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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>
24 lines
754 B
C#
24 lines
754 B
C#
namespace Content.Server._CD.Traits;
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/// <summary>
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/// Set players' blood to coolant, and is used to notify them of ion storms
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/// </summary>
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[RegisterComponent, Access(typeof(SynthSystem))]
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public sealed partial class SynthComponent : Component
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{
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/// <summary>
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/// Whether this synthetic is affected by ion storms (electrocution/sparks and
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/// alerts when one occurs). False by default. set true by the
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/// "Susceptible to Ion Storms" meta trait.
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/// </summary>
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[DataField]
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public bool IonStormAffected;
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/// <summary>
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/// The chance that the synth is alerted of an ion storm. Only relevant if
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/// <see cref="IonStormAffected"/> is true.
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/// </summary>
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[DataField]
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public float AlertChance = 0.3f;
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}
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