[Tweak] Баланс да (#39)

* tweak: hardsuits size ginormous -> huge

* tweak: made common hardsuits slow less

* tweak: materails&coils are smaller

* tweak: AME parts in crate 9 ->18

* tweak: increase ame efficiency 10x

* Revert "tweak: increase ame efficiency 10x"

This reverts commit add91b3b42db78efd37c9a9099911803c72caf71.

* tweak: increased ame injection amount

* tweak: static storage disabled by default

* tweak: show loco above head disabled by default

* tweak: melee attacks system changed

* add: removed alt attack from stunbaton

* add: stamina damage on heavy attack

* tweak: reduced changeling gamerule chance

* tweak: reduced total armblade damage 40 -> 34. Added structural damage

* tweak: limited tentacle gun range

* fix: fixed windoors damagegroups

* fix: fix functions localization
This commit is contained in:
Remuchi
2024-02-11 21:16:07 +07:00
committed by GitHub
parent 3fee07c317
commit a38166ed0f
21 changed files with 144 additions and 105 deletions

View File

@@ -124,7 +124,7 @@ public sealed class AmeNodeGroup : BaseNodeGroup
if (fuel <= 0 || CoreCount <= 0) if (fuel <= 0 || CoreCount <= 0)
return 0; return 0;
var safeFuelLimit = CoreCount * 2; var safeFuelLimit = CoreCount * 3;
var powerOutput = CalculatePower(fuel, CoreCount); var powerOutput = CalculatePower(fuel, CoreCount);
if (fuel <= safeFuelLimit) if (fuel <= safeFuelLimit)

View File

@@ -37,7 +37,7 @@ public sealed partial class AmeControllerComponent : SharedAmeControllerComponen
/// </summary> /// </summary>
[DataField("injectionAmount")] [DataField("injectionAmount")]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public int InjectionAmount = 2; public int InjectionAmount = 3;
/// <summary> /// <summary>
/// How stable the reactor currently is. /// How stable the reactor currently is.

View File

@@ -234,7 +234,7 @@ public sealed class AmeControllerSystem : EntitySystem
// Admin alert // Admin alert
var safeLimit = 0; var safeLimit = 0;
if (TryGetAMENodeGroup(uid, out var group)) if (TryGetAMENodeGroup(uid, out var group))
safeLimit = group.CoreCount * 2; safeLimit = group.CoreCount * 3;
if (oldValue <= safeLimit && value > safeLimit) if (oldValue <= safeLimit && value > safeLimit)
{ {
@@ -340,10 +340,10 @@ public sealed class AmeControllerSystem : EntitySystem
ToggleInjecting(uid, user: user, controller: comp); ToggleInjecting(uid, user: user, controller: comp);
break; break;
case UiButton.IncreaseFuel: case UiButton.IncreaseFuel:
AdjustInjectionAmount(uid, +2, user: user, controller: comp); AdjustInjectionAmount(uid, +3, user: user, controller: comp);
break; break;
case UiButton.DecreaseFuel: case UiButton.DecreaseFuel:
AdjustInjectionAmount(uid, -2, user: user, controller: comp); AdjustInjectionAmount(uid, -3, user: user, controller: comp);
break; break;
} }

View File

@@ -36,6 +36,6 @@ public sealed class AmeShieldingSystem : EntitySystem
_pointLightSystem.SetRadius(uid, Math.Clamp(injectionStrength, 1, 12)); _pointLightSystem.SetRadius(uid, Math.Clamp(injectionStrength, 1, 12));
_pointLightSystem.SetEnabled(uid, true); _pointLightSystem.SetEnabled(uid, true);
_appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, injectionStrength > 2 ? AmeCoreState.Strong : AmeCoreState.Weak); _appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, injectionStrength > 3 ? AmeCoreState.Strong : AmeCoreState.Weak);
} }
} }

