Modular weapon crafting WIP (#611)

* data initalizing

* modular assembling

* grips and blades sprites

* first prototypes

* jewerly decoration

* disassemble modular weapon

* grip start stats

* blade modifiers

* inhand sprites generation

* resprites inhand, add sickle, add attempt modify size

* auto inhand sprite parsing

* icon default parsing

* spear blade

* mace ball

* sword blade

* sharedization + autonetwork hotswipe

* wielding sprite support!

* iron long grip

* wielded sickle, fix ERROR sprite if state not added

* Update grips.yml

* wielded spear + ruby rework

* wielding damage bonus modifier

* modular size fix

* fix storedOffset rotation

* parts offset

* fix inheriting modifiers

* some bugfix and balance tweaks

* DPS Meter

* fix dividing by zero

* rebalance

* replace baseknife to modular knife. Delete ice knife spell

* sickle and mace modular replace

* modular spear & sword replacement. add wielded icons

* Update CP14DPSMeterSystem.cs

* back to serverization

* grip disassemble drop again

* clothing sprite generation code

* back slot long grips and mace

* remove jewerly slot, add more clothing states

* finish clothing states

* shovel modular

* YEEEEE

* anvil modular craft

* bugfixes

* more integration check fixes
This commit is contained in:
Ed
2024-11-29 01:31:42 +03:00
committed by GitHub
parent 8057fad4d3
commit 109edeb4b5
188 changed files with 2137 additions and 630 deletions

View File

@@ -0,0 +1,18 @@
using Content.Shared.Damage;
namespace Content.Shared._CP14.Damageable;
public sealed class CP14DamageableModifierSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CP14DamageableModifierComponent, DamageModifyEvent>(OnDamageModify);
}
private void OnDamageModify(Entity<CP14DamageableModifierComponent> ent, ref DamageModifyEvent args)
{
args.Damage *= ent.Comp.Modifier;
}
}