- some more medicine value tweaking

- medicine & toxic cabinet items (added to vanilla subs)
- updating the positions of items inside a moving container (caused explosions to happen in the wrong position if the explosive inside something like a grenade)
- renamed doctors as medical doctors
This commit is contained in:
Regalis
2016-03-27 20:25:24 +03:00
parent 7f40071565
commit 9a0bf07fc2
14 changed files with 119 additions and 36 deletions
+3
View File
@@ -496,6 +496,9 @@
<Content Include="Content\Items\itemlabel.xml">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\Lockers\cabinets.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\Items\machines.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
@@ -51,7 +51,7 @@
<fabricableitem name="Underwater Scooter" requireditems="Steel Bar, Polycarbonate Bar, Polycarbonate Bar, FPGA Circuit" requiredtime="30"/>
<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Fulgurium Battery Cell" requireditems="Steel Bar, Fulgurium Bar, Sulphuric Acid" requiredtime="10"/>
<fabricableitem name ="Stun Grenade" requireditems="Steel Bar, Flash Powder, Chloral Hydrate" requiredtime="20">
<RequiredSkill name="Construction" level="30"/>
@@ -63,7 +63,7 @@
<fabricableitem name ="IC-4 Block" requireditems="C-4 Block, Incendium Bar" requiredtime="20"/>
<fabricableitem name="Battery Cell" requireditems="Steel Bar, Copper Bar, FPGA Circuit" requiredtime="10"/>
<fabricableitem name="Battery Cell" requireditems="Steel Bar, Copper Bar, Sulphuric Acid" requiredtime="10"/>
<fabricableitem name="Fuel Rod" requireditems="Steel Bar, Uranium Bar"/>
@@ -94,13 +94,17 @@
<sound file="fabricator.ogg" type="OnActive" range="1000.0" loop="true"/>
<fabricableitem name="Chloral Hydrate" requireditems="Chlorine, Ethanol" requiredtime="20">
<RequiredSkill name="Medical" level="30"/>
</fabricableitem>
<fabricableitem name="Compound N" requireditems="Aluminium, Potassium, Sulphuric Acid" requiredtime="20">
<RequiredSkill name="Medical" level="60"/>
</fabricableitem>
<fabricableitem name="Corrigodone" requireditems="Stabilozine, Chloral Hydrate" requiredtime="20">
<RequiredSkill name="Medical" level="50"/>
</fabricableitem>
<fabricableitem name="Chloral Hydrate" requireditems="Chlorine, Ethanol" requiredtime="20">
<RequiredSkill name="Medical" level="30"/>
</fabricableitem>
<fabricableitem name="Erythrozine" requireditems="Stabilozine, Iron Powder" requiredtime="20">
<RequiredSkill name="Medical" level="50"/>
@@ -136,7 +140,7 @@
category="Machine"
description="Disassembles and breaks down items to reusable components and material bars.">
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="0,128,64,128"/>
<Sprite texture="Content/Items/machines.png" depth="0.8" sourcerect="64,128,64,128"/>
<Deconstructor canbeselected = "true" powerconsumption="500.0">
<sound file="deconstructor.ogg" type="OnActive" range="1000.0" loop="true"/>
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After

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@@ -10,5 +10,31 @@
<Containable name="smallitem"/>
</ItemContainer>
</Item>
<Item
name="Medicine Cabinet"
linkable="true"
pickdistance ="150">
<Sprite texture ="cabinets.png" depth="0.85" sourcerect="0,0,48,64"/>
<ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/>
<Containable name="medical"/>
</ItemContainer>
</Item>
<Item
name="Toxic Cabinet"
linkable="true"
pickdistance ="150">
<Sprite texture ="cabinets.png" depth="0.85" sourcerect="0,64,48,64"/>
<ItemContainer capacity="20" canbeselected="true" hideitems="true">
<Containable name="chem"/>
<Containable name="medical"/>
</ItemContainer>
</Item>
</Items>
+36 -17
View File
@@ -3,7 +3,7 @@
<Item
name="Medical Syringe"
category="Equipment"
Tags="smallitem"
Tags="smallitem,medical"
pickdistance="150"
price="50"
canuseonself="true"
@@ -30,7 +30,7 @@
<Item
name="Defibrillator"
category="Equipment"
Tags="smallitem"
Tags="smallitem,medical"
pickdistance="150"
price="50"
canuseonself="true"
@@ -57,7 +57,7 @@
<Item
name="Bandage"
category="Equipment"
Tags="smallitem"
Tags="smallitem,medical"
pickdistance="150"
canuseonself="true"
price="20"