View File

@@ -708,7 +708,7 @@ namespace Content.Shared.CCVar
CVarDef.Create("hud.combat_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY); CVarDef.Create("hud.combat_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<bool> LoocAboveHeadShow = public static readonly CVarDef<bool> LoocAboveHeadShow =
CVarDef.Create("hud.show_looc_above_head", true, CVar.ARCHIVE | CVar.CLIENTONLY); CVarDef.Create("hud.show_looc_above_head", false, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<float> HudHeldItemOffset = public static readonly CVarDef<float> HudHeldItemOffset =
CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY); CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
@@ -1813,7 +1813,7 @@ namespace Content.Shared.CCVar
/// Whether or not the storage UI is static and bound to the hotbar, or unbound and allowed to be dragged anywhere. /// Whether or not the storage UI is static and bound to the hotbar, or unbound and allowed to be dragged anywhere.
/// </summary> /// </summary>
public static readonly CVarDef<bool> StaticStorageUI = public static readonly CVarDef<bool> StaticStorageUI =
CVarDef.Create("control.static_storage_ui", true, CVar.CLIENTONLY | CVar.ARCHIVE); CVarDef.Create("control.static_storage_ui", false, CVar.CLIENTONLY | CVar.ARCHIVE);
/// <summary> /// <summary>
/// Whether or not the storage window uses a transparent or opaque sprite. /// Whether or not the storage window uses a transparent or opaque sprite.

View File

@@ -34,9 +34,28 @@ public abstract class SharedTentacleGun : EntitySystem
base.Initialize(); base.Initialize();
SubscribeLocalEvent<TentacleGunComponent, GunShotEvent>(OnTentacleShot); SubscribeLocalEvent<TentacleGunComponent, GunShotEvent>(OnTentacleShot);
SubscribeLocalEvent<TentacleProjectileComponent, MapInitEvent>(OnMapInit); // WD
SubscribeLocalEvent<TentacleProjectileComponent, ProjectileEmbedEvent>(OnTentacleCollide); SubscribeLocalEvent<TentacleProjectileComponent, ProjectileEmbedEvent>(OnTentacleCollide);
} }
// WD EDIT START
private void OnMapInit(Entity<TentacleProjectileComponent> ent, ref MapInitEvent args)
{
if (ent.Comp.DespawnTime <= 0)
{
return;
}
_timerManager.AddTimer(new Timer(ent.Comp.DespawnTime, false, () =>
{
if (!ent.Comp.GrabbedUid.HasValue)
{
Del(ent.Owner);
}
}));
}
// WD EDIT END
private void OnTentacleShot(EntityUid uid, TentacleGunComponent component, ref GunShotEvent args) private void OnTentacleShot(EntityUid uid, TentacleGunComponent component, ref GunShotEvent args)
{ {
foreach (var (shotUid, _) in args.Ammo) foreach (var (shotUid, _) in args.Ammo)
@@ -90,6 +109,7 @@ public abstract class SharedTentacleGun : EntitySystem
{ {
DeleteProjectile(uid); DeleteProjectile(uid);
})); }));
component.GrabbedUid = args.Embedded;
break; break;
case SelectiveFire.PullItem: case SelectiveFire.PullItem:
PullItem(args); PullItem(args);
@@ -117,7 +137,7 @@ public abstract class SharedTentacleGun : EntitySystem
private bool PullMob(ProjectileEmbedEvent args) private bool PullMob(ProjectileEmbedEvent args)
{ {
var stunTime = _random.Next(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(8)); var stunTime = _random.Next(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(5));
if (!_stunSystem.TryParalyze(args.Embedded, stunTime, true)) if (!_stunSystem.TryParalyze(args.Embedded, stunTime, true))
return false; return false;

View File

@@ -2,8 +2,15 @@
namespace Content.Shared.Changeling; namespace Content.Shared.Changeling;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[RegisterComponent, NetworkedComponent]
public sealed partial class TentacleProjectileComponent : Component public sealed partial class TentacleProjectileComponent : Component
{ {
/// <summary>
/// Time until projectile despawns in miliseconds.
/// </summary>
[DataField, AutoNetworkedField]
public int DespawnTime = -1;
[ViewVariables, AutoNetworkedField]
public EntityUid? GrabbedUid;
} }

