* Initial Commit * Unfinished * Continuing, more abilities * Remove necromicon healing * oops * Continuing * Continuing * Checkpoint incase i need to undo something * Rewrite to use event per power, working passives * refactor fixes * so many fixes * some fixes * some fixes * new textures, status icon * vampire antag role, mind role * проверку на дауна вызывали?(если Null, у сервера ступор головного фатала) * fix 1 * fix 2 * fix fatal, fix build * breafing audio * fix icons style, store in action * clear store things, add gamerule, mid round game rule * some rework * clear any store systems * clear x2 * if you have 150 Blood Essence, you get mutation * upd * some changes * simple mutation menu * я вот сижу, в 12 ночи, пишу какую-то очередную хуйню, вместо приятного сна... * upd * normal mutations menu * actions translate * None type, base actions list * passive abilities * ability earning * fix * translate vampire preset * translate vampire mutations menu * mutations menu textures * disable some * ДРАНЫЙ БРИФ ФАТАЛКУ ПО ПРИКОЛУ БЕЕМ * game preset * mutation can infinity changed * fix * fully rework abilities update system * gargantua info * update ignore list * fix gargantua passives * vampire objectives * new icons * balance * fix * upd objectives * fix metabolizer type, balance 2 * fix metabolizer type 2 * fix syntax * clear translation * xd * update * round end info * fix * drain objective fix * fix * fix syntax * fix * clear --------- Co-authored-by: Rainfey <rainfey0+github@gmail.com>
38 lines
No EOL
1.1 KiB
C#
38 lines
No EOL
1.1 KiB
C#
using Content.Shared.NPC.Prototypes;
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using Content.Shared.Roles;
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using Content.Shared.Vampire.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.Components;
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[RegisterComponent, Access(typeof(VampireRuleSystem))]
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public sealed partial class VampireRuleComponent : Component
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{
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public readonly List<EntityUid> VampireMinds = new();
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public readonly List<ProtoId<EntityPrototype>> BaseObjectives = new()
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{
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"VampireKillRandomPersonObjective",
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"VampireDrainObjective"
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};
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public readonly List<ProtoId<EntityPrototype>> EscapeObjectives = new()
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{
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"VampireSurviveObjective",
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"VampireEscapeObjective"
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};
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public readonly List<ProtoId<EntityPrototype>> StealObjectives = new()
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{
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"CMOHyposprayVampireStealObjective",
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"RDHardsuitVampireStealObjective",
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"EnergyShotgunVampireStealObjective",
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"MagbootsVampireStealObjective",
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"ClipboardVampireStealObjective",
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"CaptainIDVampireStealObjective",
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"CaptainJetpackVampireStealObjective",
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"CaptainGunVampireStealObjective"
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};
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} |