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adds lightbulb removing skillchip (#52603)
* shawty got low low low low low low * Update code/modules/library/skill_learning/skillchip.dm Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> * aaagh * fuck * review Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
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@@ -194,6 +194,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
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#define TRAIT_UNDERWATER_BASKETWEAVING_KNOWLEDGE "underwater_basketweaving"
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#define TRAIT_WINE_TASTER "wine_taster"
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#define TRAIT_BONSAI "bonsai"
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#define TRAIT_LIGHTBULB_REMOVER "lightbulb_remover"
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#define TRAIT_KNOW_CYBORG_WIRES "know_cyborg_wires"
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#define TRAIT_KNOW_ENGI_WIRES "know_engi_wires"
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@@ -393,7 +393,7 @@
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skill_description = "Trim hedges and potted plants into marvelous new shapes with any old knife. Not applicable to plastic plants."
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skill_icon = "spa"
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activate_message = "<span class='notice'>Your mind is filled with plant arrangments.</span>"
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deactivate_message = "<span class='notice'>Your can't remember how a hedge looks like anymore.</span>"
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deactivate_message = "<span class='notice'>You can't remember what a hedge looks like anymore.</span>"
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/obj/item/skillchip/useless_adapter
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name = "Skillchip adapter"
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@@ -406,3 +406,12 @@
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// Literally does nothing.
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complexity = 0
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slot_use = 0
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/obj/item/skillchip/light_remover
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name = "N16H7M4R3 skillchip"
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auto_trait = TRAIT_LIGHTBULB_REMOVER
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skill_name = "Lightbulb Removing"
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skill_description = "Stop failing taking out lightbulbs today, no gloves needed!"
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skill_icon = "lightbulb"
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activate_message = "<span class='notice'>Your feel like your pain receptors are less sensitive to hot objects.</span>"
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deactivate_message = "<span class='notice'>You feel like hot objects could stop you again...</span>"
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@@ -676,12 +676,20 @@
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else if(istype(user) && user.dna.check_mutation(TK))
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to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
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else
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to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
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var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
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if(affecting?.receive_damage( 0, 5 )) // 5 burn damage
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H.update_damage_overlays()
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return // if burned, don't remove the light
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if(HAS_TRAIT(user, TRAIT_LIGHTBULB_REMOVER))
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to_chat(user, "<span class='notice'>You feel like you're burning, but you can push through.</span>")
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if(!do_after(user, 5 SECONDS, target = src))
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return
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if(affecting?.receive_damage( 0, 10 )) // 10 more burn damage
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H.update_damage_overlays()
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to_chat(user, "<span class='notice'>You manage to remove the light [fitting], shattering it in process.</span>")
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break_light_tube()
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else
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to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
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// create a light tube/bulb item and put it in the user's hand
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@@ -18,6 +18,7 @@
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/obj/item/skillchip/basketweaving=2,
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/obj/item/skillchip/bonsai=2,
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/obj/item/skillchip/wine_taster=2,
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/obj/item/skillchip/light_remover=2,
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/obj/item/skillchip/useless_adapter=5)
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contraband = list(/obj/item/dice/fudge = 9)
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premium = list(/obj/item/melee/skateboard/pro = 3,
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