Electrified doors/windoors now spark, new tips to deal with doors without access or when electrified (#34502)
* new tips to open doors (throwing PDA/ID, dragging body) * electrified door sprite for players * tooltip to reset AI electrified doors * windoor electrified sprite * highsec electrified visual * increase tip dataset to 138 * corrected square bracket convention in this commit * removed door corpse tip from prior commit
This commit is contained in:
@@ -133,3 +133,5 @@ tips-dataset-132 = By right clicking on a player, and then clicking the heart ic
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tips-dataset-133 = Monkeys and kobolds have a rare chance to be sentient. Ook!
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tips-dataset-134 = You can tell if an area with firelocks up is spaced by looking to see if the firelocks have lights beside them.
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tips-dataset-135 = Instead of picking it up, you can alt-click food to eat it. This also works for mice and other creatures without hands.
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tips-dataset-136 = If you're trapped behind an electrified door, disable the APC or throw your ID at the door to avoid getting shocked!
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tips-dataset-137 = If the AI electrifies a door and you have insulated gloves, snip and mend the power wire to reset their electrification!
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@@ -2,4 +2,4 @@
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id: Tips
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values:
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prefix: tips-dataset-
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count: 135
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count: 137
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@@ -31,11 +31,16 @@
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shader: unshaded
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- state: panel_open
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map: ["enum.WiresVisualLayers.MaintenancePanel"]
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.HUD"]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.Sparks"]
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- type: AnimationPlayer
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- type: Physics
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- type: Fixtures
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@@ -77,6 +82,12 @@
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- type: NavMapDoor
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- type: DoorBolt
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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enum.ElectrifiedVisuals.ShowSparks:
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enum.ElectrifiedLayers.Sparks:
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True: { visible: True }
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False: { visible: False }
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- type: WiresVisuals
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- type: ElectrocutionHUDVisuals
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- type: ApcPowerReceiver
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@@ -27,11 +27,16 @@
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shader: unshaded
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- state: panel_open
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map: ["enum.WiresVisualLayers.MaintenancePanel"]
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.HUD"]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.Sparks"]
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- type: AnimationPlayer
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- type: Physics
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- type: Fixtures
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@@ -70,6 +75,12 @@
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- type: AccessReader
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containerAccessProvider: board
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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enum.ElectrifiedVisuals.ShowSparks:
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enum.ElectrifiedLayers.Sparks:
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True: { visible: True }
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False: { visible: False }
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- type: WiresVisuals
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- type: ElectrocutionHUDVisuals
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- type: ApcPowerReceiver
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@@ -43,11 +43,16 @@
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map: ["enum.DoorVisualLayers.BaseEmergencyAccess"]
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- state: panel_open
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map: ["enum.WiresVisualLayers.MaintenancePanel"]
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.HUD"]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: ["enum.ElectrifiedLayers.Sparks"]
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- type: AnimationPlayer
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- type: ApcPowerReceiver
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- type: ExtensionCableReceiver
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@@ -142,6 +147,12 @@
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enum.WiresUiKey.Key:
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type: WiresBoundUserInterface
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- type: Appearance
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- type: GenericVisualizer
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visuals:
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enum.ElectrifiedVisuals.ShowSparks:
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enum.ElectrifiedLayers.Sparks:
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True: { visible: True }
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False: { visible: False }
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- type: WiresVisuals
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- type: ElectrocutionHUDVisuals
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- type: Airtight
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@@ -183,11 +194,16 @@
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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visible: false
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.HUD" ]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.Sparks" ]
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- type: Damageable
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damageModifierSet: RGlass
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- type: Destructible
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@@ -249,11 +265,16 @@
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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visible: false
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.HUD" ]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.Sparks" ]
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- type: Destructible
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thresholds:
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- trigger:
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@@ -310,11 +331,16 @@
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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visible: false
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.HUD" ]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.Sparks" ]
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- type: Destructible
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thresholds:
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- trigger:
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@@ -376,11 +402,16 @@
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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visible: false
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.HUD" ]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.Sparks" ]
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- type: Destructible
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thresholds:
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- trigger:
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@@ -437,11 +468,16 @@
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- state: panel_open
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map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
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visible: false
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- state: electrified
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- state: electrified_ai
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sprite: Interface/Misc/ai_hud.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.HUD" ]
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- state: electrified
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sprite: Effects/electricity.rsi
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shader: unshaded
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visible: false
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map: [ "enum.ElectrifiedLayers.Sparks" ]
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- type: Destructible
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thresholds:
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- trigger:
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|
Before Width: | Height: | Size: 812 B After Width: | Height: | Size: 812 B |
@@ -8,7 +8,7 @@
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},
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"states": [
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{
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"name": "electrified",
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"name": "electrified_ai",
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"delays": [
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[
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0.2,
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