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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 04:51:32 +01:00
Makes artifact secondary effects more easily triggerable. (#7734)
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@@ -115,73 +115,73 @@
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if(trigger_cold)
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if(my_effect.trigger == TRIGGER_COLD && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_COLD && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_COLD && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_COLD && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_COLD && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_COLD && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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//HEAT ACTIVATION
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if(trigger_hot)
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if(my_effect.trigger == TRIGGER_HEAT && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_HEAT && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_HEAT && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_HEAT && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_HEAT && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_HEAT && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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//PHORON GAS ACTIVATION
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if(trigger_phoron)
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if(my_effect.trigger == TRIGGER_PHORON && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_PHORON && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_PHORON && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_PHORON && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_PHORON && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_PHORON && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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//OXYGEN GAS ACTIVATION
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if(trigger_oxy)
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if(my_effect.trigger == TRIGGER_OXY && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_OXY && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_OXY && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_OXY && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_OXY && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_OXY && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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//CO2 GAS ACTIVATION
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if(trigger_co2)
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if(my_effect.trigger == TRIGGER_CO2 && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_CO2 && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_CO2 && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_CO2 && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_CO2 && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_CO2 && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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//NITROGEN GAS ACTIVATION
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if(trigger_nitro)
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if(my_effect.trigger == TRIGGER_NITRO && !my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_NITRO && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_NITRO && !secondary_effect.activated)
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secondary_effect.ToggleActivate()
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else
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if(my_effect.trigger == TRIGGER_NITRO && my_effect.activated)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_NITRO && !secondary_effect.activated)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_NITRO && secondary_effect.activated)
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secondary_effect.ToggleActivate()
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/obj/machinery/artifact/attack_hand(var/mob/user as mob)
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if (get_dist(user, src) > 1)
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@@ -199,13 +199,14 @@
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else
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to_chat(user, "<b>You touch [src],</b> [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")].")
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if(prob(25) && secondary_effect && secondary_effect.trigger == TRIGGER_TOUCH)
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_TOUCH)
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to_chat(user, "<b>You touch [src].</b>")
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secondary_effect.ToggleActivate()
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if (my_effect.effect == EFFECT_TOUCH)
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my_effect.DoEffectTouch(user)
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if(secondary_effect && secondary_effect.effect == EFFECT_TOUCH && secondary_effect.activated)
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if(secondary_effect?.effect == EFFECT_TOUCH && secondary_effect.activated)
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secondary_effect.DoEffectTouch(user)
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/obj/machinery/artifact/attackby(obj/item/W as obj, mob/living/user as mob)
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@@ -214,23 +215,23 @@
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if(W.reagents.has_reagent("hydrazine", 1) || W.reagents.has_reagent("water", 1))
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if(my_effect.trigger == TRIGGER_WATER)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_WATER && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_WATER)
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secondary_effect.ToggleActivate()
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else if(W.reagents.has_reagent("sacid", 1) || W.reagents.has_reagent("pacid", 1) || W.reagents.has_reagent("diethylamine", 1))
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if(my_effect.trigger == TRIGGER_ACID)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_ACID && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_ACID)
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secondary_effect.ToggleActivate()
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else if(W.reagents.has_reagent("phoron", 1) || W.reagents.has_reagent("thermite", 1))
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if(my_effect.trigger == TRIGGER_VOLATILE)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_VOLATILE && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_VOLATILE)
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secondary_effect.ToggleActivate()
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else if(W.reagents.has_reagent("toxin", 1) || W.reagents.has_reagent("cyanide", 1) || W.reagents.has_reagent("amanitin", 1) || W.reagents.has_reagent("neurotoxin", 1))
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if(my_effect.trigger == TRIGGER_TOXIN)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_TOXIN && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_TOXIN)
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secondary_effect.ToggleActivate()
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else if(istype(W,/obj/item/melee/baton) && W:status ||\
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istype(W,/obj/item/melee/energy) ||\
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istype(W,/obj/item/melee/cultblade) ||\
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@@ -238,21 +239,21 @@
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W.ismultitool())
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if (my_effect.trigger == TRIGGER_ENERGY)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_ENERGY && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_ENERGY)
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secondary_effect.ToggleActivate()
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else if (istype(W,/obj/item/flame) && W:lit ||\
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W.iswelder() && W:welding)
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if(my_effect.trigger == TRIGGER_HEAT)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_HEAT && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_HEAT)
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secondary_effect.ToggleActivate()
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else
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..()
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if (my_effect.trigger == TRIGGER_FORCE && W.force >= 10)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_FORCE && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_FORCE)
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secondary_effect.ToggleActivate()
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/obj/machinery/artifact/CollidedWith(M as mob|obj)
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..()
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@@ -260,22 +261,22 @@
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if(M:throwforce >= 10)
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if(my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_FORCE && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_FORCE)
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secondary_effect.ToggleActivate()
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else if(ishuman(M) && !istype(M:gloves,/obj/item/clothing/gloves))
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var/warn = 0
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if (my_effect.trigger == TRIGGER_TOUCH && prob(50))
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my_effect.ToggleActivate()
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warn = 1
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if(secondary_effect && secondary_effect.trigger == TRIGGER_TOUCH && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_TOUCH && prob(50))
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secondary_effect.ToggleActivate()
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warn = 1
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if (my_effect.effect == EFFECT_TOUCH && prob(50))
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my_effect.DoEffectTouch(M)
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warn = 1
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if(secondary_effect && secondary_effect.effect == EFFECT_TOUCH && secondary_effect.activated && prob(50))
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if(secondary_effect?.effect == EFFECT_TOUCH && prob(50))
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secondary_effect.DoEffectTouch(M)
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warn = 1
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@@ -288,16 +289,16 @@
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istype(P,/obj/item/projectile/bullet/pistol/hivebotspike))
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if(my_effect.trigger == TRIGGER_FORCE)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_FORCE && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_FORCE)
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secondary_effect.ToggleActivate()
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else if(istype(P,/obj/item/projectile/beam) ||\
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istype(P,/obj/item/projectile/ion) ||\
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istype(P,/obj/item/projectile/energy))
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if(my_effect.trigger == TRIGGER_ENERGY)
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my_effect.ToggleActivate()
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if(secondary_effect && secondary_effect.trigger == TRIGGER_ENERGY && prob(25))
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secondary_effect.ToggleActivate(0)
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if(secondary_effect?.trigger == TRIGGER_ENERGY)
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secondary_effect.ToggleActivate()
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/obj/machinery/artifact/ex_act(severity)
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switch(severity)
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@@ -0,0 +1,41 @@
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################################
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# Example Changelog File
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#
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# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
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#
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# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
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# When it is, any changes listed below will disappear.
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#
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# Valid Prefixes:
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# bugfix
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# wip (For works in progress)
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# tweak
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# soundadd
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# sounddel
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# rscadd (general adding of nice things)
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# rscdel (general deleting of nice things)
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# imageadd
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# imagedel
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# maptweak
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# spellcheck (typo fixes)
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# experiment
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# balance
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# admin
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# backend
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# security
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# refactor
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#################################
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# Your name.
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author: Leudoberct1
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# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
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delete-after: True
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# Any changes you've made. See valid prefix list above.
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# INDENT WITH TWO SPACES. NOT TABS. SPACES.
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# SCREW THIS UP AND IT WON'T WORK.
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# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
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# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
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changes:
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- tweak: "Changes some code in the artifact_unknown.dm code, to make secondary effects more easily triggerable."
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