Commit Graph

3 Commits

Author SHA1 Message Date
Y0SH1M4S73R 6f37db300b Gives non-standard nullrods the rest of the features common to regular null rods (#94980)
## About The Pull Request

Non-standard null-rods (the skateboard, bow, revolver, carpsie plush,
and eswords) did not receive all the common characteristics of regular
null rods in #93394. In particular, they were not given the
`UNIQUE_RENAME` obj flag, and they did not receive the ability to track
how many cultists they've crit/killed and be turned into cult weapons
when sacrificed. This PR corrects that by extracting the cult kill
tracking behavior to a component, while doing the following refactors to
ensure complete compatibility:

- Skateboard items now move themselves into the skateboard vehicle they
spawn on use, instead of deleting themselves. This was necessary for the
holy board to keep its custom name/desc and cultist kill count.
- Guns (which the bow technically is) will track cultists killed/crit
with bullets fired from them by a mob with a holy role.
- A signal can now be used for an item to provide an arbitrary response
when an offer rune underneath it is activated.

## Why It's Good For The Game

I just wanted the holy eswords to be renameable for chaplains to provide
plausible deniability for the possession of actual eswords, but after I
discovered this consistency issue, and felt the need to fix it.

## Changelog

🆑
fix: The holy energy swords and the carp-sie plushie can once again be
renamed
fix: The holy energy swords and the carp-sie plushie can once again be
sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them
qol: The holy skateboard can be renamed like other null rod variants can
fix: Unusual null rod variants like the holy skateboard and bow can now
be sacrificed by cultists to spawn different weapons based on how many
unique cultists the chaplain has crit or killed with them. The bow and
the burdened chaplain's revolver, in particular, also count cultists
crit or killed by arrows/bullets fired from them by the chaplain.
/🆑
2026-02-03 22:23:20 -05:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
Ghom aa4cf2b136 The nullrod refactor (the carp-sie plushie is now actually a plushie) (#93311) 2025-10-10 13:42:33 +11:00