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afflictionsnofx.xml
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<?xml version="1.0" encoding="utf-8"?>
<!-- ↓↓↓ Main afflictions/injuries applied by sonar. ↓↓↓ -->
<!-- NO FX VERSION. Some affliction visuals are still above zero to remain consistent with the vanilla game. -->
<Afflictions>
<!-- Brain hemorrhage -->
<Affliction
name = "Brain hemorrhage"
identifier = "brainhemorrhagenofx"
type = "brainhemorrhage"
maxstrength = "100"
treatmentthreshold = "40"
limbspecific= "true"
indicatorlimb = "Head"
healcostmultiplier="0"
basehealcost="650"
showiconthreshold = "33"
showinhealthscannerthreshold = "0"
causeofdeathdescription = "afflictioncauseofdeath.brainhemorrhage"
selfcauseofdeathdescription = "afflictioncauseofdeathself.brainhemorrhage" >
<icon texture = "%ModDir%/Icons/Afflictions.png" sourcerect="384,0,128,128" origin="0,0"/>
<Description
textidentifier="afflictiondescription.brainhemorrhage"
target="OtherCharacter"
minstrength="0"
maxstrength="25"/>
<Description
textidentifier="afflictiondescription.brainhemorrhage.medium"
target="OtherCharacter"
minstrength="25"
maxstrength="99"/>
<Description
textidentifier="afflictiondescription.brainhemorrhage.high"
target="OtherCharacter"
minstrength="99"
maxstrength="100"/>
<Description
textidentifier="afflictiondescription.brainhemorrhage.self"
target="Self"
minstrength="0"
maxstrength="25"/>
<Description
textidentifier="afflictiondescription.brainhemorrhage.medium.self"
target="Self"
minstrength="25"
maxstrength="100"/>
<Effect minstrength = "0" maxstrength = "15" multiplybymaxvitality = "true"
minvitalitydecrease="0.0"
maxvitalitydecrease="0.15"
minscreendistort="0.0"
maxscreendistort="0.15"
minscreenblur="0.0"
maxscreenblur="0.15"
minradialdistort="0.0"
maxradialdistort="0.15"
minspeedmultiplier="1"
maxspeedmultiplier="0.8" >
<StatusEffect target="Character" disabledeltatime="true" interval="1">
<ReduceAffliction identifier="brainhemorrhagenofx" strength="0.02" />
</StatusEffect>
<!-- Integration with Neurotrauma brain transplants & amputations. -->
<StatusEffect target="Character" interval="1" disabledeltatime="true" comparison="or">
<Conditional brainremoved="gt 0"/>
<Conditional th_amputation="gt 0"/>
<Conditional sh_amputation="gt 0"/>
<ReduceAffliction type="brainhemorrhagenofx" strength="1000"/>
<Affliction identifier="removehemorrhagefx" strength="1000"/>
</StatusEffect>
</Effect>
<Effect minstrength = "15" maxstrength = "99" multiplybymaxvitality = "true" dialogflag="BrainHemorrhageLow"
minvitalitydecrease="0.15"
maxvitalitydecrease="1.0"
minscreendistort="0.15"
maxscreendistort="0.85"
minscreenblur="0.15"
maxscreenblur="1.0"
mingrainstrength = "0.15"
maxgrainstrength = "1.0"
minradialdistort="0.15"
maxradialdistort="0.85"
minspeedmultiplier="0.8"
maxspeedmultiplier="0.25" >
<!-- Integration with Neurotrauma brain transplants & amputations. -->
<StatusEffect target="Character" interval="1" disabledeltatime="true" comparison="or">
<Conditional brainremoved="gt 0"/>
<Conditional th_amputation="gt 0"/>
<Conditional sh_amputation="gt 0"/>
<ReduceAffliction type="brainhemorrhagenofx" strength="1000"/>
<Affliction identifier="removehemorrhagefx" strength="1000"/>
</StatusEffect>
<!-- After 15%, the hemorrhaging advances by itself, leaving the patient with ~5 minutes to live. -->
