Eye damage (#10262)
This commit is contained in:
@@ -2,6 +2,8 @@
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examine-system-entity-does-not-exist = That entity doesn't exist
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examine-system-cant-see-entity = You can't make out whatever that is.
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examine-verb-name = Basic
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examinable-anchored = It is anchored to the floor
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@@ -85,5 +85,8 @@ reagent-desc-omnizine = A soothing milky liquid with an iridescent gleam. A well
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reagent-name-ultravasculine = ultravasculine
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reagent-desc-ultravasculine = Rapidly flushes toxins from the body, but places some stress on the veins. Do not overdose.
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reagent-name-oculine = oculine
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reagent-desc-oculine = Heals eye damage.
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reagent-name-ethylredoxrazine = ethylredoxrazine
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reagent-desc-ethylredoxrazine = Neutralises the effects of alcohol in the blood stream. Though it is commonly needed, it is rarely requested.
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@@ -5,6 +5,7 @@
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spriteName: engivend
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startingInventory:
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ClothingEyesGlassesMeson: 4
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ClothingHeadHatWelding: 4
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Multitool: 4
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PowerCellMedium: 5
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ClothingHandsGlovesColorYellow: 6
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@@ -65,17 +65,14 @@
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- type: entity
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parent: ClothingEyesBase
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id: ClothingEyesGlassesMeson
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name: optical meson scanners
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description: The pinnacle of modern science, wallhacks in real life
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name: engineering goggles #less confusion
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description: Green-tinted goggles using a proprietary polymer that provides protection from eye damage of all types.
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components:
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- type: Sprite
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sprite: Clothing/Eyes/Glasses/meson.rsi
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- type: Clothing
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sprite: Clothing/Eyes/Glasses/meson.rsi
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- type: Armor
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modifiers:
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coefficients:
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Radiation: 0.5
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- type: EyeProtection
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- type: entity
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parent: ClothingEyesBase
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@@ -87,6 +84,7 @@
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sprite: Clothing/Eyes/Glasses/glasses.rsi
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- type: Clothing
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sprite: Clothing/Eyes/Glasses/glasses.rsi
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- type: VisionCorrection
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- type: entity
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parent: ClothingEyesBase
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@@ -99,6 +97,8 @@
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- type: Clothing
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sprite: Clothing/Eyes/Glasses/sunglasses.rsi
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- type: FlashImmunity
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- type: EyeProtection
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protectionTime: 5
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- type: entity
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parent: ClothingEyesBase
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@@ -111,6 +111,8 @@
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- type: Clothing
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sprite: Clothing/Eyes/Glasses/secglasses.rsi
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- type: FlashImmunity
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- type: EyeProtection
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protectionTime: 5
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#Make a scanner category when these actually function and we get the trayson
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- type: entity
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@@ -8,6 +8,8 @@
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sprite: Clothing/Eyes/Misc/eyepatch.rsi
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- type: Clothing
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sprite: Clothing/Eyes/Misc/eyepatch.rsi
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- type: EyeProtection
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protectionTime: 5
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- type: entity
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parent: ClothingEyesBase
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@@ -7,6 +7,7 @@
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- type: IngestionBlocker
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- type: FlashImmunity
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- type: IdentityBlocker
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- type: EyeProtection
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- type: entity
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parent: WeldingMaskBase
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@@ -36,6 +36,8 @@
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- type: Clothing
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sprite: Clothing/Mask/gassyndicate.rsi
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- type: FlashImmunity
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- type: EyeProtection
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protectionTime: 5
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- type: entity
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parent: ClothingMaskGas
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@@ -112,6 +112,7 @@
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- Stutter
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- Electrocution
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- ForcedSleep
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- TemporaryBlindness
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- type: Body
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template: AnimalTemplate
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preset: AnimalPreset
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@@ -179,6 +180,7 @@
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- Stutter
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- Electrocution
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- ForcedSleep
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- TemporaryBlindness
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- type: ThermalRegulator
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metabolismHeat: 800
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radiatedHeat: 100
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@@ -80,6 +80,7 @@
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- PressureImmunity
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- Muted
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- ForcedSleep
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- TemporaryBlindness
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- type: DiseaseCarrier
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- type: Blindable
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# Other
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@@ -108,6 +108,17 @@
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- state: carrot
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- type: SliceableFood
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slice: FoodCakeCarrotSlice
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- type: SolutionContainerManager
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solutions:
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food:
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maxVol: 30
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reagents:
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- ReagentId: JuiceCarrot
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Quantity: 15
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- ReagentId: Sugar
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Quantity: 5
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- ReagentId: Vitamin
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Quantity: 5
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- type: entity
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name: slice of carrot cake
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@@ -120,6 +131,18 @@
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- state: plate-small
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- state: plate-slice-shading
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- state: carrot-slice
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- type: SolutionContainerManager
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solutions:
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food:
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maxVol: 6
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reagents:
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- ReagentId: JuiceCarrot
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Quantity: 3
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- ReagentId: Sugar
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Quantity: 1
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- ReagentId: Vitamin
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Quantity: 1
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# Tastes like sweetness, cake, carrot.
