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https://github.com/ParadiseSS13/Paradise.git
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/obj/item/projectile --> /obj/projectile (#30411)
* yers * vars * map changes * some comments (clearly not stolen from items) * fix component * summary
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@@ -25,7 +25,7 @@
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ai_controller = /datum/ai_controller/basic_controller/watcher
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is_ranged = TRUE
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ranged_cooldown = 3 SECONDS
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projectile_type = /obj/item/projectile/temp/basilisk
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projectile_type = /obj/projectile/temp/basilisk
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projectile_sound = 'sound/weapons/pierce.ogg'
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loot = list(/obj/item/stack/ore/diamond{layer = ABOVE_MOB_LAYER},
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@@ -35,12 +35,12 @@
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. = ..()
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AddElement(/datum/element/ai_retaliate)
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/obj/item/projectile/temp/basilisk
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/obj/projectile/temp/basilisk
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name = "freezing blast"
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icon_state = "ice_2"
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temperature = 50
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/obj/item/projectile/temp/basilisk/on_hit(atom/target, blocked)
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/obj/projectile/temp/basilisk/on_hit(atom/target, blocked)
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..()
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if(isrobot(target))
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var/mob/living/silicon/robot/cyborg = target
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@@ -94,7 +94,7 @@
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light_range = 3
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light_power = 2.5
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light_color = LIGHT_COLOR_LAVA
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projectile_type = /obj/item/projectile/temp/basilisk/magmawing
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projectile_type = /obj/projectile/temp/basilisk/magmawing
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crusher_loot = /obj/item/crusher_trophy/blaster_tubes/magma_wing
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crusher_drop_mod = 100 // These things are extremely rare (1/133 per spawner). You shouldn't have to hope for another stroke of luck to get it's trophy after finding it
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@@ -107,12 +107,12 @@
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icon_dead = "watcher_icewing_dead"
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maxHealth = 170
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health = 170
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projectile_type = /obj/item/projectile/temp/basilisk/icewing
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projectile_type = /obj/projectile/temp/basilisk/icewing
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butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/bone = 1) // No sinew; the wings are too fragile to be usable
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crusher_loot = /obj/item/crusher_trophy/watcher_wing/ice_wing
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crusher_drop_mod = 100 // These things are extremely rare (1/400 per spawner). You shouldn't have to hope for another stroke of luck to get it's trophy after finding it
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/obj/item/projectile/temp/basilisk/magmawing
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/obj/projectile/temp/basilisk/magmawing
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name = "scorching blast"
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icon_state = "lava"
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damage = 5
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@@ -120,11 +120,11 @@
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temperature = 500 // Heats you up!
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immolate = 1
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/obj/item/projectile/temp/basilisk/icewing
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/obj/projectile/temp/basilisk/icewing
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damage = 5
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nodamage = FALSE
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/obj/item/projectile/temp/basilisk/icewing/on_hit(atom/target, blocked = FALSE)
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/obj/projectile/temp/basilisk/icewing/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(.)
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var/mob/living/L = target
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@@ -48,7 +48,7 @@
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for(var/obj/item/stack/ore/ore in src)
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ore.forceMove(loc)
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/mob/living/basic/mining/goldgrub/bullet_act(obj/item/projectile/P)
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/mob/living/basic/mining/goldgrub/bullet_act(obj/projectile/P)
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if(P.armor_penetration_flat + P.armor_penetration_percentage >= 100)
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return ..()
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visible_message("<span class='danger'>[P.name] was repelled by [name]'s girth!</span>")
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@@ -27,7 +27,7 @@
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/// Message to output if throwing damage is absorbed
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var/throw_blocked_message = "bounces off"
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/mob/living/basic/mining/bullet_act(obj/item/projectile/P) // Reduces damage from most projectiles to curb off-screen kills
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/mob/living/basic/mining/bullet_act(obj/projectile/P) // Reduces damage from most projectiles to curb off-screen kills
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if(P.damage < 30 && P.damage_type != BRUTE && has_laser_resist)
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P.damage = (P.damage / 3)
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visible_message("<span class='danger'>[P] has a reduced effect on [src]!</span>")
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