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## Описание PR <!-- Что вы изменили в этом пулл реквесте? --> добавлен простой энергетический арбалет и маленький ## Почему / Баланс <!-- Почему оно было изменено? Ссылайтесь на любые обсуждения или вопросы здесь. Пожалуйста, обсудите, как это повлияет на игровой баланс. --> **Ссылка на публикацию в Discord** <!-- Укажите ссылки на соответствующие обсуждения, проблемы, баги, заказы в разработку или предложения - [Технические проблемы](ссылка) - [Баги](ссылка) - [Заказы-разработка](ссылка) - [Предложения](ссылка) - [Перенос контента](ссылка)--> подарок на новый год и больше контента синдикату и революции ## Медиа <!-- Пулл реквесты, которые вносят внутриигровые изменения (добавление одежды, предметов, новых возможностей и т.д.), должны содержать медиа, демонстрирующие изменения. Небольшие исправления/рефакторы не требуют медиа. Если Вы не уверены в том, что Ваш пулл реквест требует медиа, спросите мейнтейнера. --> ## Требования <!-- В связи с наплывом ПР'ов нам необходимо убедиться, что ПР'ы следуют правильным рекомендациям. Пожалуйста, уделите время прочтению, если делаете пулл реквест (ПР) впервые. Отметьте поля ниже, чтобы подтвердить, что Вы действительно видели их (поставьте X в скобках, например [X]): --> - [ ] Я прочитал(а) и следую [Руководство по созданию пулл реквестов](https://docs.spacestation14.com/en/general-development/codebase-info/pull-request-guidelines.html). Я понимаю, что в противном случае мой ПР может быть закрыт по усмотрению мейнтейнера. - [ ] Я добавил скриншоты/видео к этому пулл реквесту, демонстрирующие его изменения в игре, **или** этот пулл реквест не требует демонстрации в игре **Чейнджлог** 🆑 Ratyyy - add: Синдикат начал производить и поставлять агентам миниатюрные энергетические арбалеты, в то время как экипаж подхватил похожую технологию и научился делать простые энергетические арбалеты.
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namespace Content.Shared._White.Collision.Blur; | ||
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[RegisterComponent] | ||
public sealed partial class BlurOnCollideComponent : Component | ||
{ | ||
[DataField] | ||
public float BlurTime = 5f; | ||
} |
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using Content.Shared.Eye.Blinding.Components; | ||
using Content.Shared.Projectiles; | ||
using Content.Shared.StatusEffect; | ||
using Content.Shared.Throwing; | ||
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namespace Content.Shared._White.Collision.Blur; | ||
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public sealed class BlurOnCollideSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<BlurOnCollideComponent, ProjectileHitEvent>(OnProjectileHit); | ||
SubscribeLocalEvent<BlurOnCollideComponent, ThrowDoHitEvent>(OnEntityHit); | ||
} | ||
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private void OnEntityHit(Entity<BlurOnCollideComponent> ent, ref ThrowDoHitEvent args) | ||
{ | ||
ApplyEffects(args.Target, ent.Comp); | ||
} | ||
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private void OnProjectileHit(Entity<BlurOnCollideComponent> ent, ref ProjectileHitEvent args) | ||
{ | ||
ApplyEffects(args.Target, ent.Comp); | ||
} | ||
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private void ApplyEffects(EntityUid target, BlurOnCollideComponent component) | ||
{ | ||
_statusEffects.TryAddStatusEffect<BlurryVisionComponent>(target, | ||
"BlurryVision", | ||
TimeSpan.FromSeconds(component.BlurTime), | ||
true); | ||
} | ||
} |
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using Content.Shared.ADT.Crawling; | ||
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namespace Content.Shared.ADT.Collision.Knockdown; | ||
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[RegisterComponent] | ||
public sealed partial class KnockdownOnCollideComponent : Component | ||
{ | ||
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} |
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using Content.Shared.Projectiles; | ||
using Content.Shared.ADT.Crawling; | ||
using Content.Shared.Throwing; | ||
using Content.Shared.DoAfter; | ||
using Content.Shared.Explosion; | ||
using Content.Shared.Input; | ||
using Robust.Shared.Input.Binding; | ||
using Content.Shared.Standing; | ||
using Robust.Shared.Serialization; | ||
using Content.Shared.Stunnable; | ||
