Всякое (#271)

* - tweak: Something.

* - tweak: Tweaks.

* - tweak: Death to autoklickers.

* - tweak: Warop tweak.

* - tweak: Neuro tweaks.

* - add: Translate animal accents.

* - fix: Embeddable projectiles miss corpses.

* - tweak: More sniper ammo.

* - tweak: Free clothes in uplink.

* - tweak: Less speed up from stuff.

* - tweak: Ammo counter and toggleable clothing stuff.

* - add: More emag stuff.

* - tweak: No neuro blunt stamina damage.

* - fix: Fix name.

* - fix: Fix desc.
This commit is contained in:
Aviu00
2024-04-06 21:30:40 +09:00
committed by GitHub
parent e9e07a23cd
commit 883623e448
40 changed files with 180 additions and 87 deletions

View File

@@ -90,7 +90,7 @@ public sealed partial class NukeopsRuleComponent : Component
/// This amount of TC will be given to each nukie
/// </summary>
[DataField]
public int WarTCAmountPerNukie = 30;
public int WarTCAmountPerNukie = 50;
/// <summary>
/// Time allowed for declaration of war
@@ -108,7 +108,7 @@ public sealed partial class NukeopsRuleComponent : Component
/// Minimal operatives count for war declaration
/// </summary>
[DataField]
public int WarDeclarationMinOps = 4;
public int WarDeclarationMinOps = 2;
[DataField]
public EntProtoId SpawnPointProto = "SpawnPointNukies";

View File

@@ -44,9 +44,9 @@ public sealed class MindShieldSystem : EntitySystem
}
// WD START
if (_tag.HasTag(ev.Implant, NeuroControlComponent.NeuroControlTag) && ev.Implanted != null)
if (_tag.HasTag(ev.Implant, NeuroStabilizationComponent.NeuroStabilizationTag) && ev.Implanted != null)
{
EnsureComp<NeuroControlComponent>(ev.Implanted.Value);
EnsureComp<NeuroStabilizationComponent>(ev.Implanted.Value);
}
// WD END
}

View File

@@ -1,9 +1,6 @@
using Content.Server.Stunnable.Components;
using Content.Shared._White.Implants.NeuroControl;
using Content.Shared.Standing;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.Physics.Dynamics;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Events;
@@ -13,7 +10,6 @@ namespace Content.Server.Stunnable
internal sealed class StunOnCollideSystem : EntitySystem
{
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly NeuroControlSystem _neuroControl = default!; // WD EDIT
public override void Initialize()
{
@@ -24,31 +20,11 @@ namespace Content.Server.Stunnable
private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
{
// WD START
var neuroControlled = HasComp<NeuroControlComponent>(target);
var stunAmount = component.StunAmount;
var knockdownAmount = component.KnockdownAmount;
if (neuroControlled)
{
stunAmount = Math.Max(1, stunAmount / 6);
knockdownAmount = Math.Max(1, knockdownAmount / 6);
}
// WD END
if (EntityManager.TryGetComponent<StatusEffectsComponent>(target, out var status))
{
// WD EDIT START
_stunSystem.TryStun(target, TimeSpan.FromSeconds(stunAmount), true, status);
_stunSystem.TryStun(target, TimeSpan.FromSeconds(component.StunAmount), true, status);
_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(knockdownAmount), true,
status);
if (neuroControlled)
{
_neuroControl.Electrocute(target, component.StunAmount * 6, status);
return;
}
// WD EDIT END
_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(component.KnockdownAmount), true, status);
_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(component.SlowdownAmount), true,
component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status);

View File

@@ -244,6 +244,11 @@ public sealed class ToggleableClothingSystem : EntitySystem
_inventorySystem.TryUnequip(user, parent, component.Slot, force: true);
else if (_inventorySystem.TryGetSlotEntity(parent, component.Slot, out var existing))
{
if (_inventorySystem.TryUnequip(user, parent, component.Slot)) // WD
{
_inventorySystem.TryEquip(user, parent, component.ClothingUid.Value, component.Slot);
return;
}
_popupSystem.PopupClient(Loc.GetString("toggleable-clothing-remove-first", ("entity", existing)),
user, user);
}

