Commit Graph

14 Commits

Author SHA1 Message Date
Blue 100d1176f8 Added oxygenite tank, ancient weapon changes
+ Oxygenite tank added (taken from BTE)
+ Ancient Weapon
Now can use both the oxygenite shard and tank
+Diving Suit/Mask
Can no longer use the oxygenite shard (replaced with the tank)
+ Welding Tool / Plasma Cutter
Oxygenite can be placed in but can't actually be used
+ Fabricator
Oxygenite tank craftable
2018-05-08 01:36:01 +02:00
Joonas Rikkonen 7bbab35a0b Configured cargo containers for items, metal crates can be deconstructed, spears can be contained inside metal crates 2018-01-10 15:57:22 +02:00
Alex Noir 9f727ddbaf Add Morbusanide recipe
Make usecondition default to true so items aren't wasted
2017-12-30 14:53:26 +03:00
Alex Noir 31bef06fd8 Just noticed a new, strange bug happening: https://puu.sh/yPuai/eca2a059e2.webm
Problem is, this should've been happening before even regardless of my changes. So why did it only start happening now? That'll have to be looked into.
The reason why it should be happening in theory is that in character's UpdateOxygen method, it takes hull oxygen and OxygenAvailable. If OxygenAvailable was 0, it'd take the hull, which would likely be 100. If OxygenAvailable was -100, it would take the hull, which would make OxygenAvaialbe 0.
However, it seems like something happened and instead of setting the property it now decreases it, and I don't know why? In theory it should SET OxygenAvailable to -100 but it seems like its performing a substraction now.

Adds tags to all duration/delay status effects
Chloromydride buffed slightly to counteract crit damage as well so it truly stabilizes you
Sufforin now affects your available oxygen too by setting it to -10000 to prevent diving suits/oxygen masks/etc. counteracting it.
2017-12-28 19:11:46 +03:00
Alex Noir 0c133ba305 Forgot to list all changes in the latest commit, so here goes:
Allow multiple calls of <Use/> for multiple-use syringes or something
Adds hasstatustag and hastag conditionals, where hastag checks for item tags and hasstatustag checks for active delay/duration status effects w/ matching tags. It's also possible to check for NOT tag e.g. hastag="! morbusine,uranium", which will only be true if there's no morbusine or uranium in the "bloodstream".
Renamed "Amanitin" to "Sufforin" and slightly buffed it
Added "name" and "speciesname" conditionals
Makes bandages heal you slightly if your health is > 50
Adds "Morbusanide", which is a Morbusine antidote.
Calyxanide can hurt NPC husks now
Adds <Cancel all="false"/> which only takes effect if there's a conditional for specified status tags.
2017-12-28 17:49:52 +03:00
Alex Noir 402bcb5d66 quickfix 2017-12-22 22:01:06 +03:00
Alex Noir 6d30557860 Overhaul fabricators and deconstructors to have minCondition, maxCondition (deconstructor) and outCondition
Implement several suggestions listed in https://github.com/Regalis11/Barotrauma/issues/196
Add more fabricatables and deconstructables
2017-12-22 21:33:14 +03:00
Alex Noir c26cef89c6 Fixed DelayedEffect applying when dropped from hands
Amanitin is now craftable from Erythrozine, Flash Powder and Sulphuric Acid with 60 medical skill
Diving Mask and Diving Suit are now craftable
Diving Suit is now deconstructable
Fixed buttons yielding different materials on deconstruction
2017-12-21 23:03:25 +03:00
Alex Noir e6b7a0d313 Adds ducts, switches and motion detectors, as well as door breaking sounds, all based on Barotrauma Extended mod.
Several sounds and sprites were altered to their mod counterpart.
Fixes doors being unfixable without having a crowbar.
Fixed case sensitivity mismatch for crowbar.ogg - this is a problem for linux builds.
2017-12-21 16:37:46 +03:00
Alex Noir e5f60b29e1 tweaks and stuff 2017-12-20 20:44:21 +03:00
Alex Noir a2a4225598 Added a fully functional syringe gun! Accepts syringes as ammo. Has custom sprite and sound.
Made syringes have a "projectile" component for syringe guns
Adds several missing signal components to the fabricator, as well as medical syringe to medical fabricator
Adds support for status effects applied to characters from onImpact
Removed "contained.Condition = 0.0f;" in Projectile.cs due to it limiting the possibilities of the .xml content creation
Added a couple null checks in StatusEffect.cs due to crashes caused by the new projectile changes - might need to debug further, perhaps there's a root cause?
Added itemlist console command
2017-12-10 22:17:14 +03:00
Joonas Rikkonen 4bdbf05875 - The range and volume of sounds emitted by StatusEffects can be changed and they can be set to loop.
- StatusEffect sounds are configured as child elements of the StatusEffect (instead of attributes).
- Background sprites can emit sounds.
2017-08-24 19:56:31 +03:00
Joonas Rikkonen bf5a0746ad Merge branch 'master' of https://github.com/Faerdan/Barotrauma into Faerdan-master
Conflicts:
	Barotrauma/BarotraumaClient/Source/Map/MapEntity.cs
	Barotrauma/BarotraumaClient/Source/Screens/GameScreen.cs
	Barotrauma/BarotraumaShared/Source/Characters/Character.cs
	Barotrauma/BarotraumaShared/Source/Items/Item.cs
2017-07-05 19:32:34 +03:00
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00