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* actually not overhauled but tweaked i think * forgot to stage this one * make shocking 60% chance instead of 80%, and make shock dmg 5-20 random. * update comment * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * okay this should work + remember to mention new changesa asdas asd * I ALREADY STAGED ALL * important summary comments to give more important info when someone's too lazy to check the rule * fix some stuff * signs of shock * Update Resources/Prototypes/_DV/Traits/meta.yml Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Signed-off-by: wesker <53323309+weskified@users.noreply.github.com> * Update Resources/Prototypes/_DV/Traits/meta.yml Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Signed-off-by: wesker <53323309+weskified@users.noreply.github.com> * Update Resources/Locale/en-US/_DV/traits/traits.ftl Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com> Signed-off-by: wesker <53323309+weskified@users.noreply.github.com> * changessss --------- Signed-off-by: wesker <53323309+weskified@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Vanessa <908648+ShepardToTheStars@users.noreply.github.com>
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
namespace Content.Server.StationEvents.Components;
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/// <summary>
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/// Gamerule component to mess up ai/borg laws when started.
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/// </summary>
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[RegisterComponent]
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public sealed partial class IonStormRuleComponent : Component
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{
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// DV start - Synthetic tweaks
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/// <summary>
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/// The chance that a synth gets electrocuted by the ion storm.
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/// </summary>
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[DataField]
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public float SynthElectrocutionChance = 0.6f;
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/// <summary>
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/// The minimum delay before a synth affected by the ion storm gets electrocuted. (in seconds)
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/// </summary>
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[DataField]
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public int SynthElectrocutionDelayMin = 3;
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/// <summary>
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/// The maximum delay before a synth affected by the ion storm gets electrocuted. (in seconds)
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/// </summary>
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[DataField]
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public int SynthElectrocutionDelayMax = 10;
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/// <summary>
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/// The minimum damage dealt by the synth electrocution. (shock damage)
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/// </summary>
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[DataField]
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public int SynthElectrocutionDamageMin = 5;
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/// <summary>
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/// The maximum damage dealt by the synth electrocution. (shock damage)
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/// </summary>8
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[DataField]
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public int SynthElectrocutionDamageMax = 10;
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/// <summary>
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/// How long the synth is stunned for by the electrocution. (in seconds)
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/// </summary>
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[DataField]
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public int SynthElectrocutionStunDuration = 3;
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// DV end - synthetic tweaks
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}
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