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CriticalEffectsSettings.cs
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CriticalEffectsSettings.cs
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using BattleTech;
namespace MechEngineer.Features.CriticalEffects;
public class CriticalEffectsSettings : ISettings
{
public bool Enabled { get; set; } = true;
public string EnabledDescription => "Allows custom multiple critical hit states for individual components.";
public bool ShowComponentFloatie { get; set; } = true;
public string ShowComponentFloatieDescription => "Shows the component status after being damaged using floaties.";
public bool DebugLogEffects { get; set; } = false;
public string DebugLogEffectsDescription => "Log effect changes for debugging purposes.";
public float DefaultMaxCritsPerSlots { get; set; } = 0.5f;
public string DefaultMaxCritsPerSlotsDescription => "How many critical hits a component by default can take for each occupied slot. " +
"For CBT use 0, for Expanded Critical Damage behavior use 0.5. " +
"Custom CriticalEffects overwrite this behavior.";
public ComponentType[] DefaultMaxCritsComponentTypes { get; set; } = {ComponentType.Weapon, ComponentType.AmmunitionBox, ComponentType.JumpJet, ComponentType.Upgrade};
public string DefaultMaxCritsComponentTypesDescription => "For which types the default max crits are applied.";
public bool DescriptionEnabled = true;
public string DescriptionIdentifier = "Criticals";
public string DescriptionTemplate = "Critical Effects:<b><color=#F79B26FF>\r\n{{elements}}</color></b>\r\n";
public string ElementTemplate = " <indent=10%><line-indent=-5%><line-height=65%>{{element}}</line-height></line-indent></indent>\r\n";
public bool DescriptionUseName = false;
public string CritFloatieMessage = "{0} CRIT";
public string DestroyedFloatieMessage = "{0} DESTROYED";
public string CritHitText = "HIT {0}: {1}";
public string CritDestroyedText = "DESTROYED: {0}";
public string CritDestroyedDeathText = "DESTROYED: Mech is incapacitated, reason is {0}";
public string CritLinkedText = "Critical hits are linked to '{0}'";
}