86 lines
2.8 KiB
C#
86 lines
2.8 KiB
C#
// using Content.Shared.Roles;
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// using Content.Shared.Whitelist; // DeltaV - Traits rework
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// using Robust.Shared.Prototypes;
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// using Content.Shared.Humanoid.Prototypes; // DeltaV - Trait species hiding
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//
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// namespace Content.Shared.Traits;
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//
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// /// <summary>
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// /// Describes a trait.
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// /// </summary>
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// [Prototype]
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// public sealed partial class TraitPrototype : IPrototype
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// {
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// [ViewVariables]
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// [IdDataField]
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// public string ID { get; private set; } = default!;
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//
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// /// <summary>
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// /// The name of this trait.
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// /// </summary>
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// [DataField]
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// public LocId Name { get; private set; } = string.Empty;
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//
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// /// <summary>
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// /// The description of this trait.
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// /// </summary>
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// [DataField]
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// public LocId? Description { get; private set; }
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//
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// /// <summary>
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// /// Don't apply this trait to entities this whitelist IS NOT valid for.
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// /// </summary>
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// [DataField]
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// public EntityWhitelist? Whitelist;
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//
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// /// <summary>
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// /// Don't apply this trait to entities this whitelist IS valid for. (hence, a blacklist)
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// /// </summary>
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// [DataField]
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// public EntityWhitelist? Blacklist;
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//
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// /// <summary>
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// /// The components that get added to the player, when they pick this trait.
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// /// NOTE: When implementing a new trait, it's preferable to add it as a status effect instead if possible.
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// /// </summary>
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// [DataField]
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// [Obsolete("Use JobSpecial instead.")]
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// public ComponentRegistry Components { get; private set; } = default!;
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//
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// /// <summary>
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// /// Special effects applied to the player who takes this Trait.
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// /// </summary>
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// [DataField(serverOnly: true)]
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// public List<JobSpecial> Specials { get; private set; } = new();
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//
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// /// <summary>
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// /// DeltaV - Components that get added to the player, overriding any existing instances of the component if they exist.
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// /// </summary>
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// [DataField]
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// public ComponentRegistry? OverriddenComponents { get; private set; }
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//
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// /// <summary>
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// /// Gear that is given to the player, when they pick this trait.
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// /// </summary>
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// [DataField]
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// public EntProtoId? TraitGear;
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//
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// /// <summary>
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// /// Trait Price. If negative number, points will be added.
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// /// </summary>
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// [DataField]
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// public int Cost = 0;
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//
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// /// <summary>
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// /// Adds a trait to a category, allowing you to limit the selection of some traits to the settings of that category.
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// /// </summary>
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// [DataField]
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// public ProtoId<TraitCategoryPrototype>? Category;
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//
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// /// <summary>
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// /// DeltaV - Hides traits from specific species
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// /// </summary>
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// [DataField]
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// public HashSet<ProtoId<SpeciesPrototype>> ExcludedSpecies = new();
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// }
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