public override void OnAddition(BuffManager bm, BuffInstance bi, bool travelReaddition) { Sim actor = bm.Actor; BuffInstanceEWSeriousWound buffInstance = bi as BuffInstanceEWSeriousWound; buffInstance.StartFx(actor); base.OnAddition(bm, bi, travelReaddition); // This should increase hunger and energy decay. BuffBooter.addCommodityMultiplier(actor, CommodityKind.Hunger, kSeriousWoundHungerDecayMultiplier); BuffBooter.addCommodityMultiplier(actor, CommodityKind.Energy, kSeriousWoundEnergyDecayMultiplier); }
public override void OnAddition(BuffManager bm, BuffInstance bi, bool travelReaddition) { Sim actor = bm.Actor; BuffInstanceEWMinorWound buffInstance = bi as BuffInstanceEWMinorWound; // Not sure that minor wounds really need a visual effect. //buffInstance.mEffect = VisualEffect.Create(OccultUnicorn.GetUnicornSocialVfxName(actor, // isFriendly: false, isToTarget: false)); //buffInstance.mEffect.SetEffectColorScale(0.9f, .37f, 0.02f); // RGB for honey color //buffInstance.mEffect.ParentTo(actor, Sim.FXJoints.Spine2); //buffInstance.mEffect.Start(); base.OnAddition(bm, bi, travelReaddition); // This should increase hunger and energy decay. BuffBooter.addCommodityMultiplier(actor, CommodityKind.Hunger, kMinorWoundHungerDecayMultiplier); BuffBooter.addCommodityMultiplier(actor, CommodityKind.Energy, kMinorWoundEnergyDecayMultiplier); }