View File

@@ -24,6 +24,7 @@ using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared._White;
using Content.Shared._White.MagGloves;
using Content.Shared._White.Chaplain;
using Content.Shared._White.Implants.NeuroControl;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
@@ -541,7 +542,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (damageResult != null && damageResult.Any())
{
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage) && !HasComp<NeuroStabilizationComponent>(target.Value)) // WD EDIT
{
_stamina.TakeStaminaDamage(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
}

View File

@@ -72,5 +72,5 @@ public sealed partial class BallisticAmmoProviderComponent : Component
/// DoAfter delay for filling a bullet into another ballistic ammo provider.
/// </summary>
[DataField]
public TimeSpan FillDelay = TimeSpan.FromSeconds(0.5);
public TimeSpan FillDelay = TimeSpan.FromSeconds(0.1); // WD EDIT
}

View File

@@ -100,6 +100,9 @@ public abstract partial class SharedGunSystem
target.Whitelist == null)
return;
if (args.Cancelled || args.Handled) // WD
return;
if (target.Entities.Count + target.UnspawnedCount == target.Capacity)
{
Popup(

View File

@@ -4,8 +4,11 @@ using Content.Shared.Hands.EntitySystems;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Throwing;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
@@ -31,6 +34,14 @@ public sealed class HardlightSpearSystem : EntitySystem
SubscribeLocalEvent<HardlightSpearComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<HardlightSpearComponent, PreventCollideEvent>(OnPreventCollision);
SubscribeLocalEvent<SubdermalImplantComponent, ActivateHardlightSpearImplantEvent>(OnImplantActivate);
SubscribeLocalEvent<MobStateComponent, PreventCollideEvent>(OnMobStatePreventCollision);
}
private void OnMobStatePreventCollision(Entity<MobStateComponent> ent, ref PreventCollideEvent args)
{
if (ent.Comp.CurrentState == MobState.Dead && HasComp<EmbeddableProjectileComponent>(args.OtherEntity) &&
HasComp<ThrownItemComponent>(args.OtherEntity))
args.Cancelled = true;
}
private void OnPreventCollision(EntityUid uid, HardlightSpearComponent component, ref PreventCollideEvent args)

View File

@@ -4,8 +4,8 @@ using Robust.Shared.GameStates;
namespace Content.Shared._White.Implants.NeuroControl;
[RegisterComponent, NetworkedComponent]
public sealed partial class NeuroControlComponent : Component
public sealed partial class NeuroStabilizationComponent : Component
{
[ValidatePrototypeId<TagPrototype>]
public const string NeuroControlTag = "NeuroControl";
public const string NeuroStabilizationTag = "NeuroStabilization";
}

View File

@@ -4,7 +4,7 @@ using Content.Shared.StatusEffect;
namespace Content.Shared._White.Implants.NeuroControl;
public sealed class NeuroControlSystem : EntitySystem
public sealed class NeuroStabilizationSystem : EntitySystem
{
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
@@ -12,13 +12,13 @@ public sealed class NeuroControlSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<NeuroControlComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
SubscribeLocalEvent<NeuroStabilizationComponent, BeforeStaminaDamageEvent>(BeforeStaminaDamage);
}
private void BeforeStaminaDamage(Entity<NeuroControlComponent> ent, ref BeforeStaminaDamageEvent args)
private void BeforeStaminaDamage(Entity<NeuroStabilizationComponent> ent, ref BeforeStaminaDamageEvent args)
{
args.Cancelled = true;
Electrocute(ent, (int) MathF.Round(args.Value * 2f / 3f));
Electrocute(ent, (int) MathF.Round(args.Value * 2f / 4f));
}
public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null)

View File

@@ -1,5 +0,0 @@
uplink-neuro-control = Имплант нейро контроля
uplink-neuro-control-desc = Блокирует весь входящий урон по выносливости, компенсируя его шоковым зарядом, наносящим урон, пропорциональный заблокированному.
ent-NeuroControlImplant = Имплант нейро контроля
.desc = Блокирует весь входящий урон по выносливости за счет шока.

View File

@@ -0,0 +1,5 @@
uplink-neuro-stabilization = Имплант нейростабилизации
uplink-neuro-stabilization-desc = Блокирует весь входящий урон по выносливости, компенсируя его шоковым зарядом.
ent-NeuroStabilizationImplant = Имплант нейростабилизации
.desc = Блокирует весь входящий урон по выносливости за счет шока.

