From eb789766ff85f77261dbe1f8090535af1133ac3d Mon Sep 17 00:00:00 2001 From: Farrellka-dev Date: Tue, 17 Dec 2024 13:49:30 +0300 Subject: [PATCH] =?UTF-8?q?=D0=9C=D1=8F=D1=83=20=D0=BC=D1=8F=D1=83=20?= =?UTF-8?q?=D0=BC=D1=8F=D1=83?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Entities/Mobs/NPCs/asteroid.yml | 336 ++++++++++++++++++ .../Specific/Wizard/conjured_items.yml | 10 + .../Furniture/Armory/base_weapon_rack.yml | 271 +++++++++++++- .../Graphs/furniture/armory_racks_graphs.yml | 149 ++++++++ .../Graphs/weapons/caveman_club.yml | 13 + .../Graphs/weapons/improvised_bolt.yml | 215 +++++++++++ .../Graphs/weapons/improvised_crossbow.yml | 55 +++ .../Construction/Graphs/weapons/pkasawn.yml | 12 + .../Graphs/weapons/wooden_stake.yml | 13 + .../furniture_armory_construction.yml | 100 ++++++ .../Recipes/Construction/weapons.yml | 151 ++++++-- Resources/Prototypes/tags.yml | 9 + .../caveman_club.rsi/equipped-BACKPACK.png | Bin 0 -> 439 bytes .../Weapons/Melee/caveman_club.rsi/icon.png | Bin 0 -> 368 bytes .../Melee/caveman_club.rsi/inhand-left.png | Bin 0 -> 453 bytes .../Melee/caveman_club.rsi/inhand-right.png | Bin 0 -> 448 bytes .../Weapons/Melee/caveman_club.rsi/meta.json | 26 ++ .../Melee/wooden_stake.rsi/equipped-BELT.png | Bin 0 -> 629 bytes .../Weapons/Melee/wooden_stake.rsi/icon.png | Bin 0 -> 661 bytes .../Melee/wooden_stake.rsi/inhand-left.png | Bin 0 -> 735 bytes .../Melee/wooden_stake.rsi/inhand-right.png | Bin 0 -> 738 bytes .../Weapons/Melee/wooden_stake.rsi/meta.json | 37 ++ .../Melee/wooden_stake.rsi/solution1.png | Bin 0 -> 565 bytes .../wooden_stake.rsi/wielded-inhand-left.png | Bin 0 -> 760 bytes .../wooden_stake.rsi/wielded-inhand-right.png | Bin 0 -> 760 bytes 25 files changed, 1360 insertions(+), 37 deletions(-) create mode 100644 Resources/Prototypes/_LostParadise/Entities/Mobs/NPCs/asteroid.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/furniture/armory_racks_graphs.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/caveman_club.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_bolt.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_crossbow.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/pkasawn.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/wooden_stake.yml create mode 100644 Resources/Prototypes/_LostParadise/Recipes/Construction/furniture_armory_construction.yml create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/caveman_club.rsi/equipped-BACKPACK.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/caveman_club.rsi/icon.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/caveman_club.rsi/inhand-left.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/caveman_club.rsi/inhand-right.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/caveman_club.rsi/meta.json create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/equipped-BELT.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/icon.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/inhand-left.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/inhand-right.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/meta.json create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/solution1.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/wielded-inhand-left.png create mode 100644 Resources/Textures/_LostParadise/Objects/Weapons/Melee/wooden_stake.rsi/wielded-inhand-right.png diff --git a/Resources/Prototypes/_LostParadise/Entities/Mobs/NPCs/asteroid.yml b/Resources/Prototypes/_LostParadise/Entities/Mobs/NPCs/asteroid.yml new file mode 100644 index 0000000000..877dd40cc3 --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Entities/Mobs/NPCs/asteroid.yml @@ -0,0 +1,336 @@ +- type: entity + id: BaseMobAsteroid + parent: + - BaseMob + - MobDamageable + - MobAtmosExposed + - MobCombat + abstract: true + components: + - type: Reactive + groups: + Flammable: [Touch] + Extinguish: [Touch] + Acidic: [Touch, Ingestion] + - type: Body + prototype: Animal + - type: Climbing + - type: NameIdentifier + group: GenericNumber + - type: StatusEffects + allowed: + - SlowedDown + - Stutter + - Stun + - Electrocution + - TemporaryBlindness + - RadiationProtection + - Drowsiness + - Adrenaline + - type: StandingState + - type: Tag + tags: + - DoorBumpOpener + +- type: entity + id: MobGoliath + parent: BaseMobAsteroid + name: goliath + description: A massive beast that uses long tentacles