View File

@@ -35,7 +35,6 @@ namespace Content.Shared.Localizations
// WD-EDIT // WD-EDIT
var fallbackCulture = new CultureInfo(FallbackCulture); var fallbackCulture = new CultureInfo(FallbackCulture);
_loc.LoadCulture(culture); _loc.LoadCulture(culture);
// WD-EDIT // WD-EDIT
@@ -52,6 +51,14 @@ namespace Content.Shared.Localizations
_loc.AddFunction(culture, "NATURALFIXED", FormatNaturalFixed); _loc.AddFunction(culture, "NATURALFIXED", FormatNaturalFixed);
_loc.AddFunction(culture, "NATURALPERCENT", FormatNaturalPercent); _loc.AddFunction(culture, "NATURALPERCENT", FormatNaturalPercent);
_loc.AddFunction(fallbackCulture, "PRESSURE", FormatPressure);
_loc.AddFunction(fallbackCulture, "POWERWATTS", FormatPowerWatts);
_loc.AddFunction(fallbackCulture, "POWERJOULES", FormatPowerJoules);
_loc.AddFunction(fallbackCulture, "UNITS", FormatUnits);
_loc.AddFunction(fallbackCulture, "TOSTRING", args => FormatToString(culture, args));
_loc.AddFunction(fallbackCulture, "LOC", FormatLoc);
_loc.AddFunction(fallbackCulture, "NATURALFIXED", FormatNaturalFixed);
_loc.AddFunction(fallbackCulture, "NATURALPERCENT", FormatNaturalPercent);
/* /*
* The following language functions are specific to the english localization. When working on your own * The following language functions are specific to the english localization. When working on your own

View File

@@ -1,6 +1,7 @@
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Linq; using System.Linq;
using System.Numerics; using System.Numerics;
using Content.Server.Stunnable.Components;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs; using Content.Shared.Administration.Logs;
using Content.Shared.CombatMode; using Content.Shared.CombatMode;
@@ -217,6 +218,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return; return;
} }
// WD EDIT START
if (TryComp<StunbatonComponent>(weaponUid, out _))
{
return;
}
// WD EDIT END
AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession); AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
} }
@@ -385,6 +393,12 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// Windup time checked elsewhere. // Windup time checked elsewhere.
var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon)); var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon));
if (attack is LightAttackEvent _)
{
fireRate *= 0.8f;
}
var swings = 0; var swings = 0;
// TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly. // TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly.
@@ -561,9 +575,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
var direction = targetMap.Position - userPos; var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length()); var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component); var damage = GetDamage(meleeUid, user, component) * 0.70f;
var entities = GetEntityList(ev.Entities); var entities = GetEntityList(ev.Entities);
// WD EDIT
_stamina.TakeStaminaDamage(user, 7);
// WD EDIT END
if (entities.Count == 0) if (entities.Count == 0)
{ {
if (meleeUid == user) if (meleeUid == user)

View File

@@ -0,0 +1,2 @@
teg-generator-examine-power = Генерирует [color=yellow]{ POWERWATTS($power) }[/color].
teg-generator-examine-connection = Для работы необходимо, чтобы с каждой стороны был [color=white]циркулятор[/color].

View File

@@ -4,12 +4,12 @@
id: CrateEngineeringAMEShielding id: CrateEngineeringAMEShielding
parent: CrateEngineeringSecure parent: CrateEngineeringSecure
name: packaged antimatter reactor crate name: packaged antimatter reactor crate
description: 9 parts for the main body of an antimatter reactor, or for expanding an existing one. description: 18 parts for the main body of an antimatter reactor, or for expanding an existing one.
components: components:
- type: StorageFill - type: StorageFill
contents: contents:
- id: AmePart - id: AmePart
amount: 9 amount: 18
- type: entity - type: entity
id: CrateEngineeringAMEJar id: CrateEngineeringAMEJar

