Files
SPT-Server-Build/Core/Models/Spt/Config/RepairConfig.cs
T

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3.2 KiB
C#

namespace Core.Models.Spt.Config;
using System.Text.Json.Serialization;
public class RepairConfig : IBaseConfig
{
[JsonPropertyName("kind")]
public string Kind { get; set; } = "spt-repair";
[JsonPropertyName("priceMultiplier")]
public double PriceMultiplier { get; set; }
[JsonPropertyName("applyRandomizeDurabilityLoss")]
public bool ApplyRandomizeDurabilityLoss { get; set; }
[JsonPropertyName("weaponSkillRepairGain")]
public double WeaponSkillRepairGain { get; set; }
[JsonPropertyName("armorKitSkillPointGainPerRepairPointMultiplier")]
public double ArmorKitSkillPointGainPerRepairPointMultiplier { get; set; }
/** INT gain multiplier per repaired item type */
[JsonPropertyName("repairKitIntellectGainMultiplier")]
public IntellectGainValues RepairKitIntellectGainMultiplier { get; set; }
// ** How much INT can be given to player per repair action */
[JsonPropertyName("maxIntellectGainPerRepair")]
public MaxIntellectGainValues MaxIntellectGainPerRepair { get; set; }
[JsonPropertyName("weaponTreatment")]
public WeaponTreatmentRepairValues WeaponTreatment { get; set; }
[JsonPropertyName("repairKit")]
public RepairKit RepairKit { get; set; }
}
public class IntellectGainValues
{
[JsonPropertyName("weapon")]
public double Weapon { get; set; }
[JsonPropertyName("armor")]
public double Armor { get; set; }
}
public class MaxIntellectGainValues
{
[JsonPropertyName("kit")]
public double Kit { get; set; }
[JsonPropertyName("trader")]
public double Trader { get; set; }
}
public class WeaponTreatmentRepairValues
{
/** The chance to gain more weapon maintenance skill */
[JsonPropertyName("critSuccessChance")]
public double CritSuccessChance { get; set; }
[JsonPropertyName("critSuccessAmount")]
public double CritSuccessAmount { get; set; }
/** The chance to gain less weapon maintenance skill */
[JsonPropertyName("critFailureChance")]
public double CritFailureChance { get; set; }
[JsonPropertyName("critFailureAmount")]
public double CritFailureAmount { get; set; }
/** The multiplier used for calculating weapon maintenance XP */
[JsonPropertyName("pointGainMultiplier")]
public double PointGainMultiplier { get; set; }
}
public class RepairKit
{
[JsonPropertyName("armor")]
public BonusSettings Armor { get; set; }
[JsonPropertyName("weapon")]
public BonusSettings Weapon { get; set; }
}
public class BonusSettings
{
[JsonPropertyName("rarityWeight")]
public Dictionary<string, double> RarityWeight { get; set; }
[JsonPropertyName("bonusTypeWeight")]
public Dictionary<string, double> BonusTypeWeight { get; set; }
[JsonPropertyName("common")]
public Dictionary<string, BonusValues> Common { get; set; }
[JsonPropertyName("rare")]
public Dictionary<string, BonusValues> Rare { get; set; }
}
public class BonusValues
{
[JsonPropertyName("valuesMinMax")]
public MinMax ValuesMinMax { get; set; }
/** What dura is buff active between (min max of current max) */
[JsonPropertyName("activeDurabilityPercentMinMax")]
public MinMax ActiveDurabilityPercentMinMax { get; set; }
}