View File

@@ -4,6 +4,8 @@ accent-words-cat-2 = Mиау.
accent-words-cat-3 = Мурррр!
accent-words-cat-4 = Ххссс!
accent-words-cat-5 = Мррау.
accent-words-cat-6 = Мяу?
accent-words-cat-7 = Миу.
# Dog accent
accent-words-dog-1 = Гав!
accent-words-dog-2 = Тяв!
@@ -15,6 +17,9 @@ accent-words-mouse-1 = Скуик!
accent-words-mouse-2 = Пиип!
accent-words-mouse-3 = Чууу!
accent-words-mouse-4 = Ииии!
accent-words-mouse-5 = Пип!
accent-words-mouse-6 = Фиип!
accent-words-mouse-7 = Хиип!
# Mumble
accent-words-mumble-1 = Ммпмв!
accent-words-mumble-2 = Мммв мррввв!
@@ -37,6 +42,16 @@ accent-words-zombie-4 = Гррррр...
accent-words-zombie-5 = Ууаагххххх...
accent-words-zombie-6 = Граааааоооууллл...
accent-words-zombie-7 = Мазгии... Ммааазгиии..
accent-words-zombie-8 = Мозгууаагххх...
accent-words-zombie-9 = Мозшшшш...
accent-words-zombie-10 = Граааааа...
# Moth Zombie
accent-words-zombie-moth-1 = Одеееждаа...
accent-words-zombie-moth-2 = Ботииинкии...
accent-words-zombie-moth-3 = Свееееет...
accent-words-zombie-moth-4 = Лааампы...
accent-words-zombie-moth-5 = Шляяяпы... Шляпппы...
accent-words-zombie-moth-6 = Шаааарффы...
# Generic Aggressive
accent-words-generic-aggressive-1 = Грр!
accent-words-generic-aggressive-2 = Рррр!
@@ -68,3 +83,27 @@ accent-words-slimes-2 = Блимф?
accent-words-slimes-3 = Блумп!
accent-words-slimes-4 = Блууумп...
accent-words-slimes-5 = Блабл блумп!
# Mothroach
accent-words-mothroach-1 = Чирп!
# Crab
accent-words-crab-1 = Щёлк.
accent-words-crab-2 = Клик-клак!
accent-words-crab-3 = Клац?
accent-words-crab-4 = Типи-тап!
accent-words-crab-5 = Клик-тап.
accent-words-crab-6 = Щёлкщёлк.
# Kobold
accent-words-kobold-1 = Йип!
accent-words-kobold-2 = Гррар.
accent-words-kobold-3 = Йап!
accent-words-kobold-4 = Бип.
accent-words-kobold-5 = Скриит?
accent-words-kobold-6 = Гронк!
accent-words-kobold-7 = Хисс!
accent-words-kobold-8 = Ииии!
accent-words-kobold-9 = Йип.
# Nymph
accent-words-nymph-1 = Чирп!
accent-words-nymph-2 = Чуррр...
accent-words-nymph-3 = Чиип?
accent-words-nymph-4 = Чуррп!

