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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
198 lines
8.0 KiB
Plaintext
198 lines
8.0 KiB
Plaintext
#define ENGINE_COOLDOWN 5 SECONDS
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#define SLASH_COOLDOWN 1.2 SECONDS
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#define SLASH_WINDUP 1 SECONDS
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#define CHARGE_DAMAGE_MOD 10
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#define HOUSE_EDGE_ICONS_MAX 3
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#define HOUSE_EDGE_ICONS_MIN 0
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/**
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* File for the House Edge sword and the V8 Engine, obtained from the black market.
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*/
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/obj/item/v8_engine
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name = "ancient engine"
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desc = "An extremely well-preserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "v8_engine"
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w_class = WEIGHT_CLASS_HUGE
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force = 5
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throwforce = 15
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throw_range = 1
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throw_speed = 1
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COOLDOWN_DECLARE(engine_sound_cooldown)
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/obj/item/v8_engine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
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/obj/item/v8_engine/attack_self(mob/user, modifiers)
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. = ..()
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if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
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return
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playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
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Shake(duration = ENGINE_COOLDOWN)
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to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
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COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
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/obj/item/v8_engine/examine_more(mob/user)
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. = ..()
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INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
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/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
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if(!user.mind)
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return
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if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
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return
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to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
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if(do_after(user, 15 SECONDS, src))
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user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
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to_chat(user, span_notice("You learned how to make the House Edge."))
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/obj/item/house_edge
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name = "House Edge"
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desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "house_edge"
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base_icon_state = "house_edge"
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inhand_icon_state = "house_edge"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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sharpness = SHARP_EDGED
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force = 12
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throwforce = 10
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throw_range = 5
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throw_speed = 1
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armour_penetration = 15
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hitsound = 'sound/items/car_engine_start.ogg'
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 14.1, /datum/material/cardboard = SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SMALL_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.7)
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/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
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var/fire_charges = 0
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///Sound played when wielded.
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var/active_hitsound = 'sound/items/house_edge_hit.ogg'
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///Datum that tracks weapon dashing for the fire_charge system
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var/datum/action/innate/dash/charge
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COOLDOWN_DECLARE(fire_charge_cooldown)
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/obj/item/house_edge/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
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RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
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/obj/item/house_edge/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
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if(!ismob(target))
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return
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var/mob/mob_target = target
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if(HAS_TRAIT(src, TRAIT_WIELDED) && mob_target.stat != DEAD)
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//Add a fire charge to a max of 3, updates icon_state.
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fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
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COOLDOWN_RESET(src, fire_charge_cooldown)
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update_appearance(UPDATE_ICON_STATE)
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/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
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return ITEM_INTERACT_BLOCKING
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if(fire_charges <= 0)
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balloon_alert(user, "no fire charges!")
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return ITEM_INTERACT_BLOCKING
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to_chat(user, span_boldnotice("You take aim at [interacting_with]..."))
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user.add_shared_particles(/particles/bonfire)
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if(!do_after(user, SLASH_WINDUP, target = src))
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// Special attack fizzles, no slash and charges lost.
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reset_charges()
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drop_particles(user)
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return ITEM_INTERACT_BLOCKING
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user.add_shared_particles(/particles/bonfire)
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new /obj/effect/temp_visual/focus_ring(get_turf(src))
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playsound(src, 'sound/items/car_engine_start.ogg', vol = 35, vary = FALSE, extrarange = 3)
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if(!do_after(user, SLASH_WINDUP * 2, target = src) || fire_charges < 3)
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flaming_slash(interacting_with, user, upgraded = FALSE)
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return ITEM_INTERACT_SUCCESS
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flaming_slash(interacting_with, user, upgraded = TRUE) //Upgraded slash.
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return ITEM_INTERACT_SUCCESS
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/obj/item/house_edge/update_icon_state()
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inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge"
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icon_state = "[base_icon_state][fire_charges ? fire_charges : ""]"
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return ..()
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/**
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* Proc that handles the house edge's fire_charge mechanic when resetting charges back to zero.
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* Updates icon, sets count, and updates icon.
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*/
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/obj/item/house_edge/proc/reset_charges(on_slash = FALSE)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_slash)
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return
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if(fire_charges)
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balloon_alert_to_viewers("charges lost!")
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fire_charges = 0
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update_icon(UPDATE_OVERLAYS|UPDATE_ICON_STATE)
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/// Kills any of the relevant particles off the wielder, as added during special attacks.
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/obj/item/house_edge/proc/drop_particles(mob/living/user)
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user.remove_shared_particles(/particles/bonfire)
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/**
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* Proc that creates and fires the flaming_slash projectile from the house edge special attack.
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* Extends off the ranged_interact_with_atom_secondary() behavior.
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* * upgraded: when juiced up from the second do_after, applies a light explosion radius to the slash.
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*/
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/obj/item/house_edge/proc/flaming_slash(atom/interacting_with, mob/living/user, upgraded = FALSE)
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// Do the cool slash
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var/obj/projectile/flaming_slash/projectile = new /obj/projectile/flaming_slash(get_turf(src))
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projectile.aim_projectile(interacting_with, src)
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projectile.firer = user
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projectile.damage += (10 * fire_charges)
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if(upgraded)
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projectile.explosion_power = 1
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projectile.damage /= 2 // The damage is pretty solid normally, but with the explosion and all the RNG that comes with, it's nearly a 1-shot. This evens a playing field a bit.
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projectile.fire(null, interacting_with)
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user.visible_message(span_danger("[user] makes a[upgraded ? " devastating" : "" ] blazing slash at [interacting_with]!"),\
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span_notice("You take a blazing swipe at [interacting_with]!"))
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playsound(src, 'sound/items/modsuit/flamethrower.ogg', vol = 75, vary = FALSE, extrarange = 3)
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playsound(src, 'sound/items/weapons/slash.ogg', vol = 50, vary = FALSE, extrarange = 3)
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drop_particles(user)
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COOLDOWN_START(src, fire_charge_cooldown, SLASH_COOLDOWN)
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reset_charges(on_slash = TRUE)
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/// Flaming slash for the special attack at max charges.
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/obj/projectile/flaming_slash
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name = "flaming slash"
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desc = "Someone is about to cash out."
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icon_state = "flaming_slash"
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damage_type = BURN
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armor_flag = MELEE //We're operating off of anime remote slash logic here. As such, we can treat this as a hybrid burn/brute this way.
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damage = 10 // Damage amps based on the number of flame_charges it was created off of.
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speed = 2
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light_range = 1
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light_power = 1
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light_color = LIGHT_COLOR_FIRE
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sharpness = SHARP_EDGED
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///Applied in on_hit as the light_devastation_range. Defaults to zero unless giving the slash an extra juiced charge.
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var/explosion_power = 0
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/obj/projectile/flaming_slash/on_hit(atom/target, blocked, pierce_hit)
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. = ..()
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explosion(loc,
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light_impact_range = explosion_power,
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flame_range = 3,
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explosion_cause = "[firer] using \the [fired_from]",
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explosion_arc = 120
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)
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#undef ENGINE_COOLDOWN
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#undef SLASH_COOLDOWN
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#undef SLASH_WINDUP
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#undef CHARGE_DAMAGE_MOD
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#undef HOUSE_EDGE_ICONS_MAX
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#undef HOUSE_EDGE_ICONS_MIN
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