<StatusEffect target="Character" targetlimb="Head" disabledeltatime="true" interval="1">
<Conditional mannainfluencehead="lteq 0" />
<Affliction identifier="brainhemorrhagenofx" strength="0.28" />
</StatusEffect>
<StatusEffect target="Character" targetlimb="Head" disabledeltatime="true" interval="1">
<Conditional brainhemorrhagenofx="gteq 30" />
<Affliction identifier="ataxianofx" strength="0.8" />
</StatusEffect>
<StatusEffect target="Character" >
<Conditional brainhemorrhagenofx="gteq 50" />
<Affliction identifier="psychosis" strength="1" />
</StatusEffect>
<StatusEffect target="Character" targetlimb="Head" >
<Conditional brainhemorrhagenofx="gteq 60" />
<Affliction identifier="aphasia" strength="0.8" />
</StatusEffect>
<StatusEffect target="Character" targetlimb="LeftArm,RightArm" >
<Conditional brainhemorrhagenofx="gteq 70" />
<Affliction identifier="nervedamage" strength="0.1" />
</StatusEffect>
<!-- Sound loops -->
<StatusEffect target="Character" comparison="and">
<Conditional isLocalPlayer="true" />
<Conditional brainhemorrhagenofx="gteq 15" />
<Conditional brainhemorrhagenofx="lt 32" />
<Sound file="%ModDir%/Sounds/brainHemorrhageStage1.ogg" volume="1.0" dontmuffle="true" loop="true"/>
</StatusEffect>
<StatusEffect target="Character" comparison="and">
<Conditional isLocalPlayer="true" />
<Conditional brainhemorrhagenofx="gteq 32" />
<Conditional brainhemorrhagenofx="lt 49" />
<Sound file="%ModDir%/Sounds/brainHemorrhageStage2.ogg" volume="1.2" dontmuffle="true" loop="true"/>
</StatusEffect>
<StatusEffect target="Character" comparison="and">
<Conditional isLocalPlayer="true" />
<Conditional brainhemorrhagenofx="gteq 49" />
<Conditional brainhemorrhagenofx="lt 66" />
<Sound file="%ModDir%/Sounds/brainHemorrhageStage3.ogg" volume="1.4" dontmuffle="true" loop="true"/>
</StatusEffect>
<StatusEffect target="Character" comparison="and">
<Conditional isLocalPlayer="true" />
<Conditional brainhemorrhagenofx="gteq 66" />
<Conditional brainhemorrhagenofx="lt 83" />
<Sound file="%ModDir%/Sounds/brainHemorrhageStage4.ogg" volume="1.6" dontmuffle="true" loop="true"/>
</StatusEffect>
<StatusEffect target="Character" comparison="and">
<Conditional isLocalPlayer="true" />
<Conditional brainhemorrhagenofx="gteq 83" />
<Sound file="%ModDir%/Sounds/brainHemorrhageStage5.ogg" volume="1.8" dontmuffle="true" loop="true"/>
</StatusEffect>
</Effect>
<!-- Kills the patient at 100% -->
<Effect minstrength = "99" maxstrength = "100" multiplybymaxvitality = "true"
minvitalitydecrease="1.0"
maxvitalitydecrease="2.0"
minscreendistort="1"
maxscreendistort="2"
minscreenblur="1"
maxscreenblur="2"
minchromaticaberration="1"
maxchromaticaberration="2"
mingrainstrength = "1"
maxgrainstrength = "2"
minradialdistort="1"
maxradialdistort="2">
<StatusEffect target="Character" targetlimb="Head">
<Affliction identifier="brainhemorrhagenofx" strength="0.35" />
</StatusEffect>
<StatusEffect target="Character" comparison="and" >
<Conditional brainhemorrhagenofx="gteq 97" />
<Conditional IsLocalPlayer="True"/>
<Sound file="%ModDir%/Sounds/brainDeath.ogg" loop = "false" dontmuffle="true" volume = "1.4" />
</StatusEffect>
</Effect>
</Affliction>
<!-- Cortizide injection NO visuals -->
<Affliction
identifier = "cortizideinjectionnofx"
showiconthreshold = "1000"
showinhealthscannerthreshold = "1000"
