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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 05:23:22 +01:00
Extends and reworks how various extended information text (desc_info, desc_build, desc_upgrades) are handled to make object interactions and mechanics A.) much more clearly documented in-game and B.) much easier to support from the back-end. Almost certainly a candidate for test merge. Assembly/Disassembly instructions are noticeably sporadic, largely due to our current lack of a unified framework. That's a future thing I'd like to attack so that it can be handled programmatically, but for now I only targeted the biggest culprits as I came across them. --------- Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
81 lines
2.5 KiB
Plaintext
81 lines
2.5 KiB
Plaintext
/obj/item/gun/energy/rifle/cult
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name = "bloodpike"
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desc = "A ranged weapon of demonic origin, surely. It menaces with crimson spikes."
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desc_extended = null
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icon = 'icons/obj/guns/bloodpike.dmi'
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icon_state = "bloodpike"
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item_state = "bloodpike"
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fire_sound = 'sound/weapons/laserstrong.ogg'
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slot_flags = SLOT_BACK
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w_class = WEIGHT_CLASS_BULKY
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force = 15
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max_shots = 5
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fire_delay = 25
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accuracy = -1
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can_turret = FALSE
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can_switch_modes = FALSE
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charge_failure_message = " cannot be rearmed by normal means."
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has_icon_ratio = TRUE
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has_item_ratio = FALSE
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light_color = COLOR_RED // muzzle flash
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fire_delay_wielded = 1
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accuracy_wielded = 2
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projectile_type = /obj/projectile/bullet/shard
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secondary_projectile_type = null
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secondary_fire_sound = null
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firemodes = list()
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modifystate = null
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var/does_process = TRUE
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matter = null
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3, TECH_ARCANE = 2, TECH_ILLEGAL = 3)
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is_wieldable = TRUE // see if i can get a sprite for this
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/obj/item/gun/energy/rifle/cult/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "This weapon can be recharged by clicking on blood or remains with it. Remains recharge more than simple blood."
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/obj/item/gun/energy/rifle/cult/Initialize()
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. = ..()
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if(does_process)
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START_PROCESSING(SSprocessing, src)
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/obj/item/gun/energy/rifle/cult/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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return ..()
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/obj/item/gun/energy/rifle/cult/afterattack(atom/A, mob/living/user, adjacent, params)
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if(adjacent && iscultist(user))
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if(istype(A, /obj/effect/decal/remains) || istype(A, /obj/effect/decal/cleanable/blood))
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do_absorb(user, A)
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return
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..()
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/obj/item/gun/energy/rifle/cult/proc/do_absorb(var/mob/user, var/atom/A)
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var/did_absorb
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if(istype(A, /obj/effect/decal/remains))
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power_supply.give(power_supply.maxcharge / 2) // remains are hard to get, so they give a full half-recharge
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did_absorb = TRUE
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else if(istype(A, /obj/effect/decal/cleanable/blood))
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power_supply.give(charge_cost)
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did_absorb = TRUE
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if(did_absorb)
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user.visible_message("<b>[user]</b> runs \the [src] over \the [A], which it absorbs!", SPAN_CULT("\The [src] absorbs \the [A], powering it up!"))
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playsound(get_turf(src), 'sound/effects/blobattack.ogg', 30, TRUE)
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qdel(A)
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update_icon()
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/obj/item/gun/energy/rifle/cult/mounted
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max_shots = 15
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use_external_power = TRUE
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self_recharge = TRUE
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has_safety = FALSE
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does_process = FALSE
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projectile_type = /obj/projectile/bullet/shard/heavy
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