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* Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite * fix --------- Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
81 lines
3.3 KiB
Plaintext
81 lines
3.3 KiB
Plaintext
/// Deals extra damage to mobs of a certain type, species, or biotype.
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/// This doesn't directly modify the normal damage of the weapon, instead it applies it's own damage seperatedly ON TOP of normal damage
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/// ie. a sword that does 10 damage with a bane elment attacthed that has a 0.5 damage_multiplier will do:
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/// 10 damage from the swords normal attack + 5 damage (50%) from the bane element
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/datum/element/bane
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// can be a mob or a species.
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var/target_type
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/// multiplier of the extra damage based on the force of the item.
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var/damage_multiplier
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/// Added after the above.
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var/added_damage
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/// If it requires combat mode on to deal the extra damage or not.
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var/requires_combat_mode
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/// if we want it to only affect a certain mob biotype
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var/mob_biotypes
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/datum/element/bane/Attach(datum/target, target_type = /mob/living, mob_biotypes = NONE, damage_multiplier=1, added_damage = 0, requires_combat_mode = TRUE)
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. = ..()
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if(!ispath(target_type, /mob/living) && !ispath(target_type, /datum/species))
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return ELEMENT_INCOMPATIBLE
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src.target_type = target_type
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src.damage_multiplier = damage_multiplier
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src.added_damage = added_damage
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src.requires_combat_mode = requires_combat_mode
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src.mob_biotypes = mob_biotypes
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target.AddComponent(/datum/component/on_hit_effect, CALLBACK(src, PROC_REF(do_bane)), CALLBACK(src, PROC_REF(check_bane)))
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/datum/element/bane/Detach(datum/target)
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qdel(target.GetComponent(/datum/component/on_hit_effect))
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return ..()
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/datum/element/bane/proc/check_bane(mob/living/bane_applier, atom/target)
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if(!isliving(target))
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return
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var/mob/living/living_target = target
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if(bane_applier)
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if(requires_combat_mode && !bane_applier.combat_mode)
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return
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var/is_correct_biotype = living_target.mob_biotypes & mob_biotypes
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if(mob_biotypes && !(is_correct_biotype))
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return FALSE
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if(ispath(target_type, /mob/living))
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return istype(living_target, target_type)
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else //species type
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return is_species(living_target, target_type)
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/datum/element/bane/proc/do_bane(datum/element_owner, mob/living/bane_applier, mob/living/baned_target, hit_zone)
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var/force_boosted
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var/applied_dam_type
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if(isitem(element_owner))
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var/obj/item/item_owner = element_owner
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force_boosted = item_owner.force
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applied_dam_type = item_owner.damtype
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else if(isprojectile(element_owner))
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var/obj/projectile/projectile_owner = element_owner
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force_boosted = projectile_owner.damage
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applied_dam_type = projectile_owner.damage_type
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else if (isliving(element_owner))
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var/mob/living/living_owner = element_owner
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force_boosted = (living_owner.melee_damage_lower + living_owner.melee_damage_upper) / 2
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//commence crying. yes, these really are the same check. FUCK.
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if(isbasicmob(living_owner))
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var/mob/living/basic/basic_owner = living_owner
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applied_dam_type = basic_owner.melee_damage_type
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else if(isanimal(living_owner))
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var/mob/living/simple_animal/simple_owner = living_owner
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applied_dam_type = simple_owner.melee_damage_type
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else
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return
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else
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return
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var/extra_damage = max(0, (force_boosted * damage_multiplier) + added_damage)
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baned_target.apply_damage(extra_damage, applied_dam_type, hit_zone)
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SEND_SIGNAL(baned_target, COMSIG_LIVING_BANED, bane_applier, baned_target) // for extra effects when baned.
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