Semi-automatically generated modding documentation for Barotrauma

Jobs

Relevant files: [Shared:JobsFile.cs] [Shared:JobPrefab.cs]

This page was generated automatically.

  • Required by core package: Yes

Child elements

  • itemset
  • skills
  • autonomousobjectives
  • appropriateobjectives
  • jobicon
  • jobiconsmall

Attributes

Attribute Type Default value Description
UIColor Color “1,1,1,1”  
IdleBehavior AIObjectiveIdle.BehaviorType AIObjectiveIdle.BehaviorType.Passive How should the character behave when idling (not doing any particular task)?
OnlyJobSpecificDialog bool false Can the character speak any random lines, or just ones specifically meant for the job?
InitialCount int 0 The number of these characters in the crew the player starts with in the single player campaign.
AllowAlways bool false If set to true, a client that has chosen this as their preferred job will get it regardless of the maximum number or the amount of spawnpoints in the sub.
MaxNumber int 100 How many crew members can have the job (e.g. only one captain etc).
MinNumber int 0 How many crew members are required to have the job. I.e. if one captain is required, one captain is chosen even if all the players have set captain to lowest preference.
MinKarma float 0.0 Minimum amount of karma a player must have to get assigned this job.
PriceMultiplier float 1.0 Multiplier on the base hiring cost when hiring the character from an outpost.
VitalityModifier float 0.0 How much the vitality of the character is increased/reduced from the default value (e.g. 10 = 110 total vitality if the default vitality is 100.).
HiddenJob bool false Hidden jobs are not selectable by players, but can be used by e.g. outpost NPCs.