A unique curse perk called "Brain Injury" that causes the player to lose XP when hit. It calculates XP loss as a percentage of damage, applies the loss, shows a floater text, and plays a brief highlight animation on the perk icon.
using System;
using Sandbox;
[Perk( Rarity.Unique, curse: true, alwaysOfferDebug: false )]
public class CurseHurtLoseXp : Perk
{
private enum Mod { PercentLost };
static CurseHurtLoseXp()
{
Register<CurseHurtLoseXp>(
name: "Brain Injury",
imagePath: "textures/icons/vector/curse_hurt_lose_xp.png",
description: level => $"When hit, lose xp equal to\n[-]{(int)GetValue( level, Mod.PercentLost, true )}%[/-] of the amount"
);
}
public override void Start()
{
base.Start();
HighlightColor = new Color( 1f, 0f, 0f );
HighlightDuration = 0.1f;
HighlightOpacity = 2f;
}
public override void Refresh()
{
base.Refresh();
}
public override void OnHit( float amount, DamageType damageType, bool isSelfInflicted, Vector2 dir, float force, Enemy enemySource, EnemyType enemyType, float previousHealth )
{
base.OnHit( amount, damageType, isSelfInflicted, dir, force, enemySource, enemyType, previousHealth );
if ( damageType == DamageType.Self )
return;
var xpLost = amount * GetValue( Level, Mod.PercentLost );
var actualXpLost = Math.Min( xpLost, Player.ExperienceCurrent );
Player.LoseXp( xpLost );
if ( actualXpLost > 0 )
Manager.Instance.SpawnFloaterTextRpc( Player.WorldPosition.WithZ( 65f ), $"-{(int)actualXpLost} XP", new Color( 0.6f, 0f, 0.8f ), size: 1f, floaterType: FloaterType.XpLoss );
Highlight();
IconScale = Game.Random.Float( 1.1f, 1.15f );
IconAngleOffset = Game.Random.Float( 5f, 10f ) * (Game.Random.Int( 0, 1 ) == 0 ? -1f : 1f);
}
private static float GetValue( int level, Mod mod, bool isPercent = false )
{
switch ( mod )
{
case Mod.PercentLost:
default:
return isPercent
? 50
: 0.5f;
}
}
}