View File

@@ -95,7 +95,7 @@ uplink-mosin-ammo-name = Коробка патронов (.30 винтовочн
uplink-mosin-ammo-desc = Коробка с 50 патронами калибра .30 винтовочные. Совместимы с винтовкой Мосина и АК-74.
uplink-sniper-ammo-name = Коробка патронов (.60 антиматериальные)
uplink-sniper-ammo-desc = Коробка с 10 патронами для снайперской винтовки Христова.
uplink-sniper-ammo-desc = Коробка с 30 патронами для снайперской винтовки Христова.
uplink-ak-ammo-name = Магазин для штурмовой винтовки (.30 винтовчные)
uplink-ak-ammo-desc = Магазин с 30 патронами калибра .30 винтовочные. Совместим с АК-74.
@@ -222,7 +222,7 @@ uplink-ammo-bundle-name = Набор патронов
uplink-ammo-bundle-desc = Перезарядка! Содержит 4 магазина для C-20r, 4 барабана для Bulldog и 2 ящика с боеприпасами для L6 SAW.
uplink-sniper-bundle-name = Снайперский набор
uplink-sniper-bundle-desc = Неприметный портфель, в котором находится Христов, 10 запасных патронов и удобная маскировка.
uplink-sniper-bundle-desc = Неприметный портфель, в котором находится Христов, 30 запасных патронов и удобная маскировка.
uplink-c20r-bundle-name = Набор C-20r
uplink-c20r-bundle-desc = Старый добрый: классический пистолет-пулемет C-20r в комплекте с тремя магазинами.
@@ -399,8 +399,8 @@ uplink-carp-suit-bundle-desc = Содержит костюм карпа и не
uplink-operative-suit-name = Комбинезон оперативника
uplink-operative-suit-desc = Комбинезон из чудесной ткани, выдаваемый нашим ядерным оперативникам. Гарантирует, что вы будете выделяться. Никаких других преимуществ.
uplink-operative-suit-name = Юбка-Комбинезон оперативника
uplink-operative-suit-desc = Юбка-Комбинезон из чудесной ткани, выдаваемый нашим ядерным оперативникам. Гарантирует, что вы будете выделяться. Никаких других преимуществ.
uplink-operative-skirt-name = Юбка-Комбинезон оперативника
uplink-operative-skirt-desc = Юбка-Комбинезон из чудесной ткани, выдаваемый нашим ядерным оперативникам. Гарантирует, что вы будете выделяться. Никаких других преимуществ.
uplink-balloon-name = Воздушный шарик Синдиката
uplink-balloon-desc = Вручается смелейшим из смелейших, пережившим аттракцион "Атомный смерч" в Синдиленде.

View File

@@ -24,7 +24,7 @@
- type: StorageFill
contents:
- id: WeaponSniperHristov
- id: MagazineBoxAntiMateriel
- id: MagazineBoxAntiMaterielBig
- id: ClothingNeckTieRed
- id: ClothingUniformJumpsuitLawyerBlack
- id: ClothingShoesBootsLaceup
@@ -65,4 +65,4 @@
- id: ClothingOuterCoatJensen
- id: ClothingHandsGlovesCombat
- id: ClothingMaskNeckGaiter
- id: ToyFigurineThief
- id: ToyFigurineThief

View File

@@ -14,3 +14,6 @@
EncryptionKeyScience: 3
EncryptionKeySecurity: 3
EncryptionKeyService: 3
emaggedInventory:
AgentIDCard: 1
EncryptionKeySyndie: 1

View File

@@ -180,3 +180,9 @@
ClothingUnderwearSocksStripedThigh: 2
ClothingUnderwearSocksThinKnee: 1
ClothingUnderwearSocksThinThigh: 1
emaggedInventory:
ClothingHandsGlovesCombat: 1
ClothingMaskGasSyndicate: 1
ClothingBeltMilitaryWebbing: 1
ClothingUniformJumpsuitOperative: 1
ClothingUniformJumpskirtOperative: 1

View File

@@ -12,3 +12,6 @@
GeigerCounter: 5
InflatableWallStack1: 24
InflatableDoorStack1: 8
emaggedInventory:
RCD: 1
RCDAmmo: 3

View File

@@ -16,4 +16,4 @@
BrutePatch: 10
BurnPatch: 10
emaggedInventory:
SyringeEphedrine: 1
StimpackMini: 1

View File

@@ -16,4 +16,7 @@
Welder: 1
Screwdriver: 2
Crowbar: 2
emaggedInventory:
SawAdvanced: 1
ScalpelAdvanced: 1
EncryptionKeyBinary: 1

View File

@@ -1,4 +1,4 @@
- type: vendingMachineInventory
- type: vendingMachineInventory
id: SalvageEquipmentInventory
startingInventory:
WeaponProtoKineticAccelerator: 4
@@ -21,4 +21,5 @@
SeismicCharge: 3
FultonBeacon: 2
Fulton: 3
emaggedInventory:
JetpackBlackFilled: 1

View File

@@ -19,5 +19,5 @@
ClothingOuterBioScientist: 2
ClothingHeadHatHoodBioScientist: 2
ClothingShoesBootsWinterSci: 2
emaggedInventory:
ClothingEyesNightVisionGoggles: 1

View File

@@ -74,3 +74,4 @@
ClothingMaskSexyClown: 1
ClothingMaskSexyMime: 1
ClothingHeadHatCowboyBountyHunter: 1
Katana: 1

