* Brings over changes from the original magic refactor PR
* Adds Master Spellbook, spellbook categories, WizCoin currency, and locale
* Wiz€oin™
* Adds currency whitelist to Spellbook preset, grants contained actions on action added.
* Adds grant contained action and remove provided action.
* adds a way for actions to be upgraded to the store
* Adds Fireball 3 and fixes action upgrade logic so that it checks if the action can level or if the action can upgrade separately
* Fixes upgrade logic in ActionUpgradeSystem to allow for level ups without an actual upgrade. Fixed action upgrade logic in store system as well
* Removes current action entity from the bought entities list and adds new or old action entity
* Removes Current Entity
* Removes old comments, fixes TransferAllActionsWithNewAttached
* Removes TODO
* Removes Product Action Upgrade Event
* reverts changes to immovablerodrule
* Removes stale event reference
* fixes mind action grant logic
* reverts shared gun system change to projectile anomaly system
* forgor to remove the using
* Reverts unintended changes to action container
* Adds refund button to the store
* Refreshes store back to origin.
* Refund with correct currency
* Init refund
* Check for terminating and update interface
* Disables refund button
* Removes preset allow refund
* dont refund if map changed
* adds refunds to stores
* Adds method to check for starting map
* comments, datafields, some requested changes
* turns event into ref event
* Adds datafields
* Switches to entity terminating event
* Changes store entity to be nullable and checks if store is terminating to remove reference.
* Tryadd instead of containskey
* Adds a refund disable method, disables refund on bought ent container changes if not an action
* Removes duplicate refundcomp
* Removes unintended merges
* Removed another unintended change from merge
* removes extra using statement
* readds using statement
* might as well just remove both usings since it won't leave the PR
* Fixes Action upgrades from stores
* Changes to non obsolete method uses
* Shares spawn code between instant and world
* Adds action entity to action event, adds beforecastspellevent, adds spell requirements to magic component
* puts prereq check in spell methods, sets up template code for before cast event
* checks for required wizard clothes
* Networks Magic Comp and Wizard Clothes Comp. Renames MagicSpawnData to MagicInstantSpawnData.
* Removes posdata from projectiles
* Speech > RequiresSpeech
* Fixes ActionOnInteract
* checks for muted
* popup for missing reqs
* Validate click loc for blink spell
* Checks if doors are in range and not obstructed before opening
* Check ents by map coords
* Adds speak event
* Comments spellbooks
* Removes comments
* Unobsoletes smite spell
* Invert if
* Requirements loc
* Fixes spell reqs
* Inverts an if
* Comment updates
* Starts doafter work
* Removes doafter references
* Balances fireball upgrades to be more reasonable
* Enables refund on master spellbooks
* Spells to do
* update spellbook doafter
* knock toggles bolts
* Touch Spell comments
* Comments for pending spells
* more comments
* adds spider polymorph to spellbook
* TODOs for spells
* reorganizes spellbook categories and adds wands
* fixes spacing and adds limited conditions
* commented owner only for future store PR
* reenables owner only for the grimoire
* fixes grimoire sprite
* Adds wizard rod polymorph
* summon ghosts event
* Moves rod form to offensive category
* Adds charge spell and loc for rod polymorph
* Oops forgor the actual chages
* Item Recall comment
* Fixes UI
* removes extra field for wizard rod
* Cleanup
* New Condition (INCOMPLETE)
* Fix linter
* Fix linter (for real)
* fixed some descriptions
* adds regions to magic
* Adds a non-refund wizard grimoire, fixes blink to deselect after teleporting, reduces force wall despawn time to 12 seconds
* removes limited upgrade condition
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Co-authored-by: AJCM <AJCM@tutanota.com>
* Adds wielding assets
* Modifies meta.json files and adds artist credit
* Adds wieldable component to a bunch of weapons
* Moves shotgun inhands and wield inhands to their own folders (because its the only way the sprites would work)
* Removes the wieldable component from some guns
* Adds wielding sprites for wieldable guns that didnt have them
* Adds gun wielding bonuses and base innaccuracy to wieldable guns.
