Healing Status Effect Stat (#5304)
* Up * Ground * Healing Very tiny change
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@@ -737,6 +737,7 @@ stat.speedmultiplier = Speed Multiplier
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stat.reloadmultiplier = Reload Multiplier
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stat.reloadmultiplier = Reload Multiplier
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stat.buildspeedmultiplier = Build Speed Multiplier
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stat.buildspeedmultiplier = Build Speed Multiplier
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stat.reactive = Reacts
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stat.reactive = Reacts
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stat.healing = Healing
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ability.forcefield = Force Field
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ability.forcefield = Force Field
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ability.repairfield = Repair Field
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ability.repairfield = Repair Field
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@@ -76,6 +76,7 @@ public class StatusEffect extends UnlockableContent{
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if(reloadMultiplier != 1) stats.addPercent(Stat.reloadMultiplier, reloadMultiplier);
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if(reloadMultiplier != 1) stats.addPercent(Stat.reloadMultiplier, reloadMultiplier);
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if(buildSpeedMultiplier != 1) stats.addPercent(Stat.buildSpeedMultiplier, buildSpeedMultiplier);
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if(buildSpeedMultiplier != 1) stats.addPercent(Stat.buildSpeedMultiplier, buildSpeedMultiplier);
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if(damage > 0) stats.add(Stat.damage, damage * 60f, StatUnit.perSecond);
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if(damage > 0) stats.add(Stat.damage, damage * 60f, StatUnit.perSecond);
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if(damage < 0) stats.add(Stat.healing, -(damage * 60f), StatUnit.perSecond);
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boolean reacts = false;
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boolean reacts = false;
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@@ -40,6 +40,7 @@ public enum Stat{
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reloadMultiplier,
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reloadMultiplier,
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buildSpeedMultiplier,
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buildSpeedMultiplier,
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reactive,
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reactive,
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healing,
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itemCapacity(StatCat.items),
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itemCapacity(StatCat.items),
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itemsMoved(StatCat.items),
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itemsMoved(StatCat.items),
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