) .AddValue(this, StatName.DefenseKinetic, 0.95) .AddValue(this, StatName.DefenseExplosion, 0.5) .AddValue(this, StatName.DefenseHeat, 0.75) .AddValue(this, StatName.DefenseCold, 0.7) .AddValue(this, StatName.DefenseChemical, 1.0) .AddValue(this, StatName.DefensePsi, 1.0); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.4) .AddValue(this, StatName.DefenseKinetic, 0.4) .AddValue(this, StatName.DefenseExplosion, 0.4) .AddValue(this, StatName.DefenseHeat, 0.3) // lower, to make energy weapons more useful .AddValue(this, StatName.DefenseChemical, 0.25) .AddValue(this, StatName.DefenseCold, 0.2) .AddValue(this, StatName.DefensePsi, 1.0) .AddValue(this, StatName.DefenseRadiation, 1.0); }
protected override void PrepareEffects(Effects effects) { base.PrepareEffects(effects); // add 10% protection against everything except psi and radiation var protection = 0.1; effects.AddValue(this, StatName.DefenseImpact, protection) .AddValue(this, StatName.DefenseKinetic, protection) .AddValue(this, StatName.DefenseExplosion, protection) .AddValue(this, StatName.DefenseHeat, protection) .AddValue(this, StatName.DefenseCold, protection) .AddValue(this, StatName.DefenseChemical, protection); }
protected virtual void FillDefaultEffects(Effects effects) { effects.AddValue(this, StatName.MoveSpeed, this.StatMoveSpeed); effects.AddValue(this, StatName.MoveSpeedRunMultiplier, this.StatMoveSpeedRunMultiplier); effects.AddValue(this, StatName.StaminaRegenerationPerSecond, this.StatStaminaRegenerationPerSecond); effects.AddValue(this, StatName.HealthRegenerationPerSecond, this.StatHealthRegenerationPerSecond); effects.AddValue(this, StatName.HealthMax, this.StatDefaultHealthMax); effects.AddValue(this, StatName.StaminaMax, this.StatDefaultStaminaMax); }
protected override void PrepareEffects(Effects effects) { // energy regeneration +25% effects.AddPercent(this, StatName.StaminaRegenerationPerSecond, 25); // movement speed -5% effects.AddPercent(this, StatName.MoveSpeed, -5); // 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); // +5 fishing knowledge :-) effects.AddValue(this, StatName.FishingKnowledgeLevel, 5); }
protected override void PrepareEffects(Effects effects) { effects.AddValue(this, StatName.VanityContinuousDamage, 1); effects.AddPerk(this, StatName.PerkCannotRun); }
protected override void PrepareEffects(Effects effects) { // add info to tooltip effects.AddValue(this, StatName.VanityCantEatOrDrink, 1); }
protected override void PrepareEffects(Effects effects) { // reduce max health by 15% effects.AddValue(this, StatName.HealthMax, -15); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseImpact, 0.6); }
protected override void PrepareEffects(Effects effects) { effects.AddValue(this, StatName.LandClaimsMaxNumber, 1); }
protected override void FillDefaultEffects(Effects effects) { base.FillDefaultEffects(effects); effects.AddValue(this, StatName.DefenseChemical, 0.4); }
protected sealed override void PrepareEffects(Effects effects) { effects.AddValue(this, StatName.LandClaimsMaxNumber, this.LimitIncrease); }
protected override void PrepareEffects(Effects effects) { // add info to tooltip that this effect deals damage effects.AddValue(this, StatName.VanityContinuousDamage, 1); }