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

View File

@@ -44,9 +44,9 @@ public sealed class MindShieldSystem : EntitySystem
} }
// WD START // 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 // WD END
} }

View File

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

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

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@@ -24,6 +24,7 @@ using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared._White; using Content.Shared._White;
using Content.Shared._White.MagGloves; using Content.Shared._White.MagGloves;
using Content.Shared._White.Chaplain; using Content.Shared._White.Chaplain;
using Content.Shared._White.Implants.NeuroControl;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration; using Robust.Shared.Configuration;
@@ -541,7 +542,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
if (damageResult != null && damageResult.Any()) 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 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); _stamina.TakeStaminaDamage(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
} }

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@@ -72,5 +72,5 @@ public sealed partial class BallisticAmmoProviderComponent : Component
/// DoAfter delay for filling a bullet into another ballistic ammo provider. /// DoAfter delay for filling a bullet into another ballistic ammo provider.
/// </summary> /// </summary>
[DataField] [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) target.Whitelist == null)
return; return;
if (args.Cancelled || args.Handled) // WD
return;
if (target.Entities.Count + target.UnspawnedCount == target.Capacity) if (target.Entities.Count + target.UnspawnedCount == target.Capacity)
{ {
Popup( Popup(

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@@ -4,8 +4,11 @@ using Content.Shared.Hands.EntitySystems;
using Content.Shared.Implants.Components; using Content.Shared.Implants.Components;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Item; using Content.Shared.Item;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Physics; using Content.Shared.Physics;
using Content.Shared.Popups; using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Throwing; using Content.Shared.Throwing;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers; using Robust.Shared.Containers;
@@ -31,6 +34,14 @@ public sealed class HardlightSpearSystem : EntitySystem
SubscribeLocalEvent<HardlightSpearComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt); SubscribeLocalEvent<HardlightSpearComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<HardlightSpearComponent, PreventCollideEvent>(OnPreventCollision); SubscribeLocalEvent<HardlightSpearComponent, PreventCollideEvent>(OnPreventCollision);
SubscribeLocalEvent<SubdermalImplantComponent, ActivateHardlightSpearImplantEvent>(OnImplantActivate); 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) private void OnPreventCollision(EntityUid uid, HardlightSpearComponent component, ref PreventCollideEvent args)

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

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@@ -4,7 +4,7 @@ using Content.Shared.StatusEffect;
namespace Content.Shared._White.Implants.NeuroControl; namespace Content.Shared._White.Implants.NeuroControl;
public sealed class NeuroControlSystem : EntitySystem public sealed class NeuroStabilizationSystem : EntitySystem
{ {
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!; [Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
@@ -12,13 +12,13 @@ public sealed class NeuroControlSystem : EntitySystem
{ {
base.Initialize(); 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; 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) public void Electrocute(EntityUid uid, int damage, StatusEffectsComponent? status = null)

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@@ -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.

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@@ -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.

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@@ -4,6 +4,8 @@ accent-words-cat-2 = Mиау.
accent-words-cat-3 = Мурррр! accent-words-cat-3 = Мурррр!
accent-words-cat-4 = Ххссс! accent-words-cat-4 = Ххссс!
accent-words-cat-5 = Мррау. accent-words-cat-5 = Мррау.
accent-words-cat-6 = Мяу?
accent-words-cat-7 = Миу.
# Dog accent # Dog accent
accent-words-dog-1 = Гав! accent-words-dog-1 = Гав!
accent-words-dog-2 = Тяв! accent-words-dog-2 = Тяв!
@@ -15,6 +17,9 @@ accent-words-mouse-1 = Скуик!
accent-words-mouse-2 = Пиип! accent-words-mouse-2 = Пиип!
accent-words-mouse-3 = Чууу! accent-words-mouse-3 = Чууу!
accent-words-mouse-4 = Ииии! accent-words-mouse-4 = Ииии!
accent-words-mouse-5 = Пип!
accent-words-mouse-6 = Фиип!
accent-words-mouse-7 = Хиип!
# Mumble # Mumble
accent-words-mumble-1 = Ммпмв! accent-words-mumble-1 = Ммпмв!
accent-words-mumble-2 = Мммв мррввв! accent-words-mumble-2 = Мммв мррввв!
@@ -37,6 +42,16 @@ accent-words-zombie-4 = Гррррр...
accent-words-zombie-5 = Ууаагххххх... accent-words-zombie-5 = Ууаагххххх...
accent-words-zombie-6 = Граааааоооууллл... accent-words-zombie-6 = Граааааоооууллл...
accent-words-zombie-7 = Мазгии... Ммааазгиии.. 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 # Generic Aggressive
accent-words-generic-aggressive-1 = Грр! accent-words-generic-aggressive-1 = Грр!
accent-words-generic-aggressive-2 = Рррр! accent-words-generic-aggressive-2 = Рррр!
@@ -68,3 +83,27 @@ accent-words-slimes-2 = Блимф?
accent-words-slimes-3 = Блумп! accent-words-slimes-3 = Блумп!
accent-words-slimes-4 = Блууумп... accent-words-slimes-4 = Блууумп...
accent-words-slimes-5 = Блабл блумп! 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!

