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Paradise/code/modules/mining/equipment/kinetic_crusher.dm
MLGTASTICa 20d225809b The mech crusher module (#26550)
* E

* forgor this

* forgor this thing too

* add icons

* Update work_tools.dm

Signed-off-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>

* Update code/modules/research/designs/mechfabricator_designs.dm

Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
Signed-off-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>

* Update code/game/mecha/equipment/tools/work_tools.dm

Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
Signed-off-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>

* my beloved , gone.

* misinput!!!

* Update code/game/mecha/equipment/tools/work_tools.dm

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>

* Review compliance

---------

Signed-off-by: MLGTASTICa <61350382+MLGTASTICa@users.noreply.github.com>
Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
2024-09-09 23:41:51 +00:00

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/*********************Mining Hammer****************/
/obj/item/kinetic_crusher
name = "proto-kinetic crusher"
desc = "An early design of the proto-kinetic accelerator, it is little more than a combination of various mining tools cobbled together, forming a high-tech club. \
While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna."
icon = 'icons/obj/mining.dmi'
base_icon_state = "crusher"
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
icon_state = "crusher"
item_state = "crusher0"
force = 0 //You can't hit stuff unless wielded
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_FLAG_BACK
throwforce = 5
throw_speed = 4
armour_penetration_flat = 10
materials = list(MAT_METAL = 1150, MAT_GLASS = 2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped")
sharp = TRUE
actions_types = list(/datum/action/item_action/toggle_light)
var/list/trophies = list()
var/charged = TRUE
var/charge_time = 15
var/detonation_damage = 50
var/backstab_bonus = 30
var/light_on = FALSE
var/brightness_on = 5
var/adaptive_damage_bonus = 0
/// Amount of force typically assigned when wielded
var/base_force_wielded = 20
/// Tracker for the current amount of force used when the item is wielded.
/// Note that this isn't wired to anything, and must be updated with AddComponent to have value.
var/force_wielded = 20
/obj/item/kinetic_crusher/Initialize(mapload)
. = ..()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = MELEE_ATTACK, _parry_cooldown = (10 / 3) SECONDS, _requires_two_hands = TRUE) // 2.3333 seconds of cooldown for 30% uptime
AddComponent(/datum/component/two_handed, force_wielded = force_wielded, force_unwielded = force)
/obj/item/kinetic_crusher/Destroy()
QDEL_LIST_CONTENTS(trophies)
return ..()
/obj/item/kinetic_crusher/examine(mob/living/user)
. = ..()
. += "<span class='notice'>Mark a large creature with the destabilizing force, then hit them in melee to do <b>[force + detonation_damage]</b> damage.</span>"
. += "<span class='notice'>Does <b>[force + detonation_damage + backstab_bonus]</b> damage if the target is backstabbed, instead of <b>[force + detonation_damage]</b>.</span>"
if(length(trophies))
. += "<span class='notice'>You can use a crowbar on it to remove its attached trophies.</span>"
for(var/t in trophies)
var/obj/item/crusher_trophy/T = t
. += "<span class='notice'>It has \a [T] attached, which causes [T.effect_desc()].</span>"
/obj/item/kinetic_crusher/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/crusher_trophy))
var/obj/item/crusher_trophy/T = I
T.add_to(src, user)
else
return ..()
/obj/item/kinetic_crusher/crowbar_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(LAZYLEN(trophies))
to_chat(user, "<span class='notice'>You remove [src]'s trophies.</span>")
for(var/t in trophies)
var/obj/item/crusher_trophy/T = t
T.remove_from(src, user)
else
to_chat(user, "<span class='warning'>There are no trophies on [src].</span>")
/obj/item/kinetic_crusher/attack(mob/living/target, mob/living/carbon/user)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
to_chat(user, "<span class='warning'>[src] is too heavy to use with one hand. You fumble and drop everything.</span>")
user.drop_r_hand()
