package BaseStatusEffect using RTDB CombatStim : BuffStatusEffect { bool replicated = true; CName[] gameplayTags += [ "Regeneration" ]; fk< StatModifierGroup > duration = { statModifiers = [ { statType = "BaseStats.MaxDuration"; modifierType = "Additive"; value = 3; } : ConstantStatModifier ]; }; VFX = [ { name = "splinter_buff"; }, { name = "status_drugged"; }, { name = "stand_inhale_drug_exhale"; } ]; fk< GameplayLogicPackage >[] packages = [ { effectors = [ { prereqRecord = "Prereqs.AlwaysTruePrereq"; effectorClassName = "ModifyStatPoolModifierEffector"; fk< PoolValueModifier > poolModifier = { bool enabled = true; float rangeBegin = 0; float rangeEnd = 100; float startDelay = 0; float valuePerSec = 16.67; bool delayOnChange = false; } : PoolValueModifier; string statPoolType = "Health"; string modificationType = "Regeneration"; } : ModifyStatPoolModifierEffector ]; stats = [ { statType = "BaseStats.HitReactionFactor"; modifierType = "Multiplier"; value = 0.8f; } : ConstantStatModifier ]; } : GameplayLogicPackage ]; uiData = { displayName = "LocKey#40965"; iconPath = "regeneration_icon"; priority = -7.0f; }; } CombatStim_VeryHard : BuffStatusEffect { bool replicated = true; CName[] gameplayTags += [ "Regeneration" ]; fk< StatModifierGroup > duration = { statModifiers = [ { statType = "BaseStats.MaxDuration"; modifierType = "Additive"; value = 3; } : ConstantStatModifier ]; }; VFX = [ { name = "splinter_buff"; }, { name = "status_drugged"; }, { name = "stand_inhale_drug_exhale"; } ]; fk< GameplayLogicPackage >[] packages = [ { effectors = [ { prereqRecord = "Prereqs.AlwaysTruePrereq"; effectorClassName = "ModifyStatPoolModifierEffector"; fk< PoolValueModifier > poolModifier = { bool enabled = true; float rangeBegin = 0; float rangeEnd = 100; float startDelay = 0; float valuePerSec = 13.33; bool delayOnChange = false; } : PoolValueModifier; string statPoolType = "Health"; string modificationType = "Regeneration"; } : ModifyStatPoolModifierEffector ]; stats = [ { statType = "BaseStats.HitReactionFactor"; modifierType = "Multiplier"; value = 0.8f; } : ConstantStatModifier ]; } : GameplayLogicPackage ]; uiData = { displayName = "LocKey#40965"; iconPath = "regeneration_icon"; priority = -7.0f; }; } CombatStim_Hard : BuffStatusEffect { bool replicated = true; CName[] gameplayTags += [ "Regeneration" ]; fk< StatModifierGroup > duration = { statModifiers = [ { statType = "BaseStats.MaxDuration"; modifierType = "Additive"; value = 5; } : ConstantStatModifier ]; }; VFX = [ { name = "splinter_buff"; }, { name = "status_drugged"; }, { name = "stand_inhale_drug_exhale"; } ]; fk< GameplayLogicPackage >[] packages = [ { effectors = [ { prereqRecord = "Prereqs.AlwaysTruePrereq"; effectorClassName = "ModifyStatPoolModifierEffector"; fk< PoolValueModifier > poolModifier = { bool enabled = true; float rangeBegin = 0; float rangeEnd = 100; float startDelay = 0; float valuePerSec = 6.0; bool delayOnChange = false; } : PoolValueModifier; string statPoolType = "Health"; string modificationType = "Regeneration"; } : ModifyStatPoolModifierEffector ]; stats = [ { statType = "BaseStats.HitReactionFactor"; modifierType = "Multiplier"; value = 0.8f; } : ConstantStatModifier ]; } : GameplayLogicPackage ]; uiData = { displayName = "LocKey#40965"; iconPath = "regeneration_icon"; priority = -7.0f; }; }