示例#1
0
        private void Awake()
        {
            nexusID    = Config.Bind <int>("General", "NexusID", 483, "NexusMods ID for updates.");
            modEnabled = Config.Bind <bool>("General", "Enabled", true, "Enable the mod.");

            configCookingStationXPIncrease = Config.Bind <float>("Cooking Skill XP", "CookingStationXP", 1f, "Cooking skill xp gained when using the Cooking Station.");
            configCauldronXPIncrease       = Config.Bind <float>("Cooking Skill XP", "CauldronXP", 2f, "Cooking skill xp gained when using the Cauldron.");
            configFermenterXPIncrease      = Config.Bind <float>("Cooking Skill XP", "FermenterXP", 6f, "Cooking skill xp gained when fermenting mead.");

            configFoodHealthMulitplier   = Config.Bind <float>("Food Effects", "HealthMultiplier", 0.5f, "Buff to Health given when consuming food per Cooking Skill Level. 1f = +1% / Level");
            configFoodStaminaMulitplier  = Config.Bind <float>("Food Effects", "StaminaMultiplier", 0.5f, "Buff to Stamina given when consuming food per Cooking Skill Level. 1f = +1% / Level");
            configFoodDurationMulitplier = Config.Bind <float>("Food Effects", "DurationMultiplier", 1f, "Buff to Food Duration when consuming food per Cooking Skill Level. 1f = +1% / Level");

            if (!modEnabled.Value)
            {
                return;
            }

            harmony = new Harmony(PluginGUID);
            harmony.PatchAll(Assembly.GetExecutingAssembly());

            if (SkillInjector.GetSkillDef((Skills.SkillType)COOKING_SKILL_ID) == null)
            {
                SkillInjector.RegisterNewSkill(COOKING_SKILL_ID, "Cooking", "Improves Health and Stamina buffs from consuming food", 1.0f, LoadCustomTexture("meat_cooked.png"), Skills.SkillType.Knives);
            }
        }
示例#2
0
        void Awake()
        {
            harmony.PatchAll();

            configSkillIncrease = Config.Bind("Progression",
                                              "LevelingIncrement",
                                              1.0f,
                                              "Increment to increase skill per interaction");

            configSimpleEstimateLevel = Config.Bind("TimeEstimate",
                                                    "Simple",
                                                    1,
                                                    "Level at which to show simple estimates");


            configDetailedEstimateLevel = Config.Bind("TimeEstimate",
                                                      "Detailed",
                                                      10,
                                                      "Level at which to show detailed (to the minute) estimates");

            maxDropMultiplier = Config.Bind("Drops",
                                            "MaxMultiplier",
                                            4,
                                            "Maximum drop multiplier (at level 100). Minimum 1");

            SkillInjector.RegisterNewSkill(SKILL_TYPE, "Gathering", "Gathering berries and other items", 1.0f, null, Skills.SkillType.Unarmed);
        }
示例#3
0
        void Awake()
        {
            harmony.PatchAll();

            configSkillIncrease = Config.Bind("Progression",
                                              "LevelingIncrement",
                                              1.0f,
                                              "Increment to increase skill per use of a full bar of stamina");

            baseStamina = Config.Bind("Stamina",
                                      "BaseMaximum",
                                      75f,
                                      "Base Max Stamina. The default is 75 which is the same as the umodded game");
            maxStaminaMultiplier = Config.Bind("Stamina",
                                               "MaxMultiplier",
                                               1.5f,
                                               "Maximum stamina multiplier (at level 100). Minimum 1");
            baseStaminaRegen = Config.Bind("Stamina",
                                           "BaseRegen",
                                           5f,
                                           "Base Regen. The default is 5 which is the same as the umodded game");
            regenStaminaMultiplier = Config.Bind("Stamina",
                                                 "RegenMultiplier",
                                                 1.5f,
                                                 "Stamina regen multiplier (at level 100). Minimum 1");

            skillGainIncrement = Config.Bind("Stamina",
                                             "GainIncrement",
                                             25f,
                                             "Amount of stamina used before any skill is gained");


            SkillInjector.RegisterNewSkill(SKILL_TYPE, "Fitness", "Affects maximum stamina level", 1.0f, null, Skills.SkillType.Run);
        }
示例#4
0
        private void registerSkills()
        {
            // Skills registration
            string description = "Improves chance to prepare better quality food.";
            string name        = "Cooking";

            SkillInjector.RegisterNewSkill(COOKING_SKILL_TYPE, name, description, 1.0f, LoadCustomTexture());
        }
示例#5
0
        void Awake()
        {
            sailingConfig.InitConfig(MOD_ID, Config);

            var harmony = new Harmony(MOD_ID);

            harmony.PatchAll();

            SkillInjector.RegisterNewSkill(SKILL_TYPE, "Sailing", "Describes sailing ability", 1.0f, null, Skills.SkillType.Run);
        }
示例#6
0
        void Awake()
        {
            harmony.PatchAll();

            configSkillIncrease = Config.Bind("Progression", "LevelingIncrement", 1.0f, "Increment to increase skill per use of a full bar of stamina");
            maxHealthMultiplier = Config.Bind("General", "MaxMultiplier", 200.0f, "Maximum health multiplier (at level 100). Minimum 1");
            skillGainIncrement  = Config.Bind("General", "GainIncrement", 25f, "Amount of stamina used before any skill is gained");

            SkillInjector.RegisterNewSkill(SKILL_TYPE, "Hearty", "Affects maximum health level", 1.0f, null, Skills.SkillType.Run);
        }
示例#7
0
 void Awake()
 {
     harmony.PatchAll();
     pullStaminaUseMod      = Config.Bind("General", "PullStaminaUseMod", 10f, "Amount of stamina used to pull line in modifier.");
     hookedStaminaPerSecMod = Config.Bind("General", "HookedStaminaPerSecMod", 1f, "Amount of stamina to drain per second modifier.");
     pullLineSpeedMod       = Config.Bind("General", "PullLineSpeedMod", 50f, "How fast you pull in the line modifier.");
     configSkillIncrease    = Config.Bind("General", "LevelingIncrement", 1f, "Increment to increase skill per use of a full bar of stamina");
     skillGainIncrement     = Config.Bind("General", "GainIncrement", 1f, "Amount of fish caught before any skill is gained");
     SkillInjector.RegisterNewSkill(SKILL_TYPE, "Fishing", "Affects fishing skills", 1.0f, null, Skills.SkillType.Unarmed);
 }
示例#8
0
        private void LoadClasses()
        {
            var classesConfig = PrefabCreator.LoadJsonFile <ClassesConfig>("classes.json");

            foreach (var cskill in classesConfig.classes)
            {
                if (cskill.implemented)
                {
                    listofCSkills.Add(cskill);
                    SkillInjector.RegisterNewSkill(cskill.id, cskill.name, cskill.description, 1.0f, PrefabCreator.LoadCustomTexture(cskill.icon), Skills.SkillType.Unarmed);
                }
            }
        }