Adding shock collar and electropack (#30529)
* Adding shock collar with the new ShockOnTrigger * Cleaning and updating the shock collar * Add StripDelay datafield to ClothingComponent * Adding SelfUnremovableClothingComponent * ShockCollar Update * Correction of the shock collar * Correction of the shock collar 2 * Renaming the DamageSpecifier DataField to Damage * Fixing the damage field in ShockCollar * Cleaning the ShockCollar * Renaming ShockCollar to ClothingNeckShockCollar * Adding ClothingNeckShockCollar as a stealTarget to a thief * Fixing a typo of the sprite path in ClothingNeckShockCollar * Cleaning the ShockOnTriggerComponent * Revision of SelfUnremovableClothing * Adding a ClothingBackpackElectropack * Sprite fix * Code review * Shock Collar sprite update * add commit hash --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
@@ -20,6 +20,10 @@
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- id: ClothingOuterHardsuitWarden
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- id: HoloprojectorSecurity
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- id: BookSpaceLaw
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- id: ClothingNeckShockCollar
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amount: 2
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- id: RemoteSignaller
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amount: 2
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- type: entity
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id: LockerWardenFilled
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@@ -42,6 +46,10 @@
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- id: DoorRemoteArmory
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- id: HoloprojectorSecurity
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- id: BookSpaceLaw
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- id: ClothingNeckShockCollar
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amount: 2
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- id: RemoteSignaller
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amount: 2
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- type: entity
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id: LockerSecurityFilled
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@@ -314,6 +314,29 @@
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- type: Unremoveable
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deleteOnDrop: false
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- type: entity
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parent: ClothingBackpack
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id: ClothingBackpackElectropack
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name: electropack
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suffix: SelfUnremovable
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description: Shocks on the signal. It is used to keep a particularly dangerous criminal under control.
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components:
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- type: Sprite
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sprite: Clothing/Back/Backpacks/electropack.rsi
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state: icon
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- type: Clothing
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stripDelay: 10
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equipDelay: 5 # to avoid accidentally falling into the trap associated with SelfUnremovableClothing
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- type: SelfUnremovableClothing
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- type: ShockOnTrigger
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damage: 5
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duration: 3
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cooldown: 4
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- type: TriggerOnSignal
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- type: DeviceLinkSink
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ports:
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- Trigger
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# Debug
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- type: entity
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parent: ClothingBackpack
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@@ -0,0 +1,36 @@
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- type: entity
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parent: Clothing
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id: ClothingNeckShockCollar
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name: shock collar
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suffix: SelfUnremovable
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description: An electric collar that shocks on the signal.
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components:
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- type: Item
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size: Small
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- type: Sprite
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sprite: Clothing/Neck/Misc/shock_collar.rsi
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state: icon
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- type: Clothing
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sprite: Clothing/Neck/Misc/shock_collar.rsi
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stripDelay: 10
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equipDelay: 5 # to avoid accidentally falling into the trap associated with SelfUnremovableClothing
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quickEquip: true
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slots:
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- neck
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- type: SelfUnremovableClothing
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- type: ShockOnTrigger
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damage: 5
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duration: 3
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cooldown: 4
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- type: TriggerOnSignal
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- type: DeviceLinkSink
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ports:
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- Trigger
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- type: GuideHelp
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guides:
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- Security
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- type: StealTarget
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stealGroup: ClothingNeckShockCollar
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- type: Tag
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tags:
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- WhitelistChameleon
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@@ -16,7 +16,7 @@
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mask:
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- MachineMask
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layer:
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- MachineLayer
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- MachineLayer
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- type: Lathe
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- type: MaterialStorage
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- type: Destructible
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@@ -808,6 +808,7 @@
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- WeaponLaserCannon
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- WeaponLaserCarbine
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- WeaponXrayCannon
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- ClothingBackpackElectropack
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- type: MaterialStorage
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whitelist:
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tags:
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@@ -73,6 +73,7 @@
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ForensicScannerStealObjective: 1 #sec
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FlippoEngravedLighterStealObjective: 0.5
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ClothingHeadHatWardenStealObjective: 1
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ClothingNeckShockCollarStealObjective: 1
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ClothingOuterHardsuitVoidParamedStealObjective: 1 #med
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MedicalTechFabCircuitboardStealObjective: 1