@@ -69,7 +69,8 @@
<MeleeWeapon slots="Any,RightHand,LeftHand"
aimpos="5,0" handle1="-5,0" holdangle="10" reload="1.0">
<StatusEffect type="OnUse" target="This, Character" bleeding="-0.5" Condition="-25.0" disabledeltatime="true" sound="Content/Items/Medical/bandage.ogg"/>
<StatusEffect type="OnUse" target="This" Condition="-25.0" disabledeltatime="true" sound="Content/Items/Medical/bandage.ogg"/>
<StatusEffect type="OnUse" target="This, Character" bleeding="-0.1" duration="5.0" sound="Content/Items/Medical/bandage.ogg"/>
</MeleeWeapon>
</Item>
@@ -90,7 +91,7 @@
name="Stabilozine"
category="Material"
spritecolor="1.0,1.0,0.7,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A mild stimulant which is used as an incredient in the manufacture of various medicines.">
@@ -114,7 +115,7 @@
name="Erythrozine"
category="Material"
spritecolor="0.5,0.5,1.0,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="Most commonly used for treating oxygen deprivation.">
@@ -134,7 +135,7 @@
name="Fibrinozine"
category="Material"
spritecolor="0.6,0.4,0.2,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="A hemostatic agent that slows down bleeding.">
@@ -144,12 +145,12 @@
<Body width="25" height="5" density="20"/>
<ItemComponent>
<StatusEffect type="OnUse" target="Character" Bleeding="-0.2" duration="10.0"/>
<StatusEffect type="OnUse" target="Character" Bleeding="-0.1" duration="10.0"/>
<StatusEffect type="OnUse" target="This" Condition="-25.0" disabledeltatime="true"/>
</ItemComponent>
<Holdable slots="Any,RightHand,LeftHand">
<StatusEffect type="OnUse" target="Character" Bleeding="-0.5" duration="5.0">
<StatusEffect type="OnUse" target="Character" Bleeding="-0.2" duration="5.0">
<RequiredItem name="Medical Syringe" type="Container"/>
</StatusEffect>
</Holdable>
@@ -159,7 +160,7 @@
name="Corrigodone"
category="Material"
spritecolor="0.8,0.0,0.0,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150"
canuseonself="true"
description="Highly effective at treating various types of physical trauma.">
@@ -184,7 +185,7 @@
name="Auxiliorizine"
category="Material"
spritecolor="1.0,1.0,0.0,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150"
description="A highly potent corrigodone-based stimulant.">
@@ -203,7 +204,7 @@
name="Chlorine"
category="Material"
spritecolor="1.0,1.0,1.0,0.6"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -221,7 +222,7 @@
name="Ethanol"
category="Material"
spritecolor="0.0,0.9,0.1,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
canuseonself="true"
pickdistance="150">
@@ -245,7 +246,7 @@
name="Aluminium"
category="Material"
spritecolor="0.7,0.7,0.7,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -263,7 +264,7 @@
name="Potassium"
category="Material"
spritecolor="0.8,0.8,0.8,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -300,7 +301,7 @@
name="Chloral Hydrate"
category="Material"
spritecolor="1.0,1.0,1.0,0.8"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -318,7 +319,7 @@
name="Phosphorus"
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
@@ -331,6 +332,24 @@
</StatusEffect>
</Holdable>
</Item>
<Item
name="Sulphuric Acid"
category="Material"
spritecolor="0.5,0.0,0.0,1.0"
Tags="smallitem,chem,medical"
pickdistance="150">
<Sprite texture ="med.png" sourcerect="24,16,8,16" depth="0.6"/>
<Body width="25" height="5" density="10"/>
<Holdable slots="Any,RightHand,LeftHand">
<StatusEffect type="OnUse" target="Character" Health="-2.0" duration="60.0">
<RequiredItem name="Medical Syringe" type="Container"/>
</StatusEffect>
</Holdable>
</Item>
</Items>
@@ -18,6 +18,23 @@
</Pickable>
</Item>
<Item
name="Compound N"
category="Equipment"
Tags="smallitem,explosive"
pickdistance="150">
<Sprite texture="weapons.png" depth="0.8" sourcerect="112,0,16,7"/>
<Body width="16" height="7"/>
<Pickable slots="Any">
<StatusEffect type="OnBroken" target="This" Condition="-100.0" sound="Content/Items/Reactor/explosion.ogg">
<Explosion range="600.0" structuredamage="150" damage="300" stun="5" force="20.0"/>
</StatusEffect>
</Pickable>
</Item>
<Item
name="IC-4 Block"
description="A compound made of C-4 and incendium."
