* 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
15 lines
478 B
C#
15 lines
478 B
C#
using Robust.Shared.GameStates;
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namespace Content.Shared._CP14.Damageable;
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/// <summary>
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/// Increases or decreases incoming damage, regardless of the damage type.
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/// Unlike standard Damageable modifiers, this value can be changed during the game.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class CP14DamageableModifierComponent : Component
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{
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[DataField, AutoNetworkedField]
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public float Modifier = 1f;
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}
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