mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-29 11:37:24 +03:00
# Description Per #711, this PR adds new stat changes to Vulpkanins to make them more mechanically interesting and distinct from Humans. - Receive the Voracious trait by default, giving them 2x eating/drinking speed. - Takes 30% less Cold damage - Takes 30% more Heat damage, up from 15%. - Hunger rate increased by 25%. - Receive 25% more fire stacks, increasing the Heat damage and duration of being on fire. - Flash duration has been increased by 50%. - The duration of flashes, 5 seconds, will become 7.5 seconds. **Only merge** alongside #715. ## Media <details><summary>Expand</summary> **New flash duration** https://github.com/user-attachments/assets/afafd890-d40b-4c63-9259-53ae6a355e53 </details> ## Changelog 🆑 Skubman - add: Vulpkanins receive the Voracious trait for free, giving them 2x eating/drinking speed, but Vulpkanins get hungrier 25% faster. - tweak: Vulpkanins gain a 30% Cold resistance, but their Heat vulnerability has increased from 15% to 30%. Vulpkanins also receive 25% more Fire stacks, amplifying the damage and duration of being on fire. - tweak: Flash duration against Vulpkanins has been increased by 50%. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
72 lines
2.4 KiB
C#
72 lines
2.4 KiB
C#
using Content.Shared.Damage;
|
|
using Robust.Shared.Physics.Collision.Shapes;
|
|
|
|
namespace Content.Server.Atmos.Components
|
|
{
|
|
[RegisterComponent]
|
|
public sealed partial class FlammableComponent : Component
|
|
{
|
|
[DataField]
|
|
public bool Resisting;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField]
|
|
public bool OnFire { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField]
|
|
public float FireStacks { get; set; }
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("fireSpread")]
|
|
public bool FireSpread { get; private set; } = false;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("canResistFire")]
|
|
public bool CanResistFire { get; private set; } = false;
|
|
|
|
[DataField("damage", required: true)]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public DamageSpecifier Damage = new(); // Empty by default, we don't want any funny NREs.
|
|
|
|
/// <summary>
|
|
/// Used for the fixture created to handle passing firestacks when two flammable objects collide.
|
|
/// </summary>
|
|
[DataField("flammableCollisionShape")]
|
|
public IPhysShape FlammableCollisionShape = new PhysShapeCircle(0.35f);
|
|
|
|
/// <summary>
|
|
/// Should the component be set on fire by interactions with isHot entities
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("alwaysCombustible")]
|
|
public bool AlwaysCombustible = false;
|
|
|
|
/// <summary>
|
|
/// Can the component anyhow lose its FireStacks?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("canExtinguish")]
|
|
public bool CanExtinguish = true;
|
|
|
|
/// <summary>
|
|
/// How many firestacks should be applied to component when being set on fire?
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("firestacksOnIgnite")]
|
|
public float FirestacksOnIgnite = 2.0f;
|
|
|
|
/// <summary>
|
|
/// Determines how quickly the object will fade out. With positive values, the object will flare up instead of going out.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float FirestackFade = -0.1f;
|
|
|
|
/// <summary>
|
|
/// How stronger will firestack increases be?
|
|
/// </summary>
|
|
[DataField]
|
|
public float FireStackIncreaseMultiplier = 1f;
|
|
}
|
|
}
|