View File

@@ -91,11 +91,11 @@
- type: TemperatureProtection - type: TemperatureProtection
coefficient: 0.001 # yes it needs to be this low, fires are fucking deadly apparently!!!! coefficient: 0.001 # yes it needs to be this low, fires are fucking deadly apparently!!!!
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.4 walkModifier: 0.5
sprintModifier: 0.6 sprintModifier: 0.7
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: Item - type: Item
size: Ginormous size: Huge
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:

View File

@@ -22,8 +22,8 @@
Piercing: 0.9 Piercing: 0.9
Caustic: 0.9 Caustic: 0.9
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.80 walkModifier: 0.9
sprintModifier: 0.80 sprintModifier: 0.9
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitBasic clothingPrototype: ClothingHeadHelmetHardsuitBasic
@@ -56,8 +56,8 @@
Radiation: 0.5 Radiation: 0.5
Caustic: 0.5 Caustic: 0.5
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.7 walkModifier: 0.85
sprintModifier: 0.7 sprintModifier: 0.85
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitAtmos clothingPrototype: ClothingHeadHelmetHardsuitAtmos
@@ -90,8 +90,8 @@
Caustic: 0.5 Caustic: 0.5
Radiation: 0.2 Radiation: 0.2
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.7 walkModifier: 0.85
sprintModifier: 0.7 sprintModifier: 0.85
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitEngineering clothingPrototype: ClothingHeadHelmetHardsuitEngineering
@@ -120,7 +120,7 @@
Caustic: 0.8 Caustic: 0.8
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.9 walkModifier: 0.9
sprintModifier: 0.8 sprintModifier: 0.9
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSpatio clothingPrototype: ClothingHeadHelmetHardsuitSpatio
@@ -150,8 +150,8 @@
Radiation: 0.3 Radiation: 0.3
Caustic: 0.7 Caustic: 0.7
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.75 walkModifier: 0.85
sprintModifier: 0.75 sprintModifier: 0.85
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSalvage clothingPrototype: ClothingHeadHelmetHardsuitSalvage
@@ -211,15 +211,15 @@
Piercing: 0.6 Piercing: 0.6
Caustic: 0.7 Caustic: 0.7
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.75 walkModifier: 0.85
sprintModifier: 0.75 sprintModifier: 0.85
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSecurity clothingPrototype: ClothingHeadHelmetHardsuitSecurity
#Brigmedic Hardsuit #Brigmedic Hardsuit
- type: entity - type: entity
parent: ClothingOuterHardsuitBase parent: ClothingOuterHardsuitSecurity
id: ClothingOuterHardsuitBrigmedic id: ClothingOuterHardsuitBrigmedic
name: brigmedic hardsuit name: brigmedic hardsuit
description: Special hardsuit of the guardian angel of the brig. It is the medical version of the security hardsuit. description: Special hardsuit of the guardian angel of the brig. It is the medical version of the security hardsuit.
@@ -228,25 +228,18 @@
sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi
- type: PressureProtection
highPressureMultiplier: 0.3
lowPressureMultiplier: 1000
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
Blunt: 0.8 Blunt: 0.8
Slash: 0.8 Slash: 0.8
Piercing: 0.7 Piercing: 0.7
- type: ClothingSpeedModifier
walkModifier: 0.65
sprintModifier: 0.65
- type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitBrigmedic clothingPrototype: ClothingHeadHelmetHardsuitBrigmedic
#Warden's Hardsuit #Warden's Hardsuit
- type: entity - type: entity
parent: ClothingOuterHardsuitBase parent: ClothingOuterHardsuitSecurity
id: ClothingOuterHardsuitWarden id: ClothingOuterHardsuitWarden
name: warden's hardsuit name: warden's hardsuit
description: A specialized riot suit geared to combat low pressure environments. description: A specialized riot suit geared to combat low pressure environments.
@@ -255,28 +248,49 @@
sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 1000
- type: ExplosionResistance
damageCoefficient: 0.4
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
Blunt: 0.5 Blunt: 0.55
Slash: 0.6 Slash: 0.65
Piercing: 0.6 Piercing: 0.65
Caustic: 0.7 Caustic: 0.75
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.7 walkModifier: 0.8
sprintModifier: 0.7 sprintModifier: 0.8
- type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitWarden clothingPrototype: ClothingHeadHelmetHardsuitWarden
#Head of Security's Hardsuit