user.drop_l_hand()
return
var/datum/status_effect/crusher_damage/C = target.has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(!C)
C = target.apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
var/target_health = target.health
var/temp_force_bonus = 0
var/datum/status_effect/adaptive_learning/A = target.has_status_effect(STATUS_EFFECT_ADAPTIVELEARNING)
if(!A && adaptive_damage_bonus)
A = target.apply_status_effect(STATUS_EFFECT_ADAPTIVELEARNING)
if(A)
temp_force_bonus = A.bonus_damage
A.bonus_damage = min((A.bonus_damage + adaptive_damage_bonus), 20)
force += temp_force_bonus
..()
force -= temp_force_bonus
for(var/t in trophies)
if(!QDELETED(target))
var/obj/item/crusher_trophy/T = t
T.on_melee_hit(target, user)
if(!QDELETED(C) && !QDELETED(target))
C.total_damage += target_health - target.health //we did some damage, but let's not assume how much we did
/obj/item/kinetic_crusher/proc/get_turf_for_projectile(atom/user)
if(ismob(user) && isturf(user.loc))
return user.loc
/obj/item/kinetic_crusher/afterattack(atom/target, mob/living/user, proximity_flag, clickparams)
. = ..()
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(user.has_status_effect(STATUS_EFFECT_DASH) && user.a_intent == INTENT_HELP)
if(user.throw_at(target, range = 3, speed = 3, spin = FALSE, diagonals_first = TRUE))
playsound(src, 'sound/effects/stealthoff.ogg', 50, TRUE, 1)
user.visible_message("<span class='warning'>[user] dashes!</span>")
else
to_chat(user, "<span class='warning'>Something prevents you from dashing!</span>")
user.remove_status_effect(STATUS_EFFECT_DASH)
return
if(!proximity_flag && charged)//Mark a target, or mine a tile.
var/turf/proj_turf = get_turf_for_projectile(user)
if(!isturf(proj_turf))
return
var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf)
for(var/t in trophies)
var/obj/item/crusher_trophy/T = t
T.on_projectile_fire(D, user)
var/modifiers = params2list(clickparams)
D.preparePixelProjectile(target, user, modifiers)
D.firer = user
D.firer_source_atom = src
D.hammer_synced = src
playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1)
D.fire()
charged = FALSE
update_icon()
addtimer(CALLBACK(src, PROC_REF(Recharge)), charge_time)
return
if(proximity_flag && isliving(target))
var/mob/living/L = target
var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)
if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK))
return
var/datum/status_effect/crusher_damage/C = L.has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(!C)
C = L.apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
var/target_health = L.health
for(var/t in trophies)
var/obj/item/crusher_trophy/T = t
T.on_mark_detonation(target, user)
if(!QDELETED(L))
if(!QDELETED(C))
C.total_damage += target_health - L.health //we did some damage, but let's not assume how much we did
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
var/def_check = L.getarmor(type = BOMB)
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
if(!QDELETED(C))
C.total_damage += detonation_damage + backstab_bonus //cheat a little and add the total before killing it, so certain mobs don't have much lower chances of giving an item
L.apply_damage(detonation_damage + backstab_bonus, BRUTE, blocked = def_check)
playsound(user, 'sound/weapons/kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong
else
if(!QDELETED(C))
C.total_damage += detonation_damage
L.apply_damage(detonation_damage, BRUTE, blocked = def_check)
/obj/item/kinetic_crusher/proc/Recharge()
if(!charged)
charged = TRUE
update_icon()
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
/obj/item/kinetic_crusher/ui_action_click(mob/user, actiontype)
light_on = !light_on
playsound(user, 'sound/weapons/empty.ogg', 100, TRUE)
update_brightness(user)
update_icon()
/obj/item/kinetic_crusher/proc/update_brightness(mob/user = null)
if(light_on)
set_light(brightness_on)
else
set_light(0)
/obj/item/kinetic_crusher/update_icon_state()
item_state = "crusher[HAS_TRAIT(src, TRAIT_WIELDED)]"
/obj/item/kinetic_crusher/update_overlays()
. = ..()
if(!charged)
. += "[icon_state]_uncharged"
if(light_on)
. += "[icon_state]_lit"
spawn(1)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtons()
//destablizing force
/obj/item/projectile/destabilizer