to ensnare its prey, threatening them is not advised under any conditions. + components: + - type: Sprite + sprite: Mobs/Aliens/Asteroid/goliath.rsi + layers: + - map: ["enum.DamageStateVisualLayers.Base"] + state: goliath + - type: DamageStateVisuals + states: + Alive: + Base: goliath + Dead: + Base: goliath_dead + - type: MovementSpeedModifier + baseWalkSpeed : 2.50 + baseSprintSpeed : 2.50 + - type: MobThresholds + thresholds: + 0: Alive + 300: Dead + - type: MeleeWeapon + soundHit: + path: "/Audio/Weapons/smash.ogg" + angle: 0 + attackRate: 0.75 + animation: WeaponArcPunch + damage: + types: + Slash: 15 + Piercing: 10 + - type: NpcFactionMember + factions: + - SimpleHostile + - type: HTN + rootTask: + task: GoliathCompound + blackboard: + VisionRadius: !type:Single + 6 + AggroVisionRadius: !type:Single + 10 + - type: NPCUseActionOnTarget + actionId: ActionGoliathTentacle + - type: Tag + tags: + - CannotSuicide + - Goliath + - FootstepSound + - type: NoSlip + - type: Butcherable + spawned: + - id: FoodMeatGoliath + amount: 3 + - id: MaterialGoliathHide1 + +- type: entity + id: ActionGoliathTentacle + name: "[color=red]Tentacle Slam[/color]" + description: Use your tentacles to grab and stun a target player! + components: + - type: EntityWorldTargetAction + raiseOnUser: true + icon: + sprite: Mobs/Aliens/Asteroid/goliath.rsi + state: goliath_tentacle_spawn + iconOn: + sprite: Mobs/Aliens/Asteroid/goliath.rsi + state: goliath_tentacle_wiggle + sound: + path: "/Audio/Weapons/slash.ogg" + event: !type:GoliathSummonTentacleAction + useDelay: 8 + range: 10 + +- type: entity + id: GoliathTentacle + name: tentacle + components: + - type: Transform + anchored: True + - type: Physics + bodyType: Static + canCollide: true + - type: InteractionOutline + - type: Sprite + sprite: Mobs/Aliens/Asteroid/goliath.rsi + layers: + - state: goliath_tentacle_wiggle + - type: StunOnContact + blacklist: + tags: + - Goliath + - type: Fixtures + fixtures: + fix: + shape: + !type:PhysShapeAabb + bounds: "-0.45,-0.45,0.45,0.45" + mask: + - Impassable + layer: + - Impassable + hard: false + - type: TimedDespawn #do this shit by hand because of fucking course. + lifetime: 0.4 + - type: SpawnOnDespawn + prototype: EffectGoliathTentacleRetract + +- type: entity + id: BaseEffectGoliathTentacleSpawn + categories: [ HideSpawnMenu ] + name: tentacle + abstract: true + components: + - type: Transform + anchored: True + - type: Physics + bodyType: Static + canCollide: false + - type: Sprite + sprite: Mobs/Aliens/Asteroid/goliath.rsi + - type: InteractionOutline + - type: TimedDespawn + lifetime: 0.7 + +- type: entity + id: EffectGoliathTentacleSpawn + parent: BaseEffectGoliathTentacleSpawn + categories: [ HideSpawnMenu ] + name: tentacle + components: + - type: Sprite + state: goliath_tentacle_spawn + - type: SpawnOnDespawn + prototype: GoliathTentacle + +- type: entity + id: EffectGoliathTentacleRetract + parent: BaseEffectGoliathTentacleSpawn + categories: [ HideSpawnMenu ] + components: + - type: Sprite + state: goliath_tentacle_retract + - type: EffectVisuals + - type: AnimationPlayer + +- type: entity + id: MobHivelord + parent: [ BaseMobAsteroid, FlyingMobBase ] + name: hivelord + description: A truly alien creature, it is a mass of unknown organic material, constantly fluctuating. When attacking, pieces of it split off and attack in tandem with the original. + components: + - type: Sprite + sprite: Mobs/Aliens/Asteroid/hivelord.rsi + layers: + - map: ["enum.DamageStateVisualLayers.Base"] + state: hivelord + - type: DamageStateVisuals + states: + Alive: + Base: hivelord + Dead: + Base: hivelord_dead + - type: MovementSpeedModifier + baseWalkSpeed : 3.5 + baseSprintSpeed : 4.0 + - type: MobThresholds + thresholds: + 0: Alive + 75: Dead + - type: MeleeWeapon + damage: + types: + Blunt: 0 + - type: Gun + fireRate: 0.66 + selectedMode: SemiAuto + showExamineText: false + availableModes: + - SemiAuto + soundGunshot: null + - type: RechargeBasicEntityAmmo + showExamineText: false + rechargeCooldown: 0 + rechargeSound: null + - type: BasicEntityAmmoProvider + proto: MobHivelordBrood + capacity: 1 + count: 1 + - type: NpcFactionMember + factions: + - SimpleHostile + - type: HTN + rootTask: + task: SimpleRangedHostileCompound + blackboard: + VisionRadius: !type:Single + 4 + AggroVisionRadius: !type:Single + 9 + - type: Butcherable + spawned: + - id: FoodHivelordRemains + +- type: entity + id: MobHivelordBrood + parent: [ BaseMobAsteroid, FlyingMobBase ] + name: hivelord brood + description: A fragment of the original hivelord, rallying behind its original. One isn't much of a threat, but... + components: + - type: Sprite + sprite: Mobs/Aliens/Asteroid/hivelord.rsi + layers: + - state: hivelordbrood + - type: MovementSpeedModifier + baseWalkSpeed : 3.5 + baseSprintSpeed : 4.0 + - type: MobThresholds + thresholds: + 0: Alive + 5: Dead + - type: MeleeWeapon + soundHit: + path: /Audio/Weapons/bladeslice.ogg + angle: 0 + attackRate: 1.0 + range: 0.75 + animation: WeaponArcPunch + damage: + types: + Slash: 7 + - type: Ammo + muzzleFlash: null + - type: Destructible + thresholds: + - trigger: + !type:DamageTrigger + damage: 5 + behaviors: + - !type:DoActsBehavior + acts: [ "Destruction" ] + - type: NpcFactionMember + factions: + - SimpleHostile + - type: HTN + rootTask: + task: SimpleHostileCompound + blackboard: # highly aggressive + VisionRadius: !type:Single + 15 + AggroVisionRadius: !type:Single + 15 + - type: TimedDespawn + lifetime: 100 + +- type: entity + id: FoodHivelordRemains + parent: FoodBase + name: hivelord remains + description: All that remains of a hivelord, it seems to be what allows it to break pieces of itself off without being hurt... its healing properties will soon become inert if not used quickly. Try not to think about what you're eating. + components: + - type: SolutionContainerManager + solutions: + food: + maxVol: 5 + reagents: + - ReagentId: Rororium + Quantity: 5 + - type: Sprite + sprite: Objects/Consumable/Food/rorocore.rsi + state: boiled + - type: Item + size: Normal + - type: Perishable + rotAfter: 120 # rot after 2 minutes + molsPerSecondPerUnitMass: 0 + forceRotProgression: true + - type: RotInto + entity: FoodHivelordRemainsInert + stage: 1 + - type: StaticPrice + price: 5000 + +- type: entity + id: FoodHivelordRemainsInert + parent: BaseItem + name: inert hivelord remains + description: All that remains of a hivelord... Now all is truly lost. + components: + - type: Sprite + sprite: Objects/Consumable/Food/rorocore.rsi + state: boiled + color: "#664444" + - type: SpaceGarbage + - type: Item + size: Normal + - type: StaticPrice + price: 500 diff --git a/Resources/Prototypes/_LostParadise/Entities/Objects/Specific/Wizard/conjured_items.yml b/Resources/Prototypes/_LostParadise/Entities/Objects/Specific/Wizard/conjured_items.yml index b748e9b45d..70d331acb0 100644 --- a/Resources/Prototypes/_LostParadise/Entities/Objects/Specific/Wizard/conjured_items.yml +++ b/Resources/Prototypes/_LostParadise/Entities/Objects/Specific/Wizard/conjured_items.yml @@ -179,3 +179,13 @@ muzzleFlash: null deleteOnSpawn: true proto: SoapletBloodCultSpread # SoapConjuredBloodCultCluster + +- type: entity + id: SoapletBloodCultSpread + parent: SoapletBloodCult + categories: [ HideSpawnMenu ] + components: + - type: ProjectileSpread + proto: SoapletBloodCult + count: 35 + spread: 40 diff --git a/Resources/Prototypes/_LostParadise/Entities/Structures/Furniture/Armory/base_weapon_rack.yml b/Resources/Prototypes/_LostParadise/Entities/Structures/Furniture/Armory/base_weapon_rack.yml index 53c1e03b11..39a5638900 100644 --- a/Resources/Prototypes/_LostParadise/Entities/Structures/Furniture/Armory/base_weapon_rack.yml +++ b/Resources/Prototypes/_LostParadise/Entities/Structures/Furniture/Armory/base_weapon_rack.yml @@ -15,7 +15,7 @@ - type: Sprite snapCardinals: true noRot: true - sprite: _LostParadise/Structures/Furniture/Armory/weapon_rack.rsi + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi layers: - state: base-gun color: "#515e5e" @@ -48,6 +48,205 @@ - type: StaticPrice price: 80 +- type: entity + id: StructureWeaponRackSlots + parent: StructureWeaponRackBase + abstract: true + components: + - type: ContainerContainer + containers: + weapon1: !type:ContainerSlot + weapon2: !type:ContainerSlot + weapon3: !type:ContainerSlot + weapon4: !type:ContainerSlot + weapon5: !type:ContainerSlot + +# Gun racks +- type: entity + id: StructureGunRack + name: gun rack + parent: StructureWeaponRackSlots + suffix: Empty + components: + - type: ItemSlots + slots: + weapon1: + insertVerbText: weapon-rack-verb-insert-weapon-01 + ejectVerbText: weapon-rack-verb-eject-weapon-01 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - Gun + weapon2: + insertVerbText: weapon-rack-verb-insert-weapon-02 + ejectVerbText: weapon-rack-verb-eject-weapon-02 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - Gun + weapon3: + insertVerbText: weapon-rack-verb-insert-weapon-03 + ejectVerbText: weapon-rack-verb-eject-weapon-03 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - Gun + weapon4: + insertVerbText: weapon-rack-verb-insert-weapon-04 + ejectVerbText: weapon-rack-verb-eject-weapon-04 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - Gun + weapon5: + insertVerbText: weapon-rack-verb-insert-weapon-05 + ejectVerbText: weapon-rack-verb-eject-weapon-05 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - Gun + - type: ItemMapper + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + mapLayers: + gun-1: + minCount: 1 + whitelist: + components: + - Gun + gun-2: + minCount: 2 + whitelist: + components: + - Gun + gun-3: + minCount: 3 + whitelist: + components: + - Gun + gun-4: + minCount: 4 + whitelist: + components: + - Gun + gun-5: + minCount: 5 + whitelist: + components: + - Gun + - type: Construction + graph: WeaponRackConstructionGraph + node: GunRackNode + +- type: entity + id: StructureGunRackWallmounted + parent: StructureGunRack + suffix: Empty, Wallmount + components: + - type: WallMount + arc: 360 + - type: Sprite + layers: + - state: base-gun-wall + color: "#515e5e" + - type: Construction + graph: WeaponRackConstructionGraph + node: GunRackWallmountedNode + +# Melee weapon racks +- type: entity + id: StructureMeleeWeaponRack + name: melee weapon rack + parent: StructureWeaponRackSlots + suffix: Empty + components: + - type: Sprite + layers: + - state: base-melee + color: "#515e5e" + - type: ItemSlots + slots: + weapon1: + insertVerbText: weapon-rack-verb-insert-weapon-01 + ejectVerbText: weapon-rack-verb-eject-weapon-01 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - MeleeWeapon + weapon2: + insertVerbText: weapon-rack-verb-insert-weapon-02 + ejectVerbText: weapon-rack-verb-eject-weapon-02 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - MeleeWeapon + weapon3: + insertVerbText: weapon-rack-verb-insert-weapon-03 + ejectVerbText: weapon-rack-verb-eject-weapon-03 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - MeleeWeapon + weapon4: + insertVerbText: weapon-rack-verb-insert-weapon-04 + ejectVerbText: weapon-rack-verb-eject-weapon-04 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - MeleeWeapon + weapon5: + insertVerbText: weapon-rack-verb-insert-weapon-05 + ejectVerbText: weapon-rack-verb-eject-weapon-05 + name: weapon-rack-name-stored-weapon-slot + whitelist: + components: + - MeleeWeapon + - type: ItemMapper + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + mapLayers: + melee-1: + minCount: 1 + whitelist: + components: + - MeleeWeapon + melee-2: + minCount: 2 + whitelist: + components: + - MeleeWeapon + melee-3: + minCount: 3 + whitelist: + components: + - MeleeWeapon + melee-4: + minCount: 4 + whitelist: + components: + - MeleeWeapon + melee-5: + minCount: 5 + whitelist: + components: + - MeleeWeapon + - type: Construction + graph: WeaponRackConstructionGraph + node: MeleeRackNode + +- type: entity + id: StructureMeleeWeaponRackWallmounted + parent: StructureMeleeWeaponRack + suffix: Empty, Wallmount + components: + - type: WallMount + arc: 360 + - type: Sprite + layers: + - state: base-melee-wall + color: "#515e5e" + - type: Construction + graph: WeaponRackConstructionGraph + node: PistolRackWallmountedNode + # Pistol rack (slots) - type: entity id: StructurePistolRack @@ -99,7 +298,7 @@ tags: - Sidearm - type: ItemMapper - sprite: _LostParadise/Structures/Furniture/Armory/weapon_rack.rsi + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi mapLayers: pistol-1: minCount: 1 @@ -140,15 +339,71 @@ graph: WeaponRackConstructionGraph node: PistolRackWallmountedNode +# Pistol racks (inventory, lock) - type: entity - id: StructureWeaponRackSlots + id: StructurePistolRackLock + name: personal defence weapon rack parent: StructureWeaponRackBase abstract: true components: + - type: Fixtures + fixtures: + fix1: + shape: + !type:PhysShapeAabb + bounds: "-0.10,-0.10,0.10,0.10" + density: 500 + mask: + - TabletopMachineMask + - type: Sprite + layers: + - state: base-pistol + color: "#515e5e" + - state: lock + color: "#515e5e" + - state: pistol-0 + - map: ["enum.StorageFillLayers.Fill"] + - state: locked + map: [ enum.LockVisualLayers.Lock ] + shader: unshaded + - type: AccessReader + - type: LockVisuals + - type: Lock + locked: false + - type: UserInterface + interfaces: + enum.StorageUiKey.Key: + type: StorageBoundUserInterface - type: ContainerContainer containers: - weapon1: !type:ContainerSlot - weapon2: !type:ContainerSlot - weapon3: !type:ContainerSlot - weapon4: !type:ContainerSlot - weapon5: !type:ContainerSlot + storagebase: !type:Container + - type: StorageFillVisualizer + maxFillLevels: 5 + fillBaseName: pistol + - type: Storage + grid: + - 0,0,3,1 + - 0,3,3,4 + maxItemSize: Ginormous + whitelist: + components: + - Gun + +- type: entity + id: StructurePistolRackLockWallmounted + parent: StructurePistolRackLock + abstract: true + components: + - type: WallMount + arc: 360 + - type: Sprite + layers: + - state: base-pistol-wall + color: "#515e5e" + - state: lock + color: "#515e5e" + - state: pistol-0 + - map: ["enum.StorageFillLayers.Fill"] + - state: locked + map: [ enum.LockVisualLayers.Lock ] + shader: unshaded diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/furniture/armory_racks_graphs.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/furniture/armory_racks_graphs.yml new file mode 100644 index 0000000000..dde1540c9a --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/furniture/armory_racks_graphs.yml @@ -0,0 +1,149 @@ +- type: constructionGraph + id: WeaponRackConstructionGraph + start: start + graph: + - node: start + actions: + - !type:SpawnPrototype + prototype: PartRodMetal1 + amount: 5 + - !type:SpawnPrototype + prototype: SheetSteel1 + amount: 10 + - !type:SpawnPrototype + prototype: CableApcStack1 + amount: 2 + - !type:DeleteEntity {} + + edges: + - to: GunRackNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 5 + doAfter: 2 + - material: Steel + amount: 10 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - to: GunRackWallmountedNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 5 + doAfter: 2 + - material: Steel + amount: 10 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - to: MeleeRackNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 5 + doAfter: 2 + - material: Steel + amount: 10 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - to: MeleeRackWallmountedNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 5 + doAfter: 2 + - material: Steel + amount: 10 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - to: PistolRackNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 4 + doAfter: 2 + - material: Steel + amount: 6 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - to: PistolRackWallmountedNode + completed: + - !type:SnapToGrid {} + steps: + - material: MetalRod + amount: 4 + doAfter: 2 + - material: Steel + amount: 6 + doAfter: 2 + - material: Cable + amount: 2 + doAfter: 1 + + - node: GunRackNode + entity: StructureGunRack + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 + + - node: GunRackWallmountedNode + entity: StructureGunRackWallmounted + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 + + - node: MeleeRackNode + entity: StructureMeleeWeaponRack + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 + + - node: MeleeRackWallmountedNode + entity: StructureMeleeWeaponRackWallmounted + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 + + - node: PistolRackNode + entity: StructurePistolRack + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 + + - node: PistolRackWallmountedNode + entity: StructurePistolRackWallmounted + edges: + - to: start + steps: + - tool: Screwing + doAfter: 5 diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/caveman_club.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/caveman_club.yml new file mode 100644 index 0000000000..94f614ccc3 --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/caveman_club.yml @@ -0,0 +1,13 @@ +- type: constructionGraph + id: CavemanClub + start: start + graph: + - node: start + edges: + - to: club + steps: + - material: WoodPlank + amount: 4 + doAfter: 4 + - node: club + entity: CavemanClub \ No newline at end of file diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_bolt.