namespace Content.Server.StationEvents.Components; /// /// Gamerule component to mess up ai/borg laws when started. /// [RegisterComponent] public sealed partial class IonStormRuleComponent : Component { // DV start - Synthetic tweaks /// /// The chance that a synth gets electrocuted by the ion storm. /// [DataField] public float SynthElectrocutionChance = 0.6f; /// /// The minimum delay before a synth affected by the ion storm gets electrocuted. (in seconds) /// [DataField] public int SynthElectrocutionDelayMin = 3; /// /// The maximum delay before a synth affected by the ion storm gets electrocuted. (in seconds) /// [DataField] public int SynthElectrocutionDelayMax = 10; /// /// The minimum damage dealt by the synth electrocution. (shock damage) /// [DataField] public int SynthElectrocutionDamageMin = 5; /// /// The maximum damage dealt by the synth electrocution. (shock damage) /// 8 [DataField] public int SynthElectrocutionDamageMax = 10; /// /// How long the synth is stunned for by the electrocution. (in seconds) /// [DataField] public int SynthElectrocutionStunDuration = 3; // DV end - synthetic tweaks }