示例#1
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        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);
            }
        }
示例#2
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        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);
        }
示例#3
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        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);
        }
示例#4
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        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);
        }
示例#7
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        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);
        }
示例#8
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        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);
        }
示例#10
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        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);
        }
示例#12
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        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);
        }
示例#14
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 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
 }
示例#15
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        protected override void PrepareEffects(Effects effects)
        {
            base.PrepareEffects(effects);

            // extra regeneration (5X the normal speed)
            effects.AddPercent(this, StatName.HealthRegenerationPerSecond, 400);
        }
示例#16
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        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!
 }
示例#19
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 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);
 }
示例#20
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        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);
        }
示例#21
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        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);
        }
示例#22
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        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);
        }
示例#25
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        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);
 }
示例#28
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        protected override void PrepareEffects(Effects effects)
        {
            effects.AddPercent(this, StatName.RadiationPoisoningEffectMultiplier, 1000);

            effects.AddPercent(this, StatName.RadiationPoisoningIncreaseRateMultiplier, 10000);
        }
示例#29
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 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);
 }