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Starbits
Mario Galaxy reference ohmygawd
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///////////////////////
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//Meteor types
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///////////////////////
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//Starbit reference
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/obj/effect/meteor/starbit
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name = "glittery comet"
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desc = "A sparkling mass of crystalized spacedust. ...It looks oddly tasty?"
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hits = 1
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hitpwr = 1
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dropamt = 5
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threat = 1
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meteorsound = 'GainStation13/sound/effects/star.wav'
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meteordrop = list(/obj/item/stack/ore/glass)
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var/starbits = 3
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/obj/effect/meteor/starbit/Initialize(mapload, target)
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. = ..()
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dropamt = rand(3,7) //Random amount of bits...
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/obj/effect/meteor/starbit/Move()
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. = ..()
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if(.)
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new /obj/effect/temp_visual/telekinesis(get_turf(src))
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/obj/effect/meteor/starbit/ram_turf(turf/T) //Sometimes it'll leave behind bits as it goes
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if(isspaceturf(T))
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return
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if(starbits <= 4)
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return
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if(prob(5))
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starbits--
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var/thing_to_spawn = pick(meteordrop)
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new thing_to_spawn(T)
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/obj/effect/meteor/proc/get_hit()
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hits--
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if(hits <= 0)
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make_debris()
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meteor_effect()
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qdel(src)
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else
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if(starbits <= 4) //If it doesnt break, it could still drop bits...
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if(!prob(5))
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return
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starbits--
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var/thing_to_spawn = pick(meteordrop)
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new thing_to_spawn(T)
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// Starbits from Super Mario Galaxy! Had this idea while watching someone do a playthrough in a discord stream.
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// ~~Starbits~~ Stellar Pieces:tm: drop from meteor-like comets which leave a handful behind when they impact, while
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// also not actually dealing any damage to whatever they impact.
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/obj/item/reagent_containers/food/snacks/starbit
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name = "stellar piece" //PlzDontSueMeNintendo
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desc = "A small bit of crystalized stellar sugar. They're a rare delicacy that sometimes form under particular conditions inside of comets"
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// I had help creating these sprites because Im worthless at doing sprites from scratch.
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// Special thanks to @foxtsra on discord!
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// -Reo
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icon = "GainStation13/icons/obj/starbit.dmi"
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icon_state = "bit"
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bitesize = 4
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list_reagents = list(/datum/reagent/consumable/sugar = 1, /datum/reagent/consumable/stellarsugar = 5)
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/obj/item/reagent_containers/food/snacks/starbit/initialize(mapload, var/bit_color)
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. = ..()
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if(!bit_color) // Color wasnt specified, lets become a random color.
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bit_color = pick(list( // These are the colors starbits can be naturally in SMG.
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"red", // so they're also the colors we can naturally be in spess.
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"blue",
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"purple",
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"yellow",
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"green",
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"white",
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))
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switch(bit_color)
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if("red")
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color = "#f22604" // Red / Orange. I think it's red, but it seems to be offically labled as orange..
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if("blue")
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color = "#097bf6" // Blue.
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if("purple")
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color = "#a210e0" // Purple.
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if("yellow")
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color = "#e0bf10" // Yellow.
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if("green")
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color = "#10e026" // Green.
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if("white")
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color = "#e0e0e0" // White... I was considering leaving it unmodified, but this makes it contrast a bit better.
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else
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color = bit_color // Some other color.
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add_overlay(bit_glimmer)
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return
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desc += "\nThis one seems to be [bit_color]."
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add_overlay("bit_glimmer")
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@@ -0,0 +1,12 @@
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// This file contains anything that'd go in food_reagents.dm but is unique to GainStation. For modularity's sake.
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/datum/reagent/consumable/stellarsugar //Starbit Essence.
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name = "Stellar Sugar"
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desc = "An edible substance formed by extremely unlikely celestial events, ground into a powder. A rare delicacy!"
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reagent_state = SOLID
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color = "#722be3"
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taste_mult = 5 // It's rare... and has a pretty powerful (albeit positive) presence!
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nutriment_factor = 10 * REAGENTS_METABOLISM
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metabolization_rate = 2 * REAGENTS_METABOLISM
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taste_description = "distant cosmos"
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value = 7 // It's not easy to get a lot of this stuff... so it sells for about as much as meth.
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