Ling fixes and tweaks (#259)
* - fix: Bees fix. * - fix: Transform transfers body type. * - fix: Chemcap is transfered on transform. * - fix: Gulag objective actual fix. * - fix: Fix escape with identity not working. * - tweak: Fixes & objective tweaks. * - tweak: More slowdown from ling armor.
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@@ -17,11 +17,11 @@
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id: BaseChangelingStealObjective
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components:
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- type: StealCondition
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verifyMapExistance: false
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verifyMapExistence: false
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- type: Objective
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difficulty: 2.75
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- type: ObjectiveLimit
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limit: 1
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limit: 2
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- type: entity
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noSpawn: true
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@@ -63,6 +63,22 @@
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- type: PickRandomChangeling
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- type: AbsorbChangelingCondition
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# escape
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- type: entity
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noSpawn: true
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parent: [BaseChangelingObjective, BaseLivingObjective]
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id: EscapeShuttleObjectiveCh
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name: Escape to centcom alive and unrestrained.
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description: One of our undercover agents will debrief you when you arrive. Don't show up in cuffs.
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components:
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- type: Objective
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difficulty: 1.3
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icon:
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sprite: Structures/Furniture/chairs.rsi
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state: shuttle
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- type: EscapeShuttleCondition
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- type: entity
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noSpawn: true
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parent: BaseChangelingObjective
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@@ -76,6 +92,11 @@
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title: objective-condition-escape-with-identity-title
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- type: PickRandomIdentity
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- type: EscapeWithIdentityCondition
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- type: ObjectiveBlacklistRequirement
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blacklist:
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components:
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- EscapeShuttleCondition
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- DieCondition
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# steal
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@@ -225,3 +246,37 @@
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- type: StealCondition
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stealGroup: NukeDisk
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owner: objective-condition-steal-station
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# kill
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- type: entity
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noSpawn: true
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parent: [BaseChangelingObjective, BaseKillObjective]
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id: KillRandomPersonObjectiveCh
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description: Do it however you like, just make sure they don't make it to centcom.
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components:
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- type: Objective
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difficulty: 1.75
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unique: false
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- type: TargetObjective
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title: objective-condition-kill-person-title
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- type: PickRandomPerson
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- type: entity
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noSpawn: true
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parent: [BaseChangelingObjective, BaseKillObjective]
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id: KillRandomHeadObjectiveCh
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description: We need this head gone and you probably know why. Good luck, agent.
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components:
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- type: Objective
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# technically its still possible for KillRandomPersonObjective to roll a head but this is guaranteed, so higher difficulty
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difficulty: 3.0
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# killing 1 head is enough
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unique: true
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- type: TargetObjective
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title: objective-condition-kill-head-title
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- type: PickRandomHead
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- type: KillPersonCondition
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# don't count missing evac as killing as heads are higher profile, so you really need to do the dirty work
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# if ce flies a shittle to centcom you better find a way onto it
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requireDead: true
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@@ -133,17 +133,18 @@
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weights:
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ChangelingObjectiveGroupSteal: 1
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ChangelingObjectiveGroupKill: 1
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ChangelingObjectiveGroupEscape: 1
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- type: weightedRandom
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id: ChangelingObjectiveGroupSteal
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weights:
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CaptainIDStealObjectiveCh: 0.5
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CMOHyposprayStealObjectiveCh: 0.5
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RDHardsuitStealObjectiveCh: 0.5
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NukeDiskStealObjectiveCh: 0.5
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MagbootsStealObjectiveCh: 0.5
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CorgiMeatStealObjectiveCh: 0.5
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ClipboardStealObjectiveCh: 0.5
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CaptainIDStealObjectiveCh: 1
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CMOHyposprayStealObjectiveCh: 1
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RDHardsuitStealObjectiveCh: 1
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NukeDiskStealObjectiveCh: 1
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MagbootsStealObjectiveCh: 1
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CorgiMeatStealObjectiveCh: 1
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ClipboardStealObjectiveCh: 1
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CaptainGunStealObjectiveCh: 0.5
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CaptainJetpackStealObjectiveCh: 0.5
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HandTeleporterStealObjectiveCh: 0.5
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@@ -154,5 +155,12 @@
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weights:
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AbsorbDnaObjective: 1
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AbsorbMoreDnaObjective: 0.75
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AbsorbChangelingObjective: 0.25
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EscapeWithIdentityObjective: 0.75
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#AbsorbChangelingObjective: 0.25
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KillRandomPersonObjectiveCh: 1
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KillRandomHeadObjectiveCh: 0.25
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- type: weightedRandom
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id: ChangelingObjectiveGroupEscape
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weights:
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EscapeShuttleObjectiveCh: 1
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EscapeWithIdentityObjective: 0.5
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