name = "destabilizing force"
icon_state = "pulse1"
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
flag = BOMB
range = 6
log_override = TRUE
var/obj/item/kinetic_crusher/hammer_synced
/obj/item/projectile/destabilizer/Destroy()
hammer_synced = null
return ..()
/obj/item/projectile/destabilizer/on_hit(atom/target, blocked = FALSE)
if(isliving(target))
var/mob/living/L = target
var/had_effect = (L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)) //used as a boolean
var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK, hammer_synced)
if(hammer_synced)
for(var/t in hammer_synced.trophies)
var/obj/item/crusher_trophy/T = t
T.on_mark_application(target, CM, had_effect)
var/target_turf = get_turf(target)
if(ismineralturf(target_turf))
if(is_ancient_rock(target_turf))
visible_message("<span class='notice'>This rock appears to be resistant to all mining tools except pickaxes!</span>")
else
var/turf/simulated/mineral/M = target_turf
new /obj/effect/temp_visual/kinetic_blast(M)
M.gets_drilled(firer)
..()
//trophies
/obj/item/crusher_trophy
name = "tail spike"
desc = "A strange spike with no usage."
icon = 'icons/obj/lavaland/artefacts.dmi'
icon_state = "tail_spike"
var/bonus_value = 10 //if it has a bonus effect, this is how much that effect is
var/denied_type = /obj/item/crusher_trophy
/obj/item/crusher_trophy/examine(mob/living/user)
. = ..()
. += "<span class='notice'>Causes [effect_desc()] when attached to a kinetic crusher.</span>"
/obj/item/crusher_trophy/proc/effect_desc()
return "errors"
/obj/item/crusher_trophy/attackby(obj/item/A, mob/living/user)
if(istype(A, /obj/item/kinetic_crusher))
add_to(A, user)
else
..()
/obj/item/crusher_trophy/proc/add_to(obj/item/kinetic_crusher/H, mob/living/user)
for(var/t in H.trophies)
var/obj/item/crusher_trophy/T = t
if(istype(T, denied_type) || istype(src, T.denied_type))
to_chat(user, "<span class='warning'>You can't seem to attach [src] to [H]. Maybe remove a few trophies?</span>")
return FALSE
if(!user.unEquip(src))
return
forceMove(H)
H.trophies += src
to_chat(user, "<span class='notice'>You attach [src] to [H].</span>")
return TRUE
/obj/item/crusher_trophy/proc/remove_from(obj/item/kinetic_crusher/H, mob/living/user)
forceMove(get_turf(H))
H.trophies -= src
return TRUE
/obj/item/crusher_trophy/Destroy()
if(istype(loc, /obj/item/kinetic_crusher))
var/obj/item/kinetic_crusher/crusher = loc
crusher.trophies -= src
return ..()
/obj/item/crusher_trophy/proc/on_melee_hit(mob/living/target, mob/living/user) //the target and the user
return
/obj/item/crusher_trophy/proc/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user) //the projectile fired and the user
return
/obj/item/crusher_trophy/proc/on_mark_application(mob/living/target, datum/status_effect/crusher_mark/mark, had_mark) //the target, the mark applied, and if the target had a mark before
return
/obj/item/crusher_trophy/proc/on_mark_detonation(mob/living/target, mob/living/user) //the target and the user
return
//goliath
/obj/item/crusher_trophy/goliath_tentacle
name = "goliath tentacle"
desc = "A sliced-off goliath tentacle. Suitable as a trophy for a kinetic crusher."
icon_state = "goliath_tentacle"
denied_type = /obj/item/crusher_trophy/goliath_tentacle
bonus_value = 2
var/missing_health_ratio = 0.1
var/missing_health_desc = 10
/obj/item/crusher_trophy/goliath_tentacle/effect_desc()
return "mark detonation to do <b>[bonus_value]</b> more damage for every <b>[missing_health_desc]</b> health you are missing"
/obj/item/crusher_trophy/goliath_tentacle/on_mark_detonation(mob/living/target, mob/living/user)
var/missing_health = user.health - user.maxHealth
missing_health *= missing_health_ratio //bonus is active at all times, even if you're above 90 health
missing_health *= bonus_value //multiply the remaining amount by bonus_value
if(missing_health > 0)
target.adjustBruteLoss(missing_health) //and do that much damage
/obj/item/crusher_trophy/goliath_tentacle/ancient
name = "ancient goliath tentacle"
desc = "A HUGE sliced-off goliath tentacle. Suitable as a trophy for a kinetic crusher."
icon_state = "ancient_goliath_tentacle"
bonus_value = 4
//watcher
/obj/item/crusher_trophy/watcher_wing
name = "watcher wing"
desc = "A wing ripped from a watcher. Suitable as a trophy for a kinetic crusher."