maxstrength = "122">
<Effect minstrength = "0" maxstrength = "100">
<StatusEffect target="Character">
<Affliction identifier="blurandabberationnofx" strength="1" />
<Affliction identifier="cortizideinjectionnofx" strength="9.92" />
</StatusEffect>
<StatusEffect target="Character" disabledeltatime="true" interval="0.1" comparison="and">
<Conditional isLocalPlayer="true"/>
<Conditional cortizideinjectionnofx="gteq 21.34"/>
<Explosion range="1" force="0" smoke="false" sparks="false" flames="false" shockwave="false" underwaterbubble="false" camerashake="10" camerashakerange="3000"/>
</StatusEffect>
<StatusEffect target="Character" disabledeltatime="true">
<Conditional cortizideinjectionnofx="gteq 122"/>
<Affliction identifier="cortizideinjectionnofx" strength="-1000" />
<Affliction identifier="blurandabberationnofx" strength="-1000" />
</StatusEffect>
</Effect>
</Affliction>
<Affliction
identifier = "blurandabberationnofx"
showiconthreshold = "1000"
showinhealthscannerthreshold = "1000"
maxstrength = "100">
<Effect minstrength = "0" maxstrength = "100" strengthchange = "20"
minscreenblur="0"
maxscreenblur="1"
minchromaticaberration="0"
maxchromaticaberration="1" >
</Effect>
</Affliction>
<!-- ↓↓↓ Cosmetic Afflictions ↓↓↓ -->
<!-- Ataxia : Poor muslce control that leads to clumsy voluntary movements. -->
<Affliction
name = "Ataxia"
identifier = "ataxianofx"
type = "ataxia"
maxstrength = "100"
limbspecific= "true"
indicatorlimb = "Head"
showiconthreshold = "0"
showinhealthscannerthreshold = "0"
healableinmedicalclinic="false">
<icon texture = "%ModDir%/Icons/Afflictions.png" sourcerect="896,0,128,128" origin="0,0"/>
<Description
textidentifier="afflictiondescription.ataxia"
target="OtherCharacter" />
<Description
textidentifier="afflictiondescription.ataxia.self"
target="Self" />
<Effect minstrength = "0" maxstrength = "100">
<!-- Remove ataxia if brainhemorrhage is treated. -->
<StatusEffect target="Character" interval="1" disabledeltatime="true">
<Conditional brainhemorrhagenofx="lt 30" />
<ReduceAffliction identifier="invertcontrols" strength="1000" />
<Affliction identifier="ataxianofx" strength="-1000" />
</StatusEffect>
</Effect>
<!-- Repeatedly inverts the characters movement. -->
<PeriodicEffect mininterval="9" maxinterval="18">
<StatusEffect target="Character">
<Conditional invertcontrols = "lteq 0"/>
<Conditional brainhemorrhagenofx="gteq 30" />
<Affliction identifier="invertcontrols" strength="20" />
</StatusEffect>
</PeriodicEffect>
<PeriodicEffect mininterval="9" maxinterval="18">
<StatusEffect target="Character" >
<Conditional invertcontrols="gteq 1" />
<ReduceAffliction identifier="invertcontrols" strength="1000" />
</StatusEffect>
</PeriodicEffect>
<!-- Convulsions -->
<PeriodicEffect mininterval="0.5" maxinterval="1.5">
<StatusEffect target="Character" disabledeltatime="true" stackable="false" delay="0" checkconditionalalways="false" comparison="and">
<Conditional brainhemorrhagenofx="gteq 65" />
<Conditional isLocalPlayer="true" />
<Explosion range="1" flashrange="0" flashduration="0" stun="0" structuredamage="0" itemdamage="0" force="20" severlimbsprobability="0.0" ballastfloradamage="0" smoke="false" flash="false" flames="false" shockwave="false" sparks="false" underwaterbubble="false" />
</StatusEffect>
</PeriodicEffect>
</Affliction>
</Afflictions>