* Corrects wielded accuracy to be default accuracy instead of perfect
* Makes the drozd smg and bulldog shotgun wieldable
* Makes nukie c20r wieldable and adds sprites
* Adds BaseGunWieldable
* Makes all the newly wieldable gun use the base inheritable
* Adds accuracy to smgs to resolve inheritance conflict
* Makes all wieldable shotguns require wielding to fire because of a bug involving spread innacuracy
* Adds wield bonus message on examine
* initial commit
* blindness trait now uses minDamage as suggested by deathride
* made fixes for review for shortsightedness
* review appeasal
* removed PermanentPoorVision & merged its functionality into PermanentBlindness
* add FireProtection system and event
* minor optimisation + make flammable use fire protection event
* add fire protection values to some things, nerf firesuit heat resistance
* bruh
* unrevert laser nerfs, make elite hardsuit fully fireproof
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Co-authored-by: deltanedas <@deltanedas:kde.org>
* make storage close on lock
* formatting and comments
* Update Content.Shared/Storage/EntitySystems/SharedStorageSystem.cs
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Apply suggestions from code review
Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
* Swap to foreach instead of for
Co-authored-by: Kara <lunarautomaton6@gmail.com>
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Co-authored-by: ShadowCommander <shadowjjt@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* create devicenet frequencies
* create borg transponder and give it to all nt borgs
* add robotics console
* actually implement battery charge display + some fix
* tab
* real explosion
* little safer
* disable destroy button clientside too when on cooldown
* m
* how do i do this when i review things...
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* webedit ops
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* ui updates
* oracle java
* do a thing
* update ui when a borg times out
* maybe fix test
* add IsLocked to LockSystem
* make destroying gib the chassis again, so emagging isnt sus
* use locking
* require using alt click to unlock so normal click is open ui
* the
* use LogType.Action
* take this L
* pocket lint?
* sharer
* pro ops
* robor pushmarkup
* m
* update and make it not use prototype anymore
* frame0
* update yaml
* untroll
* bad
* h
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Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Weapon Reflection Movement Mechanic
Adds a movement mechanic to deflection.
Standing still gives you your best chance of deflecting a shot.
Moving lowers this to 2/3rds. Sprinting to 1/3rd.
This allows for robust players to express better and provides
counterplay to someone finding a goober-strong deflection
weapon, giving more design space.
As part of this PR I've also touched the numbers of a few swords,
shields, etc. and modified some descriptions to make them read
better. The balance numbers are not remotely final, but as intent:
1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana.
2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5?
3. The Energy Katana has a flat 30% reflect chance.
4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting.
6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%.
7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%.
* Resolve PR comments.
* Weh?
* Reign in double esword a tad
* Shield nerfs no longer real
* Improve Mirror Cult desc
* Simple alert for deflection! No art yet.
* Added a new icon for deflecting
* Added warning to tryGetSolution, moved SolutionContainer code to shared
- Added an optional warning (false by default) to print an error if a solution is missing when using tryGetSolution methods
- Moved ensuring solution containers to shared, left the old method stubs for compatability and marked them as obsolete.
* Update SharedSolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Update SolutionContainerSystem.cs
* Update SharedSolutionContainerSystem.cs
* Fixing ensuring chem solutions always returning false on client
- ensuring chem solutions will only return false on the client if it is waiting for a server solutionEntity to be synced
* Added concentration helpers
* fix whitespace
Using static Regex functions that take in a pattern is bad because the pattern constantly needs to be re-parsed. With https://github.com/space-wizards/RobustToolbox/pull/5107, the engine has an analyzer to warn for this practice now.
This commit brings most of content up to snuff already, though some of the tricker code I left for somebody else.
* Geras bug fixes
* oops
* its as shrimple as that
toggled transferName in the polymorph yml instead of using the system to manually change it
* its as shrimple as that (2.0)
fixed reviews for zombies having a dummy action, instead - properly implemented removal of action
* its as shrimple as that (3.0)
fixed tests by removing nameidentifier from slime (its already inherited, anyway)
* Optimise navmaps significantly
- Reduce the delta state size significantly.
- Remove AirtightChangedEvent because this will spam them out constantly.
* weh
* review
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Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
* Moved GasMixture to shared
* Temp Fix for sandbox violation, idk why Array.Resize isn't working properly. It's already sandboxed.
* The most powerful webedit in history