icon_state = "watcher_wing"
denied_type = /obj/item/crusher_trophy/watcher_wing
bonus_value = 5
/obj/item/crusher_trophy/watcher_wing/effect_desc()
return "mark detonation to prevent certain creatures from using certain attacks for <b>[bonus_value*0.1]</b> second\s"
/obj/item/crusher_trophy/watcher_wing/on_mark_detonation(mob/living/target, mob/living/user)
if(ishostile(target))
var/mob/living/simple_animal/hostile/H = target
if(H.ranged) //briefly delay ranged attacks
if(H.ranged_cooldown >= world.time)
H.ranged_cooldown += bonus_value
else
H.ranged_cooldown = bonus_value + world.time
//magmawing watcher
/obj/item/crusher_trophy/blaster_tubes/magma_wing
name = "magmawing watcher wing"
desc = "A still-searing wing from a magmawing watcher. Suitable as a trophy for a kinetic crusher."
icon_state = "magma_wing"
gender = NEUTER
bonus_value = 5
/obj/item/crusher_trophy/blaster_tubes/magma_wing/effect_desc()
return "mark detonation to make the next destabilizer shot deal <b>[bonus_value]</b> damage"
/obj/item/crusher_trophy/blaster_tubes/magma_wing/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user)
if(deadly_shot)
marker.name = "heated [marker.name]"
marker.icon_state = "lava"
marker.damage = bonus_value
marker.nodamage = FALSE
deadly_shot = FALSE
//icewing watcher
/obj/item/crusher_trophy/watcher_wing/ice_wing
name = "icewing watcher wing"
desc = "A carefully preserved frozen wing from an icewing watcher. Suitable as a trophy for a kinetic crusher."
icon_state = "ice_wing"
bonus_value = 8
//legion
/obj/item/crusher_trophy/legion_skull
name = "legion skull"
desc = "A dead and lifeless legion skull. Suitable as a trophy for a kinetic crusher."
icon_state = "legion_skull"
denied_type = /obj/item/crusher_trophy/legion_skull
bonus_value = 3
/obj/item/crusher_trophy/legion_skull/effect_desc()
return "a kinetic crusher to recharge <b>[bonus_value*0.1]</b> second\s faster"
/obj/item/crusher_trophy/legion_skull/add_to(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.charge_time -= bonus_value
/obj/item/crusher_trophy/legion_skull/remove_from(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.charge_time += bonus_value
//blood-drunk hunter
/obj/item/crusher_trophy/miner_eye
name = "eye of a blood-drunk hunter"
desc = "Its pupil is collapsed and turned to mush. Suitable as a trophy for a kinetic crusher."
icon_state = "hunter_eye"
denied_type = /obj/item/crusher_trophy/miner_eye
/obj/item/crusher_trophy/miner_eye/effect_desc()
return "mark detonation to grant stun immunity and <b>75%</b> damage reduction for <b>1</b> second"
/obj/item/crusher_trophy/miner_eye/on_mark_detonation(mob/living/target, mob/living/user)
user.apply_status_effect(STATUS_EFFECT_BLOODDRUNK)
//legion
/obj/item/crusher_trophy/empowered_legion_skull
name = "empowered legion skull"
desc = "A powerful looking skull with glowing red eyes."
icon_state = "ashen_skull"
denied_type = /obj/item/crusher_trophy/empowered_legion_skull
/obj/item/crusher_trophy/empowered_legion_skull/effect_desc()
return "mark detonation grants the ability to dash a short distance on help intent"
/obj/item/crusher_trophy/empowered_legion_skull/on_mark_detonation(mob/living/target, mob/living/user)
user.apply_status_effect(STATUS_EFFECT_DASH)
//ash drake
/obj/item/crusher_trophy/tail_spike
desc = "A spike taken from an ash drake's tail. Suitable as a trophy for a kinetic crusher."
denied_type = /obj/item/crusher_trophy/tail_spike
bonus_value = 5
/obj/item/crusher_trophy/tail_spike/effect_desc()
return "mark detonation to do <b>[bonus_value]</b> damage to nearby creatures and push them back"
/obj/item/crusher_trophy/tail_spike/on_mark_detonation(mob/living/target, mob/living/user)
for(var/mob/living/L in oview(2, user))
if(L.stat == DEAD)
continue
playsound(L, 'sound/magic/fireball.ogg', 20, 1)
new /obj/effect/temp_visual/fire(L.loc)
addtimer(CALLBACK(src, PROC_REF(pushback), L, user), 1) //no free backstabs, we push AFTER module stuff is done
L.adjustFireLoss(bonus_value)
/obj/item/crusher_trophy/tail_spike/proc/pushback(mob/living/target, mob/living/user)
if(!QDELETED(target) && !QDELETED(user) && (!target.anchored || ismegafauna(target))) //megafauna will always be pushed
