[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:
@@ -124,7 +124,7 @@ public sealed class AmeNodeGroup : BaseNodeGroup
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if (fuel <= 0 || CoreCount <= 0)
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return 0;
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var safeFuelLimit = CoreCount * 2;
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var safeFuelLimit = CoreCount * 3;
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var powerOutput = CalculatePower(fuel, CoreCount);
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if (fuel <= safeFuelLimit)
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@@ -37,7 +37,7 @@ public sealed partial class AmeControllerComponent : SharedAmeControllerComponen
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/// </summary>
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[DataField("injectionAmount")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int InjectionAmount = 2;
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public int InjectionAmount = 3;
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/// <summary>
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/// How stable the reactor currently is.
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@@ -234,7 +234,7 @@ public sealed class AmeControllerSystem : EntitySystem
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// Admin alert
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var safeLimit = 0;
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if (TryGetAMENodeGroup(uid, out var group))
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safeLimit = group.CoreCount * 2;
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safeLimit = group.CoreCount * 3;
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if (oldValue <= safeLimit && value > safeLimit)
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{
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@@ -340,10 +340,10 @@ public sealed class AmeControllerSystem : EntitySystem
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ToggleInjecting(uid, user: user, controller: comp);
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break;
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case UiButton.IncreaseFuel:
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AdjustInjectionAmount(uid, +2, user: user, controller: comp);
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AdjustInjectionAmount(uid, +3, user: user, controller: comp);
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break;
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case UiButton.DecreaseFuel:
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AdjustInjectionAmount(uid, -2, user: user, controller: comp);
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AdjustInjectionAmount(uid, -3, user: user, controller: comp);
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break;
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}
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@@ -36,6 +36,6 @@ public sealed class AmeShieldingSystem : EntitySystem
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_pointLightSystem.SetRadius(uid, Math.Clamp(injectionStrength, 1, 12));
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_pointLightSystem.SetEnabled(uid, true);
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_appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, injectionStrength > 2 ? AmeCoreState.Strong : AmeCoreState.Weak);
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_appearanceSystem.SetData(uid, AmeShieldVisuals.CoreState, injectionStrength > 3 ? AmeCoreState.Strong : AmeCoreState.Weak);
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}
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}
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@@ -708,7 +708,7 @@ namespace Content.Shared.CCVar
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CVarDef.Create("hud.combat_mode_indicators_point_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
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public static readonly CVarDef<bool> LoocAboveHeadShow =
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CVarDef.Create("hud.show_looc_above_head", true, CVar.ARCHIVE | CVar.CLIENTONLY);
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CVarDef.Create("hud.show_looc_above_head", false, CVar.ARCHIVE | CVar.CLIENTONLY);
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public static readonly CVarDef<float> HudHeldItemOffset =
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CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
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@@ -1813,7 +1813,7 @@ namespace Content.Shared.CCVar
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/// Whether or not the storage UI is static and bound to the hotbar, or unbound and allowed to be dragged anywhere.
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/// </summary>
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public static readonly CVarDef<bool> StaticStorageUI =
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CVarDef.Create("control.static_storage_ui", true, CVar.CLIENTONLY | CVar.ARCHIVE);
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CVarDef.Create("control.static_storage_ui", false, CVar.CLIENTONLY | CVar.ARCHIVE);
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/// <summary>
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/// Whether or not the storage window uses a transparent or opaque sprite.
