need to look for correct wings behavior
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parent
ec42e38dae
commit
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.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +1,4 @@
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bin/
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bin/
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obj/
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obj/
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.vscode
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Assets/
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@ -44,12 +44,15 @@ namespace Emiliasmod.Content.Items.Accessories
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player.fireWalk = true;
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player.fireWalk = true;
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player.noFallDmg = true;
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player.noFallDmg = true;
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player.lavaRose = true;
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player.lavaRose = true;
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//player.lavaMax += 20 * 60;
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player.lavaImmune = true;
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player.statDefense += DefenseBonus;
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player.statDefense += DefenseBonus;
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player.arcticDivingGear = true;
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if (player.wet || player.honeyWet || player.lavaWet || player.shimmerWet) {
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player.accMerman = true;
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player.arcticDivingGear = true;
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player.accMerman = true;
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}
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if (Main.dayTime == false)
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if (Main.dayTime == false)
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{
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{
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player.wereWolf = true;
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player.wereWolf = true;
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@ -76,42 +79,25 @@ namespace Emiliasmod.Content.Items.Accessories
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player.GetAttackSpeed(DamageClass.Generic) += 0.10f;
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player.GetAttackSpeed(DamageClass.Generic) += 0.10f;
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player.GetCritChance(DamageClass.Generic) += 4f;
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player.GetCritChance(DamageClass.Generic) += 4f;
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player.GetKnockback(DamageClass.Summon) += 0.5f;
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player.GetKnockback(DamageClass.Summon) += 0.5f;
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player.blockRange += 1;
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player.blockRange += 1;
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player.pickSpeed -= 0.15f;
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player.pickSpeed -= 0.15f;
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player.moveSpeed += 0.08f;
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player.moveSpeed += 0.08f;
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player.accRunSpeed *= 3.75f;
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player.runSlowdown *= 1.75f;
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if (!hideVisual) {
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if (!hideVisual) {
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player.CancelAllBootRunVisualEffects();
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player.CancelAllBootRunVisualEffects(); // This ensures that boot visual effects don't overlap if multiple are equipped
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// Hellfire Treads sprint dust. For more info on sprint dusts see Player.SpawnFastRunParticles() method in Player.cs
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player.hellfireTreads = true;
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// Other boot run visual effects include: sailDash, coldDash, desertDash, fairyBoots
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if (!player.mount.Active || player.mount.Type != MountID.WallOfFleshGoat) {
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// Spawns flames when walking, like Flame Waker Boots. We also check the Goat Skull mount so the effects don't overlap.
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player.DoBootsEffect(player.DoBootsEffect_PlaceFlamesOnTile);
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}
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}
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}
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//if (player.)
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player.GetModPlayer<SpacesuitStatBonusAccessoryPlayer>().SpacesuitStatBonusAccessory = true;
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}
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}
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// Some movement effects are not suitable to be modified in ModItem.UpdateAccessory due to how the math is done.
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// ModPlayer.PostUpdateRunSpeeds is suitable for these modifications.
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public class SpacesuitStatBonusAccessoryPlayer : ModPlayer
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{
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public bool SpacesuitStatBonusAccessory = false;
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public override void ResetEffects() {
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SpacesuitStatBonusAccessory = false;
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}
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public override void PostUpdateRunSpeeds() {
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//// We only want our additional changes to apply if ExampleStatBonusAccessory is equipped and not on a mount.