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@@ -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-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-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-name = Магазин для штурмовой винтовки (.30 винтовчные)
uplink-ak-ammo-desc = Магазин с 30 патронами калибра .30 винтовочные. Совместим с АК-74. 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-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-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-name = Набор C-20r
uplink-c20r-bundle-desc = Старый добрый: классический пистолет-пулемет C-20r в комплекте с тремя магазинами. 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-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-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-skirt-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-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-name = Воздушный шарик Синдиката
uplink-balloon-desc = Вручается смелейшим из смелейших, пережившим аттракцион "Атомный смерч" в Синдиленде. uplink-balloon-desc = Вручается смелейшим из смелейших, пережившим аттракцион "Атомный смерч" в Синдиленде.

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

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

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

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

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

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

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

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

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

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

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

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@@ -17,7 +17,7 @@
description: uplink-revolver-python-desc description: uplink-revolver-python-desc
productEntity: WeaponRevolverPythonAP productEntity: WeaponRevolverPythonAP
cost: 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: categories:
- UplinkWeapons - UplinkWeapons
saleLimit: 1 saleLimit: 1
@@ -370,9 +370,9 @@
id: UplinkHristovAmmo id: UplinkHristovAmmo
name: uplink-sniper-ammo-name name: uplink-sniper-ammo-name
description: uplink-sniper-ammo-desc description: uplink-sniper-ammo-desc
productEntity: MagazineBoxAntiMateriel productEntity: MagazineBoxAntiMaterielBig
cost: cost:
Telecrystal: 3 Telecrystal: 6
categories: categories:
- UplinkAmmo - UplinkAmmo
@@ -421,7 +421,7 @@
description: uplink-agent-id-card-desc description: uplink-agent-id-card-desc
productEntity: AgentIDCard productEntity: AgentIDCard
cost: cost:
Telecrystal: 3 Telecrystal: 2
categories: categories:
- UplinkUtility - UplinkUtility
@@ -1318,7 +1318,7 @@
description: uplink-clothing-outer-hardsuit-juggernaut-desc description: uplink-clothing-outer-hardsuit-juggernaut-desc
productEntity: ClothingOuterHardsuitJuggernaut productEntity: ClothingOuterHardsuitJuggernaut
cost: cost:
Telecrystal: 20 Telecrystal: 16
categories: categories:
- UplinkArmor - UplinkArmor
saleLimit: 1 saleLimit: 1
@@ -1596,9 +1596,12 @@
description: uplink-operative-suit-desc description: uplink-operative-suit-desc
productEntity: ClothingUniformJumpsuitOperative productEntity: ClothingUniformJumpsuitOperative
cost: cost:
Telecrystal: 1 Telecrystal: 0
categories: categories:
- UplinkPointless - UplinkPointless
conditions:
- !type:ListingLimitedStockCondition
stock: 1
- type: listing - type: listing
id: UplinkOperativeSkirt id: UplinkOperativeSkirt
@@ -1606,9 +1609,12 @@
description: uplink-operative-skirt-desc description: uplink-operative-skirt-desc
productEntity: ClothingUniformJumpskirtOperative productEntity: ClothingUniformJumpskirtOperative
cost: cost:
Telecrystal: 1 Telecrystal: 0
categories: categories:
- UplinkPointless - UplinkPointless
conditions:
- !type:ListingLimitedStockCondition
stock: 1
- type: listing - type: listing
id: UplinkBalloon id: UplinkBalloon

View File

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

View File

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

View File

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

View File

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

View File

@@ -63,6 +63,7 @@
steps: 1 steps: 1
zeroVisible: true zeroVisible: true
- type: Appearance - type: Appearance
- type: AmmoCounter
- type: StaticPrice - type: StaticPrice
price: 500 price: 500
@@ -199,7 +200,7 @@
name: N1984 name: N1984
parent: BaseWeaponPistol parent: BaseWeaponPistol
id: WeaponPistolN1984 # the spaces in description are for formatting. 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: components:
- type: Sprite - type: Sprite
sprite: Objects/Weapons/Guns/Pistols/N1984.rsi sprite: Objects/Weapons/Guns/Pistols/N1984.rsi

View File

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

View File

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

View File

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

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

View File

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

View File

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

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

View File

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

View File

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