using Robust.Shared.Player; | ||
using Content.Shared.Movement.Systems; | ||
using Content.Shared.Alert; | ||
using Content.Shared.Climbing.Components; | ||
using Content.Shared.Popups; | ||
using Robust.Shared.Physics.Systems; | ||
using Robust.Shared.Map.Components; | ||
using Content.Shared.Climbing.Systems; | ||
using Content.Shared.Climbing.Events; | ||
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namespace Content.Shared.ADT.Collision.Knockdown; | ||
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public sealed class KnockdownOnCollideSystem : EntitySystem | ||
{ | ||
[Dependency] private readonly StandingStateSystem _standing = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<KnockdownOnCollideComponent, ProjectileHitEvent>(OnProjectileHit); | ||
} | ||
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private void OnProjectileHit(Entity<KnockdownOnCollideComponent> ent, ref ProjectileHitEvent args) | ||
{ | ||
ApplyEffects(args.Target, ent.Comp); | ||
} | ||
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private void ApplyEffects(EntityUid target, KnockdownOnCollideComponent component) | ||
{ | ||
_standing.Down(target, dropHeldItems: false); | ||
} | ||
} |
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4 changes: 4 additions & 0 deletions
4
Resources/Locale/ru-RU/ADT/prototypes/Entities/Objects/Weapons/Guns/Battery/battery_gun.ftl
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ent-ADTWeaponPistolX01 = X-01 М.Э.П. | ||
.desc = Мультифазовый энергетический пистолет. Это дорогая, современная версия антикварного лазерного пистолета. У этого оружия есть несколько уникальных режимов огня, но нет возможности самостоятельно перезаряжаться с течением времени. | ||
.suffix = { "Пистолет, Мультифазовый" } | ||
ent-ADTWeaponMiniatureEnergyCrossbow = миниатюрный энергетический арбалет | ||
.desc = Энергетический арбалет синдиката, маленький, тихий и смертоносный. | ||
ent-ADTWeaponEnergyCrossbow = энергетический арбалет | ||
.desc = Тяжёлое смертоносное оружие, поддаётся модификации модулями ПКА. Любимое оружие революционеров, еретиков и прочих любителей кустарной смерти. |
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25 changes: 25 additions & 0 deletions
25
Resources/Prototypes/ADT/Recipes/Crafting/Graphs/Improvised/crossbow.yml
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- type: constructionGraph | ||
id: EnergyCrossbowGraph | ||
start: start | ||
graph: | ||
- node: start | ||
edges: | ||
- to: crossbow | ||
steps: | ||
- tag: PKA | ||
icon: | ||
sprite: Objects/Weapons/Guns/Basic/kinetic_accelerator.rsi | ||
state: icon | ||
name: PKA | ||
- tag: ModularReceiver | ||
icon: | ||
sprite: Objects/Misc/modular_receiver.rsi | ||
state: icon | ||
name: modular receiver | ||
- material: Cable | ||
amount: 15 | ||
- material: Uranium | ||
amount: 10 | ||
doAfter: 10 | ||
- node: crossbow | ||
entity: ADTWeaponEnergyCrossbow |
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- type: statusEffect | ||
id: BlurryVision | ||
alwaysAllowed: true |
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|
@@ -450,3 +450,6 @@ | |
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- type: Tag | ||
id: MiningShop | ||
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- type: Tag | ||
id: PKA |
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|
@@ -74,4 +74,6 @@ | |
soundHit: | ||
collection: GenericHit | ||
- type: AltFireMelee #ADT_Tweak | ||
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- type: Tag #ADT tweak | ||
tags: | ||
- PKA |
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Resources/Textures/ADT/Objects/Weapons/Guns/Battery/ebow.rsi/meta.json
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{ | ||
"version": 1, | ||
"license": "CC-BY-SA-3.0", | ||
"copyright": "Taken from Paradise at https://github.com/ParadiseSS13/Paradise/commit/1d0e3dde0f89e7926be32a3706883c3f003931f8", | ||
"size": { | ||
"x": 32, | ||
"y": 32 | ||
}, | ||
"states": [ | ||
{ | ||
"name": "icon" | ||
}, | ||
{ | ||
"name": "base" | ||
}, | ||
{ | ||
"name": "mag-0" | ||
}, | ||
{ | ||
"name": "mag-1" | ||
}, | ||
{ | ||
"name": "inhand-left", | ||
"directions": 4 | ||
}, | ||
{ | ||
"name": "inhand-right", | ||
"directions": 4 | ||
}, | ||
{ | ||
"name": "equipped-BACK", | ||
"directions": 4 | ||
} | ||
] | ||
} |
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