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- type: entity
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@@ -265,5 +265,7 @@
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reagents:
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- ReagentId: Nutriment
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Quantity: 2
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- ReagentId: JuiceCarrot
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Quantity: 1
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- type: Sprite
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state: dink
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@@ -74,7 +74,8 @@
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- type: Sprite
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layers:
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- state: margherita-slice
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# Tastes like crust, tomato, cheese.
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- type: SliceableFood
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slice: FoodPizzaMeatSlice
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- type: entity
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name: meat pizza
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@@ -133,6 +134,17 @@
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- state: vegetable
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- type: SliceableFood
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slice: FoodPizzaVegetableSlice
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- type: SolutionContainerManager
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solutions:
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food:
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maxVol: 40
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reagents:
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- ReagentId: Nutriment
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Quantity: 25
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- ReagentId: JuiceCarrot
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Quantity: 5
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- ReagentId: Vitamin
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Quantity: 5
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- type: entity
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name: slice of vegetable pizza
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@@ -143,6 +155,18 @@
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- type: Sprite
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layers:
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- state: vegetable-slice
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- type: SolutionContainerManager
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solutions:
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food:
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maxVol: 40
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reagents:
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- ReagentId: Nutriment
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Quantity: 4
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- ReagentId: JuiceCarrot
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Quantity: 1
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- ReagentId: Vitamin
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Quantity: 1
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# Tastes like crust, tomato, cheese, carrot.
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- type: entity
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@@ -61,6 +61,14 @@
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components:
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- type: Sprite
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state: fries-carrot
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netsync: false
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- type: SolutionContainerManager
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solutions:
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food:
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maxVol: 26
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reagents:
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- ReagentId: JuiceCarrot
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Quantity: 20
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# Tastes like carrots, salt.
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- type: entity
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@@ -228,7 +228,7 @@
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food:
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maxVol: 9
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reagents:
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- ReagentId: Nutriment
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- ReagentId: JuiceCarrot
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Quantity: 5
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- ReagentId: Vitamin
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Quantity: 4
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@@ -50,6 +50,7 @@
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radius: 1.5
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color: orange
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- type: Appearance
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- type: RequiresEyeProtection
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- type: entity
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name: industrial welding tool
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@@ -86,7 +86,7 @@
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growthStages: 3
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waterConsumption: 6
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chemicals:
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Nutriment:
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JuiceCarrot:
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Min: 1
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Max: 5
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PotencyDivisor: 20
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@@ -57,6 +57,17 @@
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desc: reagent-desc-juice-carrot
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physicalDesc: reagent-physical-desc-crisp
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color: "#FF8820"
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metabolisms:
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Drink:
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effects:
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- !type:SatiateThirst
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factor: 2
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- !type:AdjustReagent
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reagent: Oculine
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amount: 0.15
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- !type:AdjustReagent
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reagent: Nutriment
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amount: 0.5
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- type: reagent
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id: JuiceGrape
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@@ -658,3 +658,14 @@
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reagent: Ultravasculine
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amount: 0.5
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- type: reagent
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id: Oculine
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name: reagent-name-oculine
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desc: reagent-desc-oculine
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group: Medicine
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physicalDesc: reagent-physical-desc-translucent
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color: "#404040"
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metabolisms:
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Medicine:
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effects:
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- !type:ChemHealEyeDamage
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@@ -323,6 +323,20 @@
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products:
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Ultravasculine: 2
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- type: reaction
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id: Oculine
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reactants:
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TableSalt:
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amount: 1
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Blood:
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amount: 1
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Carbon:
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amount: 1
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Hydrogen:
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amount: 1
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products:
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Oculine: 4
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- type: reaction
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id: Siderlac
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reactants:
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@@ -55,3 +55,13 @@
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pixelSize: 32, 32
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alphaCutoff: 0
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removeTransparency: false
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- type: shader
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id: BlurryVisionX
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kind: source
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path: "/Textures/Shaders/blurryx.swsl"
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- type: shader
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id: BlurryVisionY
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kind: source
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path: "/Textures/Shaders/blurryy.swsl"
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@@ -48,3 +48,5 @@
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- type: statusEffect
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id: ForcedSleep #I.e., they will not wake on damage or similar
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- type: statusEffect
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id: TemporaryBlindness
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16
Resources/Textures/Shaders/blurryx.swsl
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16
Resources/Textures/Shaders/blurryx.swsl
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@@ -0,0 +1,16 @@
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp float BLUR_AMOUNT;
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void fragment() {
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highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
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highp vec4 color = zTexture(UV);
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col += texture(SCREEN_TEXTURE, UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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col += texture(SCREEN_TEXTURE, UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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COLOR = vec4(vec3(col), color.a);
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}
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16
Resources/Textures/Shaders/blurryy.swsl
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16
Resources/Textures/Shaders/blurryy.swsl
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@@ -0,0 +1,16 @@
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uniform sampler2D SCREEN_TEXTURE;
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uniform highp float BLUR_AMOUNT;
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void fragment() {
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highp vec3 col = texture(SCREEN_TEXTURE, UV).xyz * BLUR_AMOUNT;
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highp vec4 color = zTexture(UV);
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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col += texture(SCREEN_TEXTURE, UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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COLOR = vec4(vec3(col), color.a);
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}
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