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@@ -34,9 +34,28 @@ public abstract class SharedTentacleGun : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<TentacleGunComponent, GunShotEvent>(OnTentacleShot);
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SubscribeLocalEvent<TentacleProjectileComponent, MapInitEvent>(OnMapInit); // WD
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SubscribeLocalEvent<TentacleProjectileComponent, ProjectileEmbedEvent>(OnTentacleCollide);
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}
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// WD EDIT START
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private void OnMapInit(Entity<TentacleProjectileComponent> ent, ref MapInitEvent args)
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{
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if (ent.Comp.DespawnTime <= 0)
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{
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return;
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}
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_timerManager.AddTimer(new Timer(ent.Comp.DespawnTime, false, () =>
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{
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if (!ent.Comp.GrabbedUid.HasValue)
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{
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Del(ent.Owner);
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}
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}));
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}
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// WD EDIT END
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private void OnTentacleShot(EntityUid uid, TentacleGunComponent component, ref GunShotEvent args)
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{
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foreach (var (shotUid, _) in args.Ammo)
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@@ -90,6 +109,7 @@ public abstract class SharedTentacleGun : EntitySystem
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{
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DeleteProjectile(uid);
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}));
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component.GrabbedUid = args.Embedded;
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break;
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case SelectiveFire.PullItem:
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PullItem(args);
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@@ -117,7 +137,7 @@ public abstract class SharedTentacleGun : EntitySystem
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private bool PullMob(ProjectileEmbedEvent args)
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{
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var stunTime = _random.Next(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(8));
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var stunTime = _random.Next(TimeSpan.FromSeconds(2), TimeSpan.FromSeconds(5));
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if (!_stunSystem.TryParalyze(args.Embedded, stunTime, true))
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return false;
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@@ -2,8 +2,15 @@
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namespace Content.Shared.Changeling;
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[RegisterComponent, NetworkedComponent]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TentacleProjectileComponent : Component
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{
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/// <summary>
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/// Time until projectile despawns in miliseconds.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int DespawnTime = -1;
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[ViewVariables, AutoNetworkedField]
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public EntityUid? GrabbedUid;
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}
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@@ -35,7 +35,6 @@ namespace Content.Shared.Localizations
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// WD-EDIT
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var fallbackCulture = new CultureInfo(FallbackCulture);
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_loc.LoadCulture(culture);
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// WD-EDIT
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@@ -52,6 +51,14 @@ namespace Content.Shared.Localizations
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_loc.AddFunction(culture, "NATURALFIXED", FormatNaturalFixed);
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_loc.AddFunction(culture, "NATURALPERCENT", FormatNaturalPercent);
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_loc.AddFunction(fallbackCulture, "PRESSURE", FormatPressure);
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_loc.AddFunction(fallbackCulture, "POWERWATTS", FormatPowerWatts);
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_loc.AddFunction(fallbackCulture, "POWERJOULES", FormatPowerJoules);
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_loc.AddFunction(fallbackCulture, "UNITS", FormatUnits);
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_loc.AddFunction(fallbackCulture, "TOSTRING", args => FormatToString(culture, args));
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_loc.AddFunction(fallbackCulture, "LOC", FormatLoc);
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_loc.AddFunction(fallbackCulture, "NATURALFIXED", FormatNaturalFixed);
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_loc.AddFunction(fallbackCulture, "NATURALPERCENT", FormatNaturalPercent);
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/*
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* The following language functions are specific to the english localization. When working on your own
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@@ -1,6 +1,7 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Server.Stunnable.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CombatMode;
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@@ -217,6 +218,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return;
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}
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// WD EDIT START
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if (TryComp<StunbatonComponent>(weaponUid, out _))
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{
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return;
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}
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// WD EDIT END
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AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
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}
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@@ -385,6 +393,12 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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// Windup time checked elsewhere.
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var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon));
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if (attack is LightAttackEvent _)
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{
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fireRate *= 0.8f;
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}
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var swings = 0;
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// TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly.
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@@ -561,9 +575,13 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length());
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var damage = GetDamage(meleeUid, user, component);
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var damage = GetDamage(meleeUid, user, component) * 0.70f;
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var entities = GetEntityList(ev.Entities);
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// WD EDIT
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_stamina.TakeStaminaDamage(user, 7);
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// WD EDIT END
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if (entities.Count == 0)
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{
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if (meleeUid == user)
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2
Resources/Locale/ru-RU/power/teg.ftl
Normal file
2
Resources/Locale/ru-RU/power/teg.ftl
Normal file
@@ -0,0 +1,2 @@
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teg-generator-examine-power = Генерирует [color=yellow]{ POWERWATTS($power) }[/color].
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teg-generator-examine-connection = Для работы необходимо, чтобы с каждой стороны был [color=white]циркулятор[/color].
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@@ -4,12 +4,12 @@
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id: CrateEngineeringAMEShielding
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parent: CrateEngineeringSecure
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name: packaged antimatter reactor crate
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description: 9 parts for the main body of an antimatter reactor, or for expanding an existing one.
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description: 18 parts for the main body of an antimatter reactor, or for expanding an existing one.
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components:
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- type: StorageFill
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contents:
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- id: AmePart
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amount: 9
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amount: 18
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- type: entity
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id: CrateEngineeringAMEJar
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@@ -91,11 +91,11 @@
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- type: TemperatureProtection
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coefficient: 0.001 # yes it needs to be this low, fires are fucking deadly apparently!!!!
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- type: ClothingSpeedModifier
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walkModifier: 0.4
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sprintModifier: 0.6
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walkModifier: 0.5
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sprintModifier: 0.7
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- type: HeldSpeedModifier
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- type: Item
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size: Ginormous
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size: Huge
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- type: Armor
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modifiers:
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coefficients:
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@@ -22,8 +22,8 @@
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Piercing: 0.9
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Caustic: 0.9
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- type: ClothingSpeedModifier
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walkModifier: 0.80
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sprintModifier: 0.80
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walkModifier: 0.9
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sprintModifier: 0.9
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitBasic
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@@ -56,8 +56,8 @@
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Radiation: 0.5
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Caustic: 0.5
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- type: ClothingSpeedModifier
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walkModifier: 0.7
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sprintModifier: 0.7
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walkModifier: 0.85
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sprintModifier: 0.85
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitAtmos
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@@ -90,8 +90,8 @@
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Caustic: 0.5
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Radiation: 0.2
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- type: ClothingSpeedModifier
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walkModifier: 0.7
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sprintModifier: 0.7
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walkModifier: 0.85
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sprintModifier: 0.85
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitEngineering
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@@ -120,7 +120,7 @@
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Caustic: 0.8
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- type: ClothingSpeedModifier
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walkModifier: 0.9
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sprintModifier: 0.8
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sprintModifier: 0.9
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitSpatio
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@@ -150,8 +150,8 @@
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Radiation: 0.3
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Caustic: 0.7
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- type: ClothingSpeedModifier
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walkModifier: 0.75
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sprintModifier: 0.75
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walkModifier: 0.85
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sprintModifier: 0.85
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitSalvage
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@@ -211,15 +211,15 @@
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Piercing: 0.6
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Caustic: 0.7
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- type: ClothingSpeedModifier
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walkModifier: 0.75
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sprintModifier: 0.75
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walkModifier: 0.85
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sprintModifier: 0.85
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- type: HeldSpeedModifier
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitSecurity
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#Brigmedic Hardsuit
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- type: entity
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parent: ClothingOuterHardsuitBase
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parent: ClothingOuterHardsuitSecurity
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id: ClothingOuterHardsuitBrigmedic
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name: brigmedic hardsuit
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description: Special hardsuit of the guardian angel of the brig. It is the medical version of the security hardsuit.
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@@ -228,25 +228,18 @@
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sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi
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- type: Clothing
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sprite: Clothing/OuterClothing/Hardsuits/brigmedic.rsi
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- type: PressureProtection
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highPressureMultiplier: 0.3
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lowPressureMultiplier: 1000
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- type: Armor
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modifiers:
|
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coefficients:
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Blunt: 0.8
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Slash: 0.8
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Piercing: 0.7
|
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- type: ClothingSpeedModifier
|
||||
walkModifier: 0.65
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sprintModifier: 0.65
|
||||
- type: HeldSpeedModifier
|
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- type: ToggleableClothing
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clothingPrototype: ClothingHeadHelmetHardsuitBrigmedic
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||||
|
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#Warden's Hardsuit
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- type: entity
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parent: ClothingOuterHardsuitBase
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parent: ClothingOuterHardsuitSecurity
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id: ClothingOuterHardsuitWarden
|
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name: warden's hardsuit
|
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description: A specialized riot suit geared to combat low pressure environments.
|
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@@ -255,28 +248,49 @@
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sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi
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- type: Clothing
|
||||
sprite: Clothing/OuterClothing/Hardsuits/security-warden.rsi
|
||||
- type: PressureProtection
|
||||
highPressureMultiplier: 0.5
|
||||
lowPressureMultiplier: 1000
|
||||
- type: ExplosionResistance
|
||||
damageCoefficient: 0.4
|
||||
- type: Armor
|
||||
modifiers:
|
||||
coefficients:
|
||||
Blunt: 0.5
|
||||
Slash: 0.6
|
||||
Piercing: 0.6
|
||||
Caustic: 0.7
|
||||
Blunt: 0.55
|
||||
Slash: 0.65
|
||||
Piercing: 0.65
|
||||
Caustic: 0.75
|
||||
- type: ClothingSpeedModifier
|
||||
walkModifier: 0.7
|
||||
sprintModifier: 0.7
|
||||
- type: HeldSpeedModifier
|
||||
walkModifier: 0.8
|
||||
sprintModifier: 0.8
|
||||
- type: ToggleableClothing
|
||||
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:
|
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- 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
|
||||
- type: entity
|
||||
parent: ClothingOuterHardsuitBase
|
||||
parent: ClothingOuterHardsuitWarden
|
||||
id: ClothingOuterHardsuitCap
|
||||
name: captain's armored spacesuit
|
||||
description: A formal armored spacesuit, made for the station's captain.
|
||||
@@ -288,13 +302,11 @@
|
||||
- type: PressureProtection
|
||||
highPressureMultiplier: 0.02
|
||||
lowPressureMultiplier: 1000
|
||||
- type: ExplosionResistance
|
||||
damageCoefficient: 0.5
|
||||
- type: Armor
|
||||
modifiers:
|
||||
coefficients:
|
||||
Blunt: 0.8
|
||||
Slash: 0.8
|
||||
Blunt: 0.6
|
||||
Slash: 0.6
|
||||
Piercing: 0.6
|
||||
Heat: 0.5
|
||||
Radiation: 0.5
|
||||
@@ -302,7 +314,6 @@
|
||||
- type: ClothingSpeedModifier
|
||||
walkModifier: 0.8
|
||||
sprintModifier: 0.8
|
||||
- type: HeldSpeedModifier
|
||||
- type: ToggleableClothing
|
||||
clothingPrototype: ClothingHeadHelmetHardsuitCap
|
||||
|
||||
@@ -346,8 +357,8 @@
|
||||
Radiation: 0.0
|
||||
Caustic: 0.7
|
||||
- type: ClothingSpeedModifier
|
||||
walkModifier: 0.75
|
||||
sprintModifier: 0.8
|
||||
walkModifier: 0.85
|
||||
sprintModifier: 0.85
|
||||
- type: HeldSpeedModifier
|
||||
- type: ToggleableClothing
|
||||
clothingPrototype: ClothingHeadHelmetHardsuitEngineeringWhite
|
||||
@@ -403,8 +414,8 @@
|
||||
- type: ExplosionResistance
|
||||
damageCoefficient: 0.1
|
||||
- type: ClothingSpeedModifier
|
||||
walkModifier: 0.75
|
||||
sprintModifier: 0.75
|
||||
walkModifier: 0.8
|
||||
sprintModifier: 0.8
|
||||
- type: HeldSpeedModifier
|
||||
- type: Item
|
||||
size: Normal
|
||||
@@ -420,37 +431,6 @@
|
||||
- type: StealTarget
|
||||
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
|
||||
- type: entity
|
||||
parent: ClothingOuterHardsuitBase
|
||||
@@ -523,8 +503,6 @@
|
||||
components:
|