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if (Player.mount.Active || !SpacesuitStatBonusAccessory) {
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return;
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}
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// The following modifications are similar to Shadow Armor set bonus
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Player.runAcceleration *= 1.75f;
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Player.maxRunSpeed *= 1.15f;
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Player.accRunSpeed *= 6.75f;
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Player.runSlowdown *= 1.75f;
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}
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}
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}
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}
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}
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}
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@ -19,21 +19,63 @@ namespace Emiliasmod.Content.Items.Accessories
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Item.value = Item.sellPrice(platinum: 1, gold: 35);
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Item.value = Item.sellPrice(platinum: 1, gold: 35);
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Item.rare = ItemRarityID.Red;
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Item.rare = ItemRarityID.Red;
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Item.accessory = true;
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Item.accessory = true;
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Item.wingSlot = 45;
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}
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}
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public override void UpdateAccessory(Player player, bool hideVisual)
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public override void UpdateAccessory(Player player, bool hideVisual) {
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{
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player.empressBrooch = true;
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player.wingTimeMax = 100000;
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player.moonLordLegs = true;
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player.moveSpeed += 0.1f;
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player.moveSpeed += 0.35f;
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//player.jumpSpeedBoost += 1.8f;
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player.dashType = 1;
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//player.wings = 45;
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//player.wingsLogic = 45;
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//if (player.TryingToHoverUp)
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//{
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// player.velocity.Y -= 0.4f * player.gravDir;
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// if (player.gravDir == 1f)
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// {
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// if (player.velocity.Y > 0f)
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// {
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// player.velocity.Y -= 1f;
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// }
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// else if (player.velocity.Y > 0f - jumpSpeed)
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// {
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// player.velocity.Y -= 0.2f;
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// }
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// if (player.velocity.Y < (0f - jumpSpeed) * 3f)
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// {
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// player.velocity.Y = (0f - jumpSpeed) * 3f;
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// }
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// }
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// else
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// {
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// if (player.velocity.Y < 0f)
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// {
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// player.velocity.Y += 1f;
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// }
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// else if (player.velocity.Y < jumpSpeed)
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// {
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// player.velocity.Y += 0.2f;
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// }
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// if (player.velocity.Y > jumpSpeed * 3f)
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// {
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// player.velocity.Y = jumpSpeed * 3f;
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// }
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// }
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//}
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//if (player.TryingToHoverDown && !player.controlJump && player.velocity.Y != 0f)
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//{
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// player.velocity.Y += 0.4f;
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//}
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}
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}
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public override void AddRecipes() {
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public override void AddRecipes() {
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Recipe recipe = CreateRecipe();
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Recipe recipe = CreateRecipe();
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recipe.AddCondition(Condition.DownedMoonLord);
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recipe.AddCondition(Condition.DownedMoonLord);
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recipe.AddIngredient(ItemID.CelestialSigil, 1);
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recipe.AddIngredient(ItemID.EmpressFlightBooster, 1);
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recipe.AddIngredient(ItemID.MoonLordLegs, 1);
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recipe.AddIngredient(ItemID.MoonLordLegs, 1);
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recipe.AddIngredient(ItemID.LongRainbowTrailWings, 1);
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recipe.AddIngredient(ItemID.LongRainbowTrailWings, 1);
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recipe.AddIngredient(ItemID.MasterNinjaGear, 1);
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recipe.Register();
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recipe.Register();
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}
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}
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}
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}
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21
README.md
21
README.md
@ -71,23 +71,4 @@ ___
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- spacesuit (Terrarian upgrade + Mystical Conch + Diving gear)
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- spacesuit (Terrarian upgrade + Mystical Conch + Diving gear)
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- Alien Surf (Sigil + Celestial Starboard)
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- Alien Surf (Sigil + Celestial Starboard)
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- Space Combat (Top Down Ship Control).
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- Space Combat (Top Down Ship Control).
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- Drill Containment Unit need to be integrated as it come very nicely into the mods as a post moonlord mount
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Items: {
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EmiliasWand: {
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DisplayName: Emilias Wand
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Tooltip:
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'''
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Is it a Drill ? is it a Sword ? It's an Hitachi Magic Wand !! (never used ?)
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'''
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}
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Spacesuit: {
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DisplayName: Spacesuit
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Tooltip:
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Are you ready for Space ?
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'''
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Beam me up !!!!
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'''
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}
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}
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