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## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
67 lines
2.5 KiB
Plaintext
67 lines
2.5 KiB
Plaintext
/obj/item/ammo_casing/foam_dart
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name = "foam dart"
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desc = "It's Donk or Don't! Ages 8 and up."
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projectile_type = /obj/projectile/bullet/foam_dart
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caliber = CALIBER_FOAM
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icon = 'icons/obj/weapons/guns/toy.dmi'
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icon_state = "foamdart"
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base_icon_state = "foamdart"
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.1125)
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harmful = FALSE
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newtonian_force = 0.5
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embed_type = /datum/embedding/foam_dart
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var/modified = FALSE
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var/static/list/insertable_items_hint = list(/obj/item/pen)
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///For colored magazine overlays.
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var/tip_color = "blue"
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/obj/item/ammo_casing/foam_dart/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/caseless, TRUE)
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/obj/item/ammo_casing/foam_dart/update_icon_state()
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. = ..()
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if(modified)
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icon_state = "[base_icon_state]_empty"
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loaded_projectile?.icon_state = "[loaded_projectile.base_icon_state]_empty_proj"
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return
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icon_state = "[base_icon_state]"
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loaded_projectile?.icon_state = "[loaded_projectile.base_icon_state]_proj"
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/obj/item/ammo_casing/foam_dart/update_desc()
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. = ..()
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desc = "It's Donk or Don't! [modified ? "... Although, this one doesn't look too safe." : "Ages 8 and up."]"
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/obj/item/ammo_casing/foam_dart/examine_more(mob/user)
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. = ..()
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if(!HAS_TRAIT(src, TRAIT_DART_HAS_INSERT))
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var/list/type_initial_names = list()
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for(var/type in insertable_items_hint)
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var/obj/item/type_item = type
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type_initial_names += "\a [initial(type_item.name)]"
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. += span_notice("[modified ? "You can" : "If you removed the safety cap with a screwdriver, you could"] insert a small item\
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[length(type_initial_names) ? ", such as [english_list(type_initial_names, and_text = "or ", final_comma_text = ", ")]" : ""].")
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/obj/item/ammo_casing/foam_dart/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
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if (attacking_item.tool_behaviour != TOOL_SCREWDRIVER || modified)
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return ..()
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var/obj/projectile/bullet/foam_dart/dart = loaded_projectile
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modified = TRUE
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dart.modified = TRUE
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dart.damage_type = BRUTE
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dart.set_embed(null) // Cap is what makes them sticky
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to_chat(user, span_notice("You pop the safety cap off [src]."))
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update_appearance()
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/obj/item/ammo_casing/foam_dart/riot
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name = "riot foam dart"
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desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
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projectile_type = /obj/projectile/bullet/foam_dart/riot
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icon_state = "foamdart_riot"
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base_icon_state = "foamdart_riot"
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tip_color = "red"
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embed_type = /datum/embedding/foam_dart/riot
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 1.125)
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