View File

@@ -10,3 +10,5 @@
MatterBinStockPart: 4
CapacitorStockPart: 4
MicroManipulatorStockPart: 4
emaggedInventory:
LanternFlash: 1

View File

@@ -17,3 +17,6 @@
contrabandInventory:
ClothingHandsGlovesColorYellow: 2
emaggedInventory:
SyndicateJawsOfLife: 1

View File

@@ -17,7 +17,7 @@
description: uplink-revolver-python-desc
productEntity: WeaponRevolverPythonAP
cost:
Telecrystal: 8 # Originally was 13 TC but was not used due to high cost
Telecrystal: 6 # Originally was 13 TC but was not used due to high cost
categories:
- UplinkWeapons
saleLimit: 1
@@ -370,9 +370,9 @@
id: UplinkHristovAmmo
name: uplink-sniper-ammo-name
description: uplink-sniper-ammo-desc
productEntity: MagazineBoxAntiMateriel
productEntity: MagazineBoxAntiMaterielBig
cost:
Telecrystal: 3
Telecrystal: 6
categories:
- UplinkAmmo
@@ -421,7 +421,7 @@
description: uplink-agent-id-card-desc
productEntity: AgentIDCard
cost:
Telecrystal: 3
Telecrystal: 2
categories:
- UplinkUtility
@@ -1318,7 +1318,7 @@
description: uplink-clothing-outer-hardsuit-juggernaut-desc
productEntity: ClothingOuterHardsuitJuggernaut
cost:
Telecrystal: 20
Telecrystal: 16
categories:
- UplinkArmor
saleLimit: 1
@@ -1596,9 +1596,12 @@
description: uplink-operative-suit-desc
productEntity: ClothingUniformJumpsuitOperative
cost:
Telecrystal: 1
Telecrystal: 0
categories:
- UplinkPointless
conditions:
- !type:ListingLimitedStockCondition
stock: 1
- type: listing
id: UplinkOperativeSkirt
@@ -1606,9 +1609,12 @@
description: uplink-operative-skirt-desc
productEntity: ClothingUniformJumpskirtOperative
cost:
Telecrystal: 1
Telecrystal: 0
categories:
- UplinkPointless
conditions:
- !type:ListingLimitedStockCondition
stock: 1
- type: listing
id: UplinkBalloon

View File

@@ -98,8 +98,8 @@
- type: ToggleClothingSpeed
toggleAction: ActionToggleSpeedBoots
- type: ClothingSpeedModifier
walkModifier: 1.5
sprintModifier: 1.5
walkModifier: 1.3
sprintModifier: 1.3
enabled: false
- type: Appearance
- type: GenericVisualizer

View File

@@ -45,7 +45,7 @@
- type: MeleeWeapon
damage:
types:
Blunt: 10
Blunt: 15
- type: entity
name: syndicate jaws of life
@@ -84,4 +84,4 @@
- type: MeleeWeapon
damage:
types:
Blunt: 14
Blunt: 20

View File

@@ -139,7 +139,7 @@
- type: MeleeWeapon
damage:
types:
Blunt: 20
Blunt: 25
- type: entity
name: golden toolbox

View File

@@ -10,6 +10,7 @@
- CartridgeCaselessRifle
- type: CartridgeAmmo
deleteOnSpawn: true
muzzleFlash: null
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Ammunition/Casings/ammo_casing.rsi

View File

@@ -63,6 +63,7 @@
steps: 1
zeroVisible: true
- type: Appearance
- type: AmmoCounter
- type: StaticPrice
price: 500
@@ -199,7 +200,7 @@
name: N1984
parent: BaseWeaponPistol
id: WeaponPistolN1984 # the spaces in description are for formatting.
description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
description: The sidearm of any self respecting officer. Comes in .45 magnum, the lord's caliber.
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Pistols/N1984.rsi

View File

@@ -77,7 +77,7 @@
- type: MeleeWeapon
autoAttack: true
wideAnimationRotation: -135
attackRate: 2
attackRate: 1.5
damage:
types:
Slash: 15