+2 -2
View File
@@ -55,7 +55,7 @@
<Item name="Ballistic Helmet" equip="true"/>
</Job>
<Job name="Doctor" description="." maxnumber="2">
<Job name="Medical Doctor" description="The primary duty of the doctors is too help injured crew members, but their knowledge of chemistry and pharmaceutics can also be useful for creating various non-medicinal chemicals." maxnumber="2">
<Skills>
<Skill name="Weapons" level="10,20"/>
<Skill name="Construction" level="10,20"/>
@@ -65,7 +65,7 @@
<Item name="ID Card"/>
<Item name="Doctor's Coat" equip="true"/>
<Item name="Doctor's Trousers" equip="true"/>
<Item name="Health Scanner HUD" equip="true"/>
<Item name="Health Scanner HUD"/>
<Item name="Medical Syringe"/>
</Job>
+4 -4
View File
@@ -18,7 +18,7 @@
<Hireable name="Assistant" commonness="10"/>
<Hireable name="Engineer" commonness="3"/>
<Hireable name="Mechanic" commonness="3"/>
<Hireable name="Doctor" commonness="1"/>
<Hireable name="Medical Doctor" commonness="1"/>
<Hireable name="Security Officer" commonness="1"/>
<Hireable name="Captain" commonness="1"/>
@@ -39,7 +39,7 @@
<Hireable name="Assistant" commonness="2"/>
<Hireable name="Engineer" commonness="2"/>
<Hireable name="Mechanic" commonness="2"/>
<Hireable name="Doctor" commonness="2"/>
<Hireable name="Medical Doctor" commonness="2"/>
<nameformats
f0="[name] Outpost"
@@ -54,11 +54,11 @@
background="Content/Map/researchbackground.jpg">
<Hireable name="Engineer" commonness="5"/>
<Hireable name="Mechanic" commonness="5"/>
<Hireable name="Mechanic" commonness="5"/>
<Hireable name="Medical Doctor" commonness="3"/>
<Hireable name="Assistant" commonness="3"/>
<Hireable name="Security Officer" commonness="1"/>
<Hireable name="Captain" commonness="1"/>
<Hireable name="Doctor" commonness="1"/>
<nameformats
f0="[name] Research Facility"
@@ -67,6 +67,8 @@ namespace Barotrauma.Items.Components
public ItemComponent Parent;
private string msg;
[HasDefaultValue(0.0f, false)]
public float PickingTime
{
@@ -164,9 +166,7 @@ namespace Barotrauma.Items.Components
get { return msg; }
set { msg = value; }
}
private string msg;
public ItemComponent(Item item, XElement element)
{
this.item = item;
@@ -132,12 +132,20 @@ namespace Barotrauma.Items.Components
public override void Update(float deltaTime, Camera cam)
{
if (item.body != null && item.body.FarseerBody.Awake)
{
foreach (Item contained in Inventory.Items)
{
if (contained == null) continue;
contained.SetTransform(item.SimPosition, 0.0f);
}
}
if (!hasStatusEffects) return;
foreach (Item contained in Inventory.Items)
{
if (contained == null || contained.Condition <= 0.0f) continue;
//if (contained.body != null) contained.body.Enabled = false;
RelatedItem ri = containableItems.Find(x => x.MatchesItem(contained));
if (ri == null) continue;
@@ -161,7 +169,7 @@ namespace Barotrauma.Items.Components
Vector2 transformedItemPos = itemPos;
Vector2 transformedItemInterval = itemInterval;
float currentRotation = itemRotation;
//float transformedItemRotation = itemRotation;
if (item.body == null)
{
transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y);
+8 -2
View File
@@ -368,10 +368,16 @@ namespace Barotrauma
if (prefab.sprite == null) return;
Color color = (isHighlighted) ? Color.Orange : Color.White;
if (isSelected && editing) color = Color.Red;
if (isSelected && editing)
{
color = Color.Red;
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, -rect.Y, rect.Width, rect.Height), color);
}
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
prefab.sprite.DrawTiled(spriteBatch, new Vector2(rect.X + drawOffset.X, -(rect.Y + drawOffset.Y)), new Vector2(rect.Width, rect.Height), Vector2.Zero, color);
foreach (WallSection s in sections)
{
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