Some more fabricable chemicals, made cargo missions more common, items in characters' inventories aren't affected by fire
This commit is contained in:
@@ -118,7 +118,15 @@
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<RequiredSkill name="Medical" level="40"/>
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</fabricableitem>
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<fabricableitem name="Auxiliorizine" requireditems="Corrigodone, Flash Powder" requiredtime="25">
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<fabricableitem name="Auxiliorizine" requireditems="Corrigodone, Erythrozine, Flash Powder" requiredtime="25">
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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<fabricableitem name="Hyperzine" requireditems="Phosphorus, Uranium Powder" requiredtime="25">
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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<fabricableitem name="Morbusine" requireditems="Sulphuric Acid, Auxiliorizine" requiredtime="30">
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<RequiredSkill name="Medical" level="60"/>
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</fabricableitem>
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@@ -29,6 +29,11 @@
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canbepicked="true"
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price="100">
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<Deconstruct time="5">
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<Item name="Uranium Powder"/>
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<Item name="Uranium Powder"/>
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</Deconstruct>
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<Sprite texture ="materials.png" sourcerect="0,0,24,12" depth="0.55"/>
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<Body width="24" height="12" density="60"/>
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@@ -194,7 +194,7 @@
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<Body width="25" height="5" density="20"/>
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<Holdable slots="Any,RightHand,LeftHand">
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<StatusEffect type="OnUse" target="Character" Health="5.0" Oxygen="20.0" Bleeding="-0.1" duration="5.0">
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<StatusEffect type="OnUse" target="Character" Health="1.0" Oxygen="2.0" Bleeding="-0.05" duration="60.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Holdable>
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@@ -351,13 +351,51 @@
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</StatusEffect>
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</Holdable>
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</Item>
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<Item
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name="Uranium Powder"
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category="Material"
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spritecolor="0.2,0.35,0.06,1.0"
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Tags="smallitem,chem,medical"
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pickdistance="150">
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<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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<Body width="25" height="5" density="15"/>
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<Holdable slots="Any,RightHand,LeftHand">
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<StatusEffect type="OnUse" target="Character" Health="-5.0" duration="60.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Holdable>
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</Item>
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<Item
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name="Hyperzine"
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category="Material"
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spritecolor="0.8,0.3,0.8,1.0"
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Tags="smallitem,chem,medical"
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pickdistance="150"
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description="A potent muscle stimulant.">
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<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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<Body width="25" height="5" density="15"/>
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<Holdable slots="Any,RightHand,LeftHand">
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<StatusEffect type="OnUse" target="Character" SpeedMultiplier="1.5" setvalue="true" duration="60.0">
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<RequiredItem name="Medical Syringe" type="Container"/>
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</StatusEffect>
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</Holdable>
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</Item>
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<Item
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name="Morbusine"
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category="Material"
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spritecolor="0.0,0.0,0.0,1.0"
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Tags="smallitem,chem,medical"
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pickdistance="150">
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pickdistance="150"
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description="A highly potent neurotoxin.">
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<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
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@@ -79,7 +79,7 @@
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<Skill name="Weapons" level="10,20"/>
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<Skill name="Construction" level="10,20"/>
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<Skill name="Electrical Engineering" level="10,20"/>
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<Skill name="Medical" level="50,70"/>
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<Skill name="Medical" level="55,70"/>
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</Skills>
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<Items>
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<Item name="ID Card"/>
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@@ -70,7 +70,7 @@
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<CargoMission
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name="Explosive cargo"
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description="A local arms dealer is offering 200 credits in exchange for delivering two crates of high explosives to a customer in [location2]."
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commonness="5"
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commonness="10"
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reward="500"
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successmessage="The explosives have been successfully delivered.">
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<Items>
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@@ -88,7 +88,7 @@
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<CargoMission
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name="Explosive cargo"
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description="A local arms dealer is offering 200 credits in exchange for delivering two crates of high explosives to a customer in [location2]."
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commonness="2"
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commonness="5"
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reward="200"
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successmessage="The explosives have been successfully delivered.">
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<Items>
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@@ -109,7 +109,7 @@
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<CargoMission
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name="Chemical shipment"
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description="Reseachers of [location1] need someone to deliver some dangerous chemicals to [location2] for a reward of 200 credits."
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commonness="5"
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commonness="10"
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reward="200"
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successmessage="The chemicals have been successfully delivered.">
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<Items>
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@@ -128,7 +128,7 @@
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<CargoMission
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name="Handle with care"
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description="Local reseachers are offering 2000 credits for delivering a large amount of nitroglycerine to [location2]."
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commonness="5"
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commonness="15"
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reward="2000"
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successmessage="The chemicals have been successfully delivered.">
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<Items>
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@@ -144,7 +144,7 @@
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<CargoMission
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name="Praise the Honkmother"
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description="A local clown syndicate is offering 100 credits for delivering a shipment of clowning supplies to [location2]."
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commonness="1"
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commonness="2"
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reward="100"
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successmessage="The clown gear has been successfully delivered.">
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<Items requireddeliveryamount="35">
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@@ -98,7 +98,7 @@ namespace Barotrauma
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message.Write(AnimController.RefLimb.SimPosition.X);
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message.Write(AnimController.RefLimb.SimPosition.Y);
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message.Write(AnimController.RefLimb.Rotation);
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//message.Write(AnimController.RefLimb.Rotation);
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message.WriteRangedSingle(MathHelper.Clamp(AnimController.StunTimer, 0.0f, 60.0f), 0.0f, 60.0f, 8);
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message.Write((byte)((health / maxHealth) * 255.0f));
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@@ -148,7 +148,7 @@ namespace Barotrauma
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limbPos.X = message.ReadFloat();
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limbPos.Y = message.ReadFloat();
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rotation = message.ReadFloat();
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//rotation = message.ReadFloat();
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}
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catch (Exception e)
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{
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@@ -161,7 +161,7 @@ namespace Barotrauma
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if (AnimController.RefLimb.body != null)
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{
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AnimController.RefLimb.body.TargetPosition = limbPos;
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AnimController.RefLimb.body.TargetRotation = rotation;
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//AnimController.RefLimb.body.TargetRotation = rotation;
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}
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float newStunTimer = 0.0f, newHealth = 0.0f, newBleeding = 0.0f;
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@@ -313,7 +313,7 @@ namespace Barotrauma
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) && !Locked ? slotIndex : -1;
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GUI.DrawRectangle(spriteBatch, containerRect, Color.Black * 0.8f, true);
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GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - 50), Color.Black * 0.8f, true);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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Item[] containedItems = null;
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@@ -250,7 +250,7 @@ namespace Barotrauma
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foreach (Item item in Item.ItemList)
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{
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if (item.CurrentHull != hull || item.FireProof || item.Condition <= 0.0f) continue;
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//if (item.ParentInventory != null) return;
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if (item.ParentInventory != null && item.ParentInventory.Owner is Character) return;
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float range = (float)Math.Sqrt(size.X) * 10.0f;
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if (item.Position.X < position.X - range || item.Position.X > position.X + size.X + range) continue;
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@@ -340,8 +340,16 @@ namespace Barotrauma.Networking
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if (EndVoteCount > 0)
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 140.0f, 40),
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"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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if (GameMain.NetworkMember.myCharacter == null)
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 180.0f, 20),
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"Votes to end the round (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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else
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{
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GUI.DrawString(spriteBatch, new Vector2(GameMain.GraphicsWidth - 140.0f, 40),
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"Votes (y/n): " + EndVoteCount + "/" + (EndVoteMax - EndVoteCount), Color.White, null, 0, GUI.SmallFont);
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}
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}
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}
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