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https://github.com/Sandstorm-Station/Sandstorm-Station-13.git
synced 2026-08-22 20:57:48 +01:00
Mining update (#30)
* smol mining update
* Revert "smol mining update"
This reverts commit 9a0bd466ff.
* the .wav files i will use
* the rest that is being added for now
* fixes your stuff
* makes the crusher purchasable
* fixes legion's trophy
* so many icons and oggs
* SIF and more icons
* even more icons, sorry
* new modkits, yay
* oh come on, it didn't update
* some bosses seen to be ready
* Glