tweak: нерф руны кипящей крови (#121)
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@@ -22,5 +22,5 @@ public sealed partial class CultRuneBloodBoilComponent : Component
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public int MaxProjectiles = 9;
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[DataField("projectileRange"), ViewVariables(VVAccess.ReadWrite)]
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public float ProjectileRange = 50f;
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public float ProjectileRange = 30f;
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}
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@@ -1036,20 +1036,28 @@ public sealed partial class CultSystem : EntitySystem
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_random.Shuffle(list);
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var bloodCost = -120 / cultists.Count;
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var bloodCost = 120 / cultists.Count;
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foreach (var cultist in cultists)
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{
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if (!TryComp<BloodstreamComponent>(cultist, out var bloodstreamComponent))
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if (!TryComp<BloodstreamComponent>(cultist, out var bloodstreamComponent) ||
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bloodstreamComponent.BloodSolution is null)
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{
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return false;
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}
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_bloodstreamSystem.TryModifyBloodLevel(cultist, bloodCost, bloodstreamComponent);
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if (bloodstreamComponent.BloodSolution.Value.Comp.Solution.Volume < bloodCost)
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{
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_popupSystem.PopupEntity(Loc.GetString("cult-blood-boil-rune-no-blood"), user, user);
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return false;
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}
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_bloodstreamSystem.TryModifyBloodLevel(cultist, -bloodCost, bloodstreamComponent);
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}
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var projectileCount =
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(int) MathF.Round(MathHelper.Lerp(component.MinProjectiles, component.MaxProjectiles, severity));
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while (projectileCount > 0)
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{
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var target = _random.Pick(list);
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@@ -1059,7 +1067,7 @@ public sealed partial class CultSystem : EntitySystem
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if (!flammable.TryGetComponent(target, out var fl))
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continue;
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fl.FireStacks += _random.Next(1, 3);
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fl.FireStacks += 1;
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_flammableSystem.Ignite(target, target);
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