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Traitor Chemicals Rebalance (#42484)
very small list of changes overall Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -4,7 +4,6 @@ using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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// TODO: When Electrocution is moved to new Status, make this use StatusEffectsContainerComponent.
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/// <summary>
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/// Electrocutes this entity for a given amount of damage and time.
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/// The shock damage applied by this effect is modified by scale.
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@@ -19,7 +18,13 @@ public sealed partial class ElectrocuteEntityEffectSystem : EntityEffectSystem<S
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{
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var effect = args.Effect;
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_electrocution.TryDoElectrocution(entity, null, (int)(args.Scale * effect.ShockDamage), effect.ElectrocuteTime, effect.Refresh, ignoreInsulation: effect.BypassInsulation);
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_electrocution.TryDoElectrocution(entity,
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null,
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(int)(args.Scale * effect.ShockDamage),
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effect.ElectrocuteTime,
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effect.Refresh,
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siemensCoefficient: effect.SiemensCoefficient,
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ignoreInsulation: effect.BypassInsulation);
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}
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}
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@@ -29,23 +34,33 @@ public sealed partial class Electrocute : EntityEffectBase<Electrocute>
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/// <summary>
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/// Time we electrocute this entity
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/// </summary>
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[DataField] public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
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[DataField]
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public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Shock damage we apply to the entity.
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/// </summary>
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[DataField] public int ShockDamage = 5;
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[DataField]
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public int ShockDamage = 5;
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/// <summary>
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/// Do we refresh the duration? Or add more duration if it already exists.
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/// </summary>
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[DataField] public bool Refresh = true;
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should we by bypassing insulation?
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/// </summary>
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[DataField] public bool BypassInsulation = true;
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[DataField]
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public bool BypassInsulation = true;
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/// <summary>
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/// How much electricity is being passed through the body basically. Lower means less oomph.
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/// </summary>
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[DataField]
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public float SiemensCoefficient = 1f;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds));
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=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds), ("stuns", SiemensCoefficient > 0.5f));
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}
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@@ -335,8 +335,14 @@ entity-effect-guidebook-drunk =
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entity-effect-guidebook-electrocute =
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{ $chance ->
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[1] Electrocutes
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*[other] electrocute
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[1] { $stuns ->
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[true] Electrocutes
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*[false] Shocks
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}
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*[other] { $stuns ->
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[true] electrocute
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*[false] shock
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}
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} the metabolizer for {NATURALFIXED($time, 3)} {MANY("second", $time)}
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entity-effect-guidebook-emote =
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@@ -30,7 +30,7 @@
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- id: Dropper
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# It would be cool to have special "syndicate" chemical analysis goggles
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- id: ClothingEyesGlassesChemical
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- id: SyringeStimulants
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- id: Syringe
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- id: VestineChemistryVial
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amount: 2
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- id: ChemistryEmptyVial
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@@ -697,7 +697,7 @@
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discountDownTo:
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Telecrystal: 2
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cost:
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Telecrystal: 5
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Telecrystal: 3
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categories:
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- UplinkChemicals
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@@ -710,7 +710,7 @@
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discountDownTo:
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Telecrystal: 2
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cost:
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Telecrystal: 4
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Telecrystal: 3
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categories:
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- UplinkChemicals
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@@ -121,13 +121,13 @@
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- type: SolutionContainerManager
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solutions:
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melee:
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maxVol: 7
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maxVol: 10
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- type: SolutionInjectOnEmbed
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transferAmount: 7
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transferAmount: 10
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blockSlots: NONE
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solution: melee
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- type: SolutionTransfer
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maxTransferAmount: 7
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maxTransferAmount: 10
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- type: entity
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name: dartboard
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@@ -164,9 +164,11 @@
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color: "#FDD023"
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metabolisms:
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Poison:
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metabolismRate : 2.0
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effects:
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- !type:Electrocute
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probability: 0.35
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siemensCoefficient: 0.5
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probability: 0.5
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- type: reagent
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id: Razorium
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@@ -169,10 +169,10 @@
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conditions:
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- !type:ReagentCondition
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reagent: Stimulants
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min: 50
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min: 45
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damage:
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types:
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Poison: 1
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Poison: 3
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# Interactions
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- !type:ModifyStatusEffect
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conditions:
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@@ -333,7 +333,7 @@
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reagent: Nocturine
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min: 8
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effectProto: StatusEffectForcedSleeping
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time: 6
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time: 9
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delay: 5
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- type: reagent
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@@ -674,9 +674,11 @@
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color: "#FDD023"
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metabolisms:
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Poison:
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metabolismRate : 2.0
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effects:
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- !type:Electrocute
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probability: 0.8
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electrocuteTime: 1
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probability: 0.5
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- type: reagent
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id: Lipolicide
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