- type: entity
parent: ClothingOuterHardsuitSecurity
id: ClothingOuterHardsuitSecurityRed
name: head of security's hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
components:
- type: Sprite
sprite: Clothing/OuterClothing/Hardsuits/security-red.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/security-red.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 1000
- type: ExplosionResistance
damageCoefficient: 0.6
- type: Armor
modifiers:
coefficients:
Blunt: 0.6
Slash: 0.5
Piercing: 0.5
Radiation: 0.5
Caustic: 0.6
- type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSecurityRed
#Captain's Hardsuit #Captain's Hardsuit
- type: entity - type: entity
parent: ClothingOuterHardsuitBase parent: ClothingOuterHardsuitWarden
id: ClothingOuterHardsuitCap id: ClothingOuterHardsuitCap
name: captain's armored spacesuit name: captain's armored spacesuit
description: A formal armored spacesuit, made for the station's captain. description: A formal armored spacesuit, made for the station's captain.
@@ -288,13 +302,11 @@
- type: PressureProtection - type: PressureProtection
highPressureMultiplier: 0.02 highPressureMultiplier: 0.02
lowPressureMultiplier: 1000 lowPressureMultiplier: 1000
- type: ExplosionResistance
damageCoefficient: 0.5
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
Blunt: 0.8 Blunt: 0.6
Slash: 0.8 Slash: 0.6
Piercing: 0.6 Piercing: 0.6
Heat: 0.5 Heat: 0.5
Radiation: 0.5 Radiation: 0.5
@@ -302,7 +314,6 @@
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.8 walkModifier: 0.8
sprintModifier: 0.8 sprintModifier: 0.8
- type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitCap clothingPrototype: ClothingHeadHelmetHardsuitCap
@@ -346,8 +357,8 @@
Radiation: 0.0 Radiation: 0.0
Caustic: 0.7 Caustic: 0.7
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.75 walkModifier: 0.85
sprintModifier: 0.8 sprintModifier: 0.85
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitEngineeringWhite clothingPrototype: ClothingHeadHelmetHardsuitEngineeringWhite
@@ -403,8 +414,8 @@
- type: ExplosionResistance - type: ExplosionResistance
damageCoefficient: 0.1 damageCoefficient: 0.1
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.75 walkModifier: 0.8
sprintModifier: 0.75 sprintModifier: 0.8
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: Item - type: Item
size: Normal size: Normal
@@ -420,37 +431,6 @@
- type: StealTarget - type: StealTarget
stealGroup: ClothingOuterHardsuitRd stealGroup: ClothingOuterHardsuitRd
#Head of Security's Hardsuit
- type: entity
parent: ClothingOuterHardsuitSecurity
id: ClothingOuterHardsuitSecurityRed
name: head of security's hardsuit
description: A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor.
components:
- type: Sprite
sprite: Clothing/OuterClothing/Hardsuits/security-red.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/security-red.rsi
- type: PressureProtection
highPressureMultiplier: 0.45
lowPressureMultiplier: 1000
- type: ExplosionResistance
damageCoefficient: 0.6
- type: Armor
modifiers:
coefficients:
Blunt: 0.6
Slash: 0.5
Piercing: 0.5
Radiation: 0.5
Caustic: 0.6
- type: ClothingSpeedModifier
walkModifier: 0.8
sprintModifier: 0.8
- type: HeldSpeedModifier
- type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitSecurityRed
#Luxury Mining Hardsuit #Luxury Mining Hardsuit
- type: entity - type: entity
parent: ClothingOuterHardsuitBase parent: ClothingOuterHardsuitBase
@@ -523,8 +503,6 @@
components: components:
- type: Sprite - type: Sprite
sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi
- type: Item
size: Huge
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi
- type: PressureProtection - type: PressureProtection
@@ -583,9 +561,9 @@
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:
Blunt: 0.6 Blunt: 0.5
Slash: 0.6 Slash: 0.5
Piercing: 0.6 Piercing: 0.5
Heat: 0.2 Heat: 0.2
Radiation: 0.01 Radiation: 0.01
Caustic: 0.5 Caustic: 0.5
@@ -655,7 +633,7 @@
Caustic: 0.2 Caustic: 0.2
- type: ClothingSpeedModifier - type: ClothingSpeedModifier
walkModifier: 0.9 walkModifier: 0.9
sprintModifier: 0.65 sprintModifier: 0.7
- type: HeldSpeedModifier - type: HeldSpeedModifier
- type: ToggleableClothing - type: ToggleableClothing
clothingPrototype: ClothingHeadHelmetHardsuitCybersun clothingPrototype: ClothingHeadHelmetHardsuitCybersun