||||
- type: Sprite
|
||||
sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi
|
||||
- type: Item
|
||||
size: Huge
|
||||
- type: Clothing
|
||||
sprite: Clothing/OuterClothing/Hardsuits/syndicate.rsi
|
||||
- type: PressureProtection
|
||||
@@ -583,9 +561,9 @@
|
||||
- type: Armor
|
||||
modifiers:
|
||||
coefficients:
|
||||
Blunt: 0.6
|
||||
Slash: 0.6
|
||||
Piercing: 0.6
|
||||
Blunt: 0.5
|
||||
Slash: 0.5
|
||||
Piercing: 0.5
|
||||
Heat: 0.2
|
||||
Radiation: 0.01
|
||||
Caustic: 0.5
|
||||
@@ -655,7 +633,7 @@
|
||||
Caustic: 0.2
|
||||
- type: ClothingSpeedModifier
|
||||
walkModifier: 0.9
|
||||
sprintModifier: 0.65
|
||||
sprintModifier: 0.7
|
||||
- type: HeldSpeedModifier
|
||||
- type: ToggleableClothing
|
||||
clothingPrototype: ClothingHeadHelmetHardsuitCybersun
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
sprite: Objects/Materials/Sheets/metal.rsi
|
||||
- type: Item
|
||||
sprite: Objects/Materials/Sheets/metal.rsi
|
||||
size: Normal
|
||||
size: Small
|
||||
- type: StaticPrice
|
||||
price: 0
|
||||
- type: Tag
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
sprite: Objects/Tools/cable-coils.rsi
|
||||
- type: Item
|
||||
sprite: Objects/Tools/cable-coils.rsi
|
||||
size: Normal
|
||||
size: Small
|
||||
- type: CablePlacer
|
||||
- type: Clickable
|
||||
- type: StaticPrice
|
||||
|
||||
@@ -279,6 +279,7 @@
|
||||
proto: TentacleProjectile
|
||||
capacity: 1
|
||||
count: 1
|
||||
- type: AmmoCounter
|
||||
- type: RechargeBasicEntityAmmo
|
||||
rechargeCooldown: 0.75
|
||||
playRechargeSound: false
|
||||
|
||||
@@ -922,6 +922,7 @@
|
||||
- Impassable
|
||||
- BulletImpassable
|
||||
- type: TentacleProjectile
|
||||
despawnTime: 450
|
||||
|
||||
- type: entity
|
||||
name : disabler bolt smg
|
||||
|
||||
@@ -13,8 +13,9 @@
|
||||
attackRate: 0.75
|
||||
damage:
|
||||
types:
|
||||
Slash: 25
|
||||
Piercing: 15
|
||||
Slash: 17
|
||||
Piercing: 17
|
||||
Structural: 45
|
||||
soundHit:
|
||||
path: /Audio/Weapons/bladeslice.ogg
|
||||
- type: Item
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
ports:
|
||||
- DoorStatus
|
||||
- type: Damageable
|
||||
damageContainer: Inorganic
|
||||
damageContainer: StructuralInorganic
|
||||
damageModifierSet: Glass
|
||||
- type: ExaminableDamage
|
||||
messages: WindowMessages
|
||||
|
||||
@@ -9,6 +9,10 @@
|
||||
parent: BaseSecureWindoor
|
||||
name: secure windoor
|
||||
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
|
||||
# Windoors (alphabetical)
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
- type: weightedRandom
|
||||
id: Secret
|
||||
weights:
|
||||
Traitor: 0.30
|
||||
Changeling: 0.25
|
||||
Traitor: 0.35
|
||||
Changeling: 0.15
|
||||
Nukeops: 0.15
|
||||
Cult: 0.15
|
||||
Revolutionary: 0.05
|
||||
Revolutionary: 0.1
|
||||
Zombie: 0.05
|
||||
Survival: 0.05
|
||||
|
||||
Reference in New Issue
Block a user