step(target, get_dir(user, target))
//bubblegum
/obj/item/crusher_trophy/demon_claws
name = "demon claws"
desc = "A set of blood-drenched claws from a massive demon's hand. Suitable as a trophy for a kinetic crusher."
icon_state = "demon_claws"
gender = PLURAL
denied_type = /obj/item/crusher_trophy/demon_claws
bonus_value = 10
var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
/obj/item/crusher_trophy/demon_claws/effect_desc()
return "melee hits to do <b>[bonus_value * 0.2]</b> more damage and heal you for <b>[bonus_value * 0.1]</b>, with <b>5X</b> effect on mark detonation"
/obj/item/crusher_trophy/demon_claws/add_to(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.force += bonus_value * 0.2
H.force_wielded += bonus_value * 0.2
// don't update force since KCs have 0 force by default
H.AddComponent(/datum/component/two_handed, force_wielded = H.force_wielded, force_unwielded = H.force)
H.detonation_damage += bonus_value * 0.8
/obj/item/crusher_trophy/demon_claws/remove_from(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.force -= bonus_value * 0.2
H.force_wielded -= bonus_value * 0.2
H.AddComponent(/datum/component/two_handed, force_wielded = H.force_wielded, force_unwielded = H.force)
H.detonation_damage -= bonus_value * 0.8
/obj/item/crusher_trophy/demon_claws/on_melee_hit(mob/living/target, mob/living/user)
user.heal_ordered_damage(bonus_value * 0.1, damage_heal_order)
/obj/item/crusher_trophy/demon_claws/on_mark_detonation(mob/living/target, mob/living/user)
user.heal_ordered_damage(bonus_value * 0.4, damage_heal_order)
//colossus
/obj/item/crusher_trophy/blaster_tubes
name = "blaster tubes"
desc = "The blaster tubes from a colossus's arm. Suitable as a trophy for a kinetic crusher."
icon_state = "blaster_tubes"
gender = PLURAL
denied_type = /obj/item/crusher_trophy/blaster_tubes
bonus_value = 15
var/deadly_shot = FALSE
/obj/item/crusher_trophy/blaster_tubes/effect_desc()
return "mark detonation to make the next destabilizer shot deal <b>[bonus_value]</b> damage but move slower"
/obj/item/crusher_trophy/blaster_tubes/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user)
if(deadly_shot)
marker.name = "deadly [marker.name]"
marker.icon_state = "chronobolt"
marker.damage = bonus_value
marker.nodamage = FALSE
marker.speed = 2
deadly_shot = FALSE
/obj/item/crusher_trophy/blaster_tubes/on_mark_detonation(mob/living/target, mob/living/user)
deadly_shot = TRUE
addtimer(CALLBACK(src, PROC_REF(reset_deadly_shot)), 300, TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/item/crusher_trophy/blaster_tubes/proc/reset_deadly_shot()
deadly_shot = FALSE
//hierophant
/obj/item/crusher_trophy/vortex_talisman
name = "vortex talisman"
desc = "A glowing trinket that was originally the Hierophant's beacon. Suitable as a trophy for a kinetic crusher."
icon_state = "vortex_talisman"
denied_type = /obj/item/crusher_trophy/vortex_talisman
/obj/item/crusher_trophy/vortex_talisman/effect_desc()
return "mark detonation to create a homing hierophant chaser"
/obj/item/crusher_trophy/vortex_talisman/on_mark_detonation(mob/living/target, mob/living/user)
var/obj/effect/temp_visual/hierophant/chaser/chaser = new(get_turf(user), user, target, 3, TRUE)
chaser.monster_damage_boost = FALSE // Weaker due to no cooldown
chaser.damage = 20 //But also stronger due to AI / mining mob resistance
/obj/effect/temp_visual/hierophant/wall/crusher
duration = 75
/obj/item/crusher_trophy/adaptive_intelligence_core
name = "adaptive intelligence core"
desc = "Seems to be one of the cores from a massive robot. Suitable as a trophy for a kinetic crusher."
icon_state = "adaptive_core"
denied_type = /obj/item/crusher_trophy/adaptive_intelligence_core
bonus_value = 2
/obj/item/crusher_trophy/adaptive_intelligence_core/effect_desc()
return "melee hits deal <b>[bonus_value]</b> more damage per hit after hitting a target, up to <b>[bonus_value * 10]</b> extra damage to that target"
/obj/item/crusher_trophy/adaptive_intelligence_core/add_to(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.adaptive_damage_bonus += bonus_value
/obj/item/crusher_trophy/adaptive_intelligence_core/remove_from(obj/item/kinetic_crusher/H, mob/living/user)
. = ..()
if(.)
H.adaptive_damage_bonus -= bonus_value