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ClothingHeadsetAltMedicalStealObjective: 1
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@@ -272,6 +272,13 @@
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sprite: Clothing/Neck/Medals/clownmedal.rsi
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state: icon
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- type: stealTargetGroup
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id: ClothingNeckShockCollar
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name: shock collar
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sprite:
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sprite: Clothing/Neck/Misc/shock_collar.rsi
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state: icon
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#Thief structures
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- type: stealTargetGroup
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@@ -316,6 +316,17 @@
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- type: Objective
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difficulty: 1
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- type: entity
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parent: BaseThiefStealObjective
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id: ClothingNeckShockCollarStealObjective
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components:
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- type: NotJobRequirement
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job: Warden
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- type: StealCondition
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stealGroup: ClothingNeckShockCollar
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- type: Objective
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difficulty: 1
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# Structures
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- type: entity
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@@ -38,7 +38,7 @@
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materials:
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Steel: 250
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Plastic: 100
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- type: latheRecipe
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id: WeaponLaserCarbine
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result: WeaponLaserCarbine
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@@ -89,6 +89,15 @@
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Plastic: 250
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Gold: 100
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- type: latheRecipe
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id: ClothingBackpackElectropack
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result: ClothingBackpackElectropack
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completetime: 4
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materials:
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Steel: 500
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Plastic: 250
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Cloth: 500
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- type: latheRecipe
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id: ForensicPad
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result: ForensicPad
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@@ -655,7 +664,7 @@
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Steel: 1000
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Glass: 500
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Plastic: 500
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- type: latheRecipe
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id: MagazineGrenadeEmpty
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result: MagazineGrenadeEmpty
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@@ -663,7 +672,7 @@
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materials:
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Steel: 150
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Plastic: 50
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- type: latheRecipe
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id: GrenadeEMP
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result: GrenadeEMP
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@@ -672,7 +681,7 @@
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Steel: 150
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Plastic: 100
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Glass: 20
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- type: latheRecipe
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id: GrenadeBlast
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result: GrenadeBlast
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@@ -681,7 +690,7 @@
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Steel: 450
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Plastic: 300
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Gold: 150
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- type: latheRecipe
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id: GrenadeFlash
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result: GrenadeFlash
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@@ -58,8 +58,8 @@
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cost: 5000
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recipeUnlocks:
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- MagazineShotgunBeanbag
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- BoxShellTranquilizer
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- BoxBeanbag
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- BoxShellTranquilizer
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- BoxBeanbag
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- WeaponDisabler
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- type: technology
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@@ -115,6 +115,18 @@
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- ExplosivePayload
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- ChemicalPayload
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- type: technology
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id: SpecialMeans
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name: research-technology-special-means
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icon:
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sprite: Clothing/Back/Backpacks/electropack.rsi
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state: icon
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discipline: Arsenal
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tier: 1
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cost: 5000
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recipeUnlocks:
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- ClothingBackpackElectropack
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# Tier 2
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- type: technology
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@@ -144,7 +156,7 @@
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- type: technology
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id: BasicShuttleArmament
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name: research-technology-basic-shuttle-armament
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icon:
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icon:
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sprite: Structures/Power/cage_recharger.rsi
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state: full
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discipline: Arsenal
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@@ -189,11 +201,11 @@
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cost: 15000
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recipeUnlocks:
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- WeaponLaserSvalinn
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- type: technology
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id: AdvancedShuttleWeapon
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name: research-technology-advanced-shuttle-weapon
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icon:
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icon:
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sprite: Objects/Weapons/Guns/Ammunition/Magazine/Grenade/grenade_cartridge.rsi
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state: icon
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discipline: Arsenal
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