View File

@@ -190,7 +190,7 @@
- CartridgeAntiMateriel
- CartridgeCaselessRifle
- MagazineBoxMagnumAP
- MagazineBoxAntiMateriel
- MagazineBoxAntiMaterielBig
- MagazineBoxCaselessRifle
- MagazineBoxPistol
- MagazineBoxMagnum
@@ -356,6 +356,24 @@
- WeaponAdvancedLaser
- WeaponLaserCannon
- WeaponXrayCannon
- WeaponDisablerSMG
- ClothingHandsGlovesMagnetic
- ClothingHandsGlovesMagneticAdvanced
- ClothingEyesGlassesSecurity
- ExplosivePayload
- FlashPayload
- PowerCageSmall
- PowerCageMedium
- PowerCageHigh
- ShuttleGunSvalinnMachineGunCircuitboard
- ShuttleGunPerforatorCircuitboard
- ShuttleGunFriendshipCircuitboard
- ShuttleGunDusterCircuitboard
- TelescopicShield
- Truncheon
- MagazineGrenadeEmpty
- GrenadeEMP
- GrenadeFlash
- type: BluespaceStorage
- type: entity
@@ -780,7 +798,7 @@
- CartridgeAntiMateriel
- CartridgeCaselessRifle
- MagazineBoxMagnumAP
- MagazineBoxAntiMateriel
- MagazineBoxAntiMaterielBig
- MagazineBoxCaselessRifle
- type: BluespaceStorage
@@ -827,7 +845,7 @@
- CartridgeAntiMateriel
- CartridgeCaselessRifle
- MagazineBoxMagnumAP
- MagazineBoxAntiMateriel
- MagazineBoxAntiMaterielBig
- MagazineBoxCaselessRifle
- type: BluespaceStorage

View File

@@ -492,8 +492,8 @@
reagent: Nitrium
min: 0.5
statusLifetime: 32
walkSpeedModifier: 1.5
sprintSpeedModifier: 1.5
walkSpeedModifier: 1.3
sprintSpeedModifier: 1.3
- !type:GenericStatusEffect
conditions:
- !type:ReagentThreshold

View File

@@ -232,10 +232,10 @@
- UplinkImplants
- type: listing
id: NeuroControlImplanter
name: uplink-neuro-control
description: uplink-neuro-control-desc
productEntity: NeuroControlImplanter
id: NeuroStabilizationImplanter
name: uplink-neuro-stabilization
description: uplink-neuro-stabilization-desc
productEntity: NeuroStabilizationImplanter
cost:
Telecrystal: 2
categories:
@@ -261,4 +261,4 @@
Telecrystal: 8
categories:
- UplinkUtility
saleLimit: 2
saleLimit: 2

View File

@@ -23,12 +23,12 @@
implant: MindslaveImplant
- type: entity
id: NeuroControlImplanter
id: NeuroStabilizationImplanter
parent: BaseImplantOnlyImplanterSyndi
suffix: neuro control
suffix: neuro stabilization
components:
- type: Implanter
implant: NeuroControlImplant
implant: NeuroStabilizationImplant
- type: entity
id: ImplanterSyndi

View File

@@ -38,8 +38,8 @@
- type: entity
parent: BaseSubdermalImplant
id: NeuroControlImplant
name: neuro control implant
id: NeuroStabilizationImplant
name: neuro stabilization implant
description: Blocks all incoming stamina damage at a cost of shock.
noSpawn: true
components:
@@ -47,5 +47,5 @@
permanent: true
- type: Tag
tags:
- NeuroControl
- NeuroStabilization

View File

@@ -20,5 +20,6 @@
id: TimeBeaconAnchor
name: time beacon anchor
description: Fuck!
noSpawn: true
components:
- type: TimeBeaconAnchor

View File

@@ -74,6 +74,15 @@
Steel: 400
Silver: 100
- type: latheRecipe
id: MagazineBoxAntiMaterielBig
result: MagazineBoxAntiMaterielBig
category: Ammo
completetime: 5
materials:
Steel: 1200
Silver: 300
- type: latheRecipe
id: MagazineBoxMagnumAP
result: MagazineBoxMagnumAP

View File

@@ -59,7 +59,7 @@
id: BaseModule
- type: Tag
id: NeuroControl
id: NeuroStabilization
- type: Tag
id: InteractivePen
@@ -71,4 +71,4 @@
id: BaseBarrelModule
- type: Tag
id: BaseHandGuardModule
id: BaseHandGuardModule