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Port Random Bark System #466
Port Random Bark System #466
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@@ -104,3 +104,4 @@ | |||
- type: MobPrice | |||
price: 150 | |||
- type: FloatingVisuals | |||
- type: Speech |
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What does this do?
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Needed to make the barks in the first place.
/// Multiplier applied to the random time. Good for changing the frequency without having to specify exact values | ||
/// </summary> | ||
[DataField, ViewVariables(VVAccess.ReadWrite)] | ||
public float BarkMultiplier = 1f; |
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Just to clarify; what does this do? Not really getting from the description
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Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]>
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Does this output using their language? I'm assuming it does...
Also; this is going to be insanely pedantic but I'd appreciate the changelog entry being changed to give more context as to what the actual change is, for when someone looks at the entries lol
It should.
The changelog is perfect. |
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Good enough for death; good enough for me
# Description Simple-Station/Parkstation-Friendly-Chainsaw#11 Later, I would like to have this system not just for animals, but for implementations of humanoid NPCs, since it can just as easily be used for human NPCs. I could make space bandits that CHEEKI BREEKI at people. # Changelog :cl: DEATHB4DEFEAT - add: Animals will no longer be a silent, soulless shell --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]>
Description
Simple-Station/Parkstation-Friendly-Chainsaw#11
Later, I would like to have this system not just for animals, but for implementations of humanoid NPCs, since it can just as easily be used for human NPCs.
I could make space bandits that CHEEKI BREEKI at people.
Changelog
🆑 DEATHB4DEFEAT