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_bolt.yml new file mode 100644 index 0000000000..9cbbf1e199 --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_bolt.yml @@ -0,0 +1,215 @@ +- type: constructionGraph + id: CraftCrossbowBoltGlassShard + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltGlassShard + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: GlassShard + name: Glass Shard + icon: + sprite: Objects/Materials/Shards/shard.rsi + state: shard1 + doAfter: 0.5 + - node: CraftCrossbowBoltGlassShard + entity: CrossbowBoltGlassShard + +- type: constructionGraph + id: CraftCrossbowBoltPlasmaGlassShard + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltPlasmaGlassShard + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: PlasmaGlassShard + name: Plasma Glass Shard + icon: + sprite: Objects/Materials/Shards/shard.rsi + state: shard1 + doAfter: 0.5 + - node: CraftCrossbowBoltPlasmaGlassShard + entity: CrossbowBoltPlasmaGlassShard + +- type: constructionGraph + id: CraftCrossbowBoltUraniumGlassShard + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltUraniumGlassShard + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: UraniumGlassShard + name: Uranium Glass Shard + icon: + sprite: Objects/Materials/Shards/shard.rsi + state: shard1 + doAfter: 0.5 + - node: CraftCrossbowBoltUraniumGlassShard + entity: CrossbowBoltUraniumGlassShard + +- type: constructionGraph + id: CraftCrossbowBoltSyringe + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltSyringe + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: Syringe + name: Syringe + icon: + sprite: Objects/Specific/Chemistry/syringe.rsi + state: syringe_base0 + doAfter: 0.5 + - node: CraftCrossbowBoltSyringe + entity: CrossbowBoltSyringe + +- type: constructionGraph + id: CraftCrossbowBoltPlasteel + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltPlasteel + steps: + - material: Durathread + amount: 1 + doAfter: 0.5 + - material: Plasteel + amount: 1 + doAfter: 0.5 + - node: CraftCrossbowBoltPlasteel + entity: CrossbowBoltPlasteel + +- type: constructionGraph + id: CraftCrossbowBoltExplosive + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltExplosive + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: ShellShotgun + name: Shotgun shell + icon: + sprite: Objects/Weapons/Guns/Ammunition/Casings/shotgun_shell.rsi + state: base + doAfter: 1 + - component: Explosive + name: Firebomb + icon: + sprite: Objects/Weapons/Bombs/ied.rsi + state: base + doAfter: 1 + - node: CraftCrossbowBoltExplosive + entity: CrossbowBoltExplosive + +- type: constructionGraph + id: CraftCrossbowBoltEMP + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltEMP + steps: + - material: MetalRod + amount: 1 + doAfter: 0.4 + - material: Cloth + amount: 1 + doAfter: 0.4 + - material: Cable + amount: 5 + doAfter: 0.4 + - component: PowerCell + name: Power cell + icon: + sprite: Objects/Power/power_cells.rsi + state: high + doAfter: 0.4 + - component: LogicGate + name: Logic gate + icon: + sprite: Objects/Devices/gates.rsi + state: base + doAfter: 0.4 + - node: CraftCrossbowBoltEMP + entity: CrossbowBoltEMP + +- type: constructionGraph + id: CraftCrossbowBoltIncendiary + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltIncendiary + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: Flare + name: Flare + icon: + sprite: Objects/Misc/flare.rsi + state: icon + doAfter: 1 + - node: CraftCrossbowBoltIncendiary + entity: CrossbowBoltIncendiary + +- type: constructionGraph + id: CraftCrossbowBoltShrapnel + start: start + graph: + - node: start + edges: + - to: CraftCrossbowBoltShrapnel + steps: + - material: MetalRod + amount: 1 + doAfter: 0.5 + - material: Cloth + amount: 1 + doAfter: 0.5 + - tag: ShellShotgun + name: Shotgun shell + icon: + sprite: Objects/Weapons/Guns/Ammunition/Casings/shotgun_shell.rsi + state: base + doAfter: 1 + - node: CraftCrossbowBoltShrapnel + entity: CrossbowBoltShrapnel diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_crossbow.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_crossbow.yml new file mode 100644 index 0000000000..c40f69142c --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/improvised_crossbow.yml @@ -0,0 +1,55 @@ +- type: constructionGraph + id: ImprovisedCrossbow + start: start + graph: + - node: start + edges: + - to: ImprovisedCrossbow + steps: + - material: WoodPlank + amount: 10 + doAfter: 4 + - material: Cloth + amount: 10 + doAfter: 4 + - material: Cable + amount: 3 + doAfter: 0.5 + - material: MetalRod + amount: 5 + doAfter: 0.5 + - node: ImprovisedCrossbow + entity: CrossbowImprovised + edges: + - to: ImprovisedCrossbowHand + steps: + - tool: Sawing + doAfter: 2 + - node: ImprovisedCrossbowHand + entity: CrossbowImprovisedHand + +- type: constructionGraph + id: ModernCrossbowHand + start: start + graph: + - node: start + edges: + - to: CrossbowModernHand + steps: + - tool: Sawing + doAfter: 2 + - node: CrossbowModernHand + entity: CrossbowModernHand + +- type: constructionGraph + id: CultCrossbowHand + start: start + graph: + - node: start + edges: + - to: CrossbowBloodCultHand + steps: + - tool: Sawing + doAfter: 2 + - node: CrossbowBloodCultHand + entity: CrossbowBloodCultHand diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/pkasawn.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/pkasawn.yml new file mode 100644 index 0000000000..4f9b9a0257 --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/pkasawn.yml @@ -0,0 +1,12 @@ +- type: constructionGraph + id: PKASawn + start: start + graph: + - node: start + edges: + - to: pkasawn + steps: + - tool: Sawing + doAfter: 2 + - node: pkasawn + entity: WeaponProtoKineticAcceleratorSawn # Makes the sawn-off spawn empty. At max they're losing 2 shells. \ No newline at end of file diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/wooden_stake.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/wooden_stake.yml new file mode 100644 index 0000000000..c9f7b6daf2 --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/Graphs/weapons/wooden_stake.yml @@ -0,0 +1,13 @@ +- type: constructionGraph + id: WoodenStakeCraftingGraph + start: start + graph: + - node: start + edges: + - to: WoodenStakeNode + steps: + - material: WoodPlank + amount: 4 + doAfter: 4 + - node: WoodenStakeNode + entity: WoodenStake diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/furniture_armory_construction.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/furniture_armory_construction.yml new file mode 100644 index 0000000000..fce05e92cb --- /dev/null +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/furniture_armory_construction.yml @@ -0,0 +1,100 @@ +#weapon racks +- type: construction + name: gun rack + id: GunRackConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: GunRackNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-gun + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: gun rack (wall-mounted) + id: GunRackWallmountedConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: GunRackWallmountedNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-gun-wall + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition + +- type: construction + name: melee weapon rack + id: MeleeRackConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: MeleeRackNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-melee + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + conditions: + - !type:TileNotBlocked + +- type: construction + name: melee weapon rack (wall-mounted) + id: MeleeRackWallmountedConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: MeleeRackWallmountedNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-melee-wall + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition + +- type: construction + name: pistol rack + id: PistolRackConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: PistolRackNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-pistol + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: false + +- type: construction + name: pistol rack (wall-mounted) + id: PistolRackWallmountedConstruction + graph: WeaponRackConstructionGraph + startNode: start + targetNode: PistolRackWallmountedNode + category: construction-category-furniture + description: A storage unit for expeditiated pacification measures. + icon: + sprite: _NF/Structures/Furniture/Armory/weapon_rack.rsi + state: base-pistol-wall + objectType: Structure + placementMode: SnapgridCenter + canBuildInImpassable: true + conditions: + - !type:WallmountCondition diff --git a/Resources/Prototypes/_LostParadise/Recipes/Construction/weapons.yml b/Resources/Prototypes/_LostParadise/Recipes/Construction/weapons.yml index ae3a1de033..b55ef48ad2 100644 --- a/Resources/Prototypes/_LostParadise/Recipes/Construction/weapons.yml +++ b/Resources/Prototypes/_LostParadise/Recipes/Construction/weapons.yml @@ -9,32 +9,125 @@ icon: { sprite: _LostParadise/Objects/Weapons/Guns/Crossbow/improvised.rsi, state: icon } objectType: Item -- type: constructionGraph - id: ImprovisedCrossbow - start: start - graph: - - node: start - edges: - - to: ImprovisedCrossbow - steps: - - material: WoodPlank - amount: 10 - doAfter: 4 - - material: Cloth - amount: 10 - doAfter: 4 - - material: Cable - amount: 3 - doAfter: 0.5 - - material: MetalRod - amount: 5 - doAfter: 0.5 - - node: ImprovisedCrossbow - entity: CrossbowImprovised - edges: - - to: ImprovisedCrossbowHand - steps: - - tool: Sawing - doAfter: 2 - - node: ImprovisedCrossbowHand - entity: CrossbowImprovisedHand +- type: construction + name: glass shard bolt + id: CraftCrossbowBoltGlassShard + graph: CraftCrossbowBoltGlassShard + startNode: start + targetNode: CraftCrossbowBoltGlassShard + category: construction-category-weapons + description: Crossbow bolt tipped with pieces of a glass shards. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-glass } + objectType: Item + +- type: construction + name: glass shard bolt (plasma) + id: CraftCrossbowBoltPlasmaGlassShard + graph: CraftCrossbowBoltPlasmaGlassShard + startNode: start + targetNode: CraftCrossbowBoltPlasmaGlassShard + category: construction-category-weapons + description: Crossbow bolt tipped with pieces of a plasma glass shards. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-glassp } + objectType: Item + +- type: construction + name: glass shard bolt (uranium) + id: CraftCrossbowBoltUraniumGlassShard + graph: CraftCrossbowBoltUraniumGlassShard + startNode: start + targetNode: CraftCrossbowBoltUraniumGlassShard + category: construction-category-weapons + description: Crossbow bolt tipped with pieces of a uranium glass shards. C3-contraband. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-glassu } + objectType: Item + +- type: construction + name: syringe-bolt + id: CraftCrossbowBoltSyringe + graph: CraftCrossbowBoltSyringe + startNode: start + targetNode: CraftCrossbowBoltSyringe + category: construction-category-weapons + description: Crossbow bolt with a syringe for the tip. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-syringe } + objectType: Item + +- type: construction + name: plasteel tipped bolt + id: CraftCrossbowBoltPlasteel + graph: CraftCrossbowBoltPlasteel + startNode: start + targetNode: CraftCrossbowBoltPlasteel + category: construction-category-weapons + description: Crossbow bolt with plasteel tip. Armor piercing. C3-contraband. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-plasteel } + objectType: Item + +- type: construction + name: explosive bolt + id: CraftCrossbowBoltExplosive + graph: CraftCrossbowBoltExplosive + startNode: start + targetNode: CraftCrossbowBoltExplosive + category: construction-category-weapons + description: Crossbow bolt with small explosive charge. C3-contraband. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-explosive } + objectType: Item + +- type: construction + name: EMP bolt + id: CraftCrossbowBoltEMP + graph: CraftCrossbowBoltEMP + startNode: start + targetNode: CraftCrossbowBoltEMP + category: construction-category-weapons + description: Crossbow bolt with a small power cell attached to it. Capable of disrupting electronics. C3-contraband. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-emp } + objectType: Item + +- type: construction + name: incendiary bolt + id: CraftCrossbowBoltIncendiary + graph: CraftCrossbowBoltIncendiary + startNode: start + targetNode: CraftCrossbowBoltIncendiary + category: construction-category-weapons + description: Crossbow bolt with small power cell attached to it. Vile. C3-contraband. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-incendiary } + objectType: Item + +- type: construction + name: shrapnel bolt + id: CraftCrossbowBoltShrapnel + graph: CraftCrossbowBoltShrapnel + startNode: start + targetNode: CraftCrossbowBoltShrapnel + category: construction-category-weapons + description: A bolt with a buckshot shotgun shell attached to it. + icon: { sprite: _LostParadise/Objects/Weapons/Guns/Projectiles/crossbow_bolts.rsi, state: icon-bolt-shell } + objectType: Item + +- type: construction + name: wooden stake + id: RecipeWoodenStake + graph: WoodenStakeCraftingGraph + startNode: start + targetNode: WoodenStakeNode + category: construction-category-weapons + description: Advanced version of a basic stick - a pointy stick. + icon: { sprite: _LostParadise/Objects/Weapons/Melee/wooden_stake.rsi, state: icon } + objectType: Item + +- type: construction + name: caveman club + id: club + graph: 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