View File

@@ -8,7 +8,7 @@
sprite: Objects/Materials/Sheets/metal.rsi sprite: Objects/Materials/Sheets/metal.rsi
- type: Item - type: Item
sprite: Objects/Materials/Sheets/metal.rsi sprite: Objects/Materials/Sheets/metal.rsi
size: Normal size: Small
- type: StaticPrice - type: StaticPrice
price: 0 price: 0
- type: Tag - type: Tag

View File

@@ -19,7 +19,7 @@
sprite: Objects/Tools/cable-coils.rsi sprite: Objects/Tools/cable-coils.rsi
- type: Item - type: Item
sprite: Objects/Tools/cable-coils.rsi sprite: Objects/Tools/cable-coils.rsi
size: Normal size: Small
- type: CablePlacer - type: CablePlacer
- type: Clickable - type: Clickable
- type: StaticPrice - type: StaticPrice

View File

@@ -279,6 +279,7 @@
proto: TentacleProjectile proto: TentacleProjectile
capacity: 1 capacity: 1
count: 1 count: 1
- type: AmmoCounter
- type: RechargeBasicEntityAmmo - type: RechargeBasicEntityAmmo
rechargeCooldown: 0.75 rechargeCooldown: 0.75
playRechargeSound: false playRechargeSound: false

View File

@@ -922,6 +922,7 @@
- Impassable - Impassable
- BulletImpassable - BulletImpassable
- type: TentacleProjectile - type: TentacleProjectile
despawnTime: 450
- type: entity - type: entity
name : disabler bolt smg name : disabler bolt smg

View File

@@ -13,8 +13,9 @@
attackRate: 0.75 attackRate: 0.75
damage: damage:
types: types:
Slash: 25 Slash: 17
Piercing: 15 Piercing: 17
Structural: 45
soundHit: soundHit:
path: /Audio/Weapons/bladeslice.ogg path: /Audio/Weapons/bladeslice.ogg
- type: Item - type: Item

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@@ -60,7 +60,7 @@
ports: ports:
- DoorStatus - DoorStatus
- type: Damageable - type: Damageable
damageContainer: Inorganic damageContainer: StructuralInorganic
damageModifierSet: Glass damageModifierSet: Glass
- type: ExaminableDamage - type: ExaminableDamage
messages: WindowMessages messages: WindowMessages

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@@ -9,6 +9,10 @@
parent: BaseSecureWindoor parent: BaseSecureWindoor
name: secure windoor name: secure windoor
description: It's a sturdy window and a sliding door. Wow! description: It's a sturdy window and a sliding door. Wow!
components:
- type: Damageable
damageContainer: StructuralInorganic
damageModifierSet: RGlass
# TODO remove these with parameterized prototypes/whatever we end up doing # TODO remove these with parameterized prototypes/whatever we end up doing
# Windoors (alphabetical) # Windoors (alphabetical)

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@@ -1,10 +1,10 @@
- type: weightedRandom - type: weightedRandom
id: Secret id: Secret
weights: weights:
Traitor: 0.30 Traitor: 0.35
Changeling: 0.25 Changeling: 0.15
Nukeops: 0.15 Nukeops: 0.15
Cult: 0.15 Cult: 0.15
Revolutionary: 0.05 Revolutionary: 0.1
Zombie: 0.05 Zombie: 0.05
Survival: 0.05 Survival: 0.05