Clumsy system refactor (#31147)
* First commit * Fixes * Added the noise * Renames * Timespan * Fixed space * entity -> ent * This shouldn't work * opps.... * Datafield name change * Better comments * small comment * Personal skill issue * Event renames and stuff * Couple fixes * Defib ref fixes (Silly me) * Added clumsy back! * no hard code clumsy! * Identity fix * Event name change * Comment change * Function name change * opp * Update names * Damage stuff! * Fixes! * Fixes * opps * This was hidden away!! * negative diff feeds me
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@@ -1360,7 +1360,7 @@
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rules: ghost-role-information-nonantagonist-rules
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- type: GhostTakeoverAvailable
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- type: Clumsy
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clumsyDamage:
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gunShootFailDamage:
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types:
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Blunt: 5
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Piercing: 4
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@@ -1536,7 +1536,7 @@
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description: Cousins to the sentient race of lizard people, kobolds blend in with their natural habitat and are as nasty as monkeys; ready to pull out your hair and stab you to death.
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components:
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- type: Clumsy
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clumsyDamage:
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gunShootFailDamage:
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types:
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Blunt: 2
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Piercing: 7
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@@ -231,7 +231,7 @@
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- type: Hands
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- type: ComplexInteraction
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- type: Clumsy
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clumsyDamage:
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gunShootFailDamage:
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types:
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Blunt: 5
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Piercing: 4
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@@ -32,8 +32,6 @@
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bonkDamage:
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types:
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Blunt: 4
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bonkSound: !type:SoundCollectionSpecifier
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collection: TrayHit
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- type: Clickable
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- type: FootstepModifier
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footstepSoundCollection:
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@@ -13,7 +13,7 @@
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- !type:AddComponentSpecial
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components:
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- type: Clumsy
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clumsyDamage:
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gunShootFailDamage:
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types: #literally just picked semi random valus. i tested this once and tweaked it.
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Blunt: 5
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Piercing: 4
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