* multi-node xeno artifacts * refactor existing artifact effects * more tweaks to generation * more shit plus fix tests * more generation stuff plus threat levels * doink * now make it build * defer the artifact activation to not cause errors also pricing * some changes * all of the yaml + ui stuff for artifact analyzer * machine linking and starting to make the ui functional * artifact analyzer display * a shit ton of artifact analyzer stuff * more changes; making destroy work properly; progress bar tweaks * getting shit going! ALL RIGHT * small tweaks that didn't help much * Komm susser todd: the end of analysis * recipes and hints and ui, oh my! * add some in-game sources gotta prepare for day 1 launch * node data + ditch random seed in place of id * bunch of triggers * finish off the last few triggers * implement machine examine verb * knock, flicker, blink, throw * shatter, foam, shuffle, heat * fix all the shit i broke * *some* of these have to be good, no? 25 effects * callin' it there for effects * comments + reword some trigger hints * don't mind this little commit here * byref event * fix brokey node entry * fix low pressure trigger * mirror review plus fixing 0x40's bug also the throw artifact threw incorrectly * randomize the event message a teeny bit
21 lines
563 B
C#
21 lines
563 B
C#
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
|
|
|
|
/// <summary>
|
|
/// Flickers all the lights within a certain radius.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed class LightFlickerArtifactComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Lights within this radius will be flickered on activation
|
|
/// </summary>
|
|
[DataField("radius")]
|
|
public float Radius = 4;
|
|
|
|
/// <summary>
|
|
/// The chance that the light will flicker
|
|
/// </summary>
|
|
[DataField("flickerChance")]
|
|
public float FlickerChance = 0.75f;
|
|
}
|