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Недельный апстримчик #126
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Недельный апстримчик #126
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Move timed despawn to SetCartridgeSpent() instead of EjectCartridge(), because EjectCartridge() is called in several other code paths that don't involve the cartridge being spent. For example, ejecting all cartridges from a revolver mark the cartridges for despawning even though they were never fired. Guns whose cartridges disappear while loaded appear to "jam".
Update medicine.yml bitterdrink
* Update radio_channels.yml Changes radio colors. WOO!! * Update radio_channels.yml
* Update raiders_ranged.yml * Update raiders_ranged.yml --------- Co-authored-by: Peptide90 <[email protected]>
* Added yaml First go around see how it goes * added dead version of plant yup * clean up deleted some things, added somethings * updated stats improved health, range and damage * Spawner Added a spawner for the spore plant * fix problem * added back the mob spawns Still may cause an issue, if so, ill fix this in another PR * try this * Hurray Should have fixed it now
* Introducing the Blue Line Caravan Company * small tweaks * fix and adding vest * silly stuff * yet more silliness arises * silliness in bounds * silly silly silly --------- Co-authored-by: the-adom <[email protected]>
Update modifier_sets.yml
* Update nuka.yml * Update nuka.yml --------- Co-authored-by: Peptide90 <[email protected]>
* Update modifier_sets.yml * Update basemob.yml * Update modifier_sets.yml
* Update spear.yml * Update spear.yml
Co-authored-by: the-adom <[email protected]>
* training sword a training sword for practice dueling * wood increase slightly more cost * 32x32 -> 64x64 I found the issue, it was an exporting error when I was spriting * Update baton-club.yml * removal of .png yipee * Update baton-club.yml * Update baton-club.yml * Update weapons.yml --------- Co-authored-by: Peptide90 <[email protected]>
* feat: add TradeStation component * feat: adds value to bottlecaps * feat: adjusts values to NCR dollar + prewar money * feat: change appraisal tool from spesos to caps * refactor: NcrCredit material name * feat: cash component to NCR dollar * feat: cargo sales outputs caps * feat: adds crates steel, plastic, wood, mechanic parts * feat: adhesives crate * feat: remove old cargo products * feat: stimpak crate * feat: desc to N14 crates * feat: crates - rations, rifles, water * feat: entity 20 lead bars * feat: gunpowder 20 entity * feat: crates - nuka cola, gunpowder and lead bars * feat: cargo products steel, plastic, glass, wood * feat: cargo product stimpak * feat: cargo products - gunpowder, lead bar * feat: cargo products - mechanic parts, adhesives * feat: cargo products livestock * feat: cargo product varmint rifle * feat: cargo products - rations, water, cigarrets, nuka cola * feat: abraxo cleaner crate and cargo product * feat: adjusts caps income cargo * fix: varmint rifle crate * feat: adjusts materials selling prices * feat: adjusts weapons selling prices * feat: adjusts batteries pricings * feat: adjusts silver, iron and gold ingot prices * feat: adjusts rifles prices * feat: adds pricing to stimpaks * feat: adjusts lead and gold pricing * feat: adjusts ammo price * feat: adjusts tools pricing * feat: adjusts bandages and radaway pricing * fix: varming rifles crate product * feat: orders access to caravan * feat: remove caps maxCount * fix: varmint crate * Update currency.yml * fix: ncrCredit material icon * fix: tradestation components * Revert "fix: tradestation components" This reverts commit bd86370. * feat: starting ballance 500 * feat: cargo console spesos text to caps --------- Co-authored-by: Peptide90 <[email protected]>
* Update lighters.yml * Update lighters.yml * Update lighters.yml * Update lighters.yml I'm bad at formatting.
* Update drinks_bottles.yml Removed Quartz's glow, gave one to Quantum. * Update drinks_bottles.yml Changed the color. It's more similar to the current shade of quantum. * Update drinks_bottles.yml Upon further consideration, both need glow. Thanks, Pep! :>
healing powder
…lt-Overseers#711) Co-authored-by: the-adom <[email protected]>
Renames the NCR Medic kit to NCR Combat Lifesaver to account for the fact that a rifleman can also take the kit. Eventually I'll add a separate NCR medic kit with some slightly better equipment. Also gives the kit the NCR medic helmet. Adds metal to the NCR Engineer's loadout to bring them on par with the other engineer kits.
Makes the training sword craftable and gave it a brief description
* Update outerClothing.yml Added FotA coat to outerwear loadout. * Update outerClothing.yml * Update outerClothing.yml
Zeta Hair Commit (More hairstyles to come later?) Also makes adding more hair later easier probably
Raiders designed by Rat King and Z to help spice up the Raider AI.
* Update wrecks.yml * Update wrecks.yml * Update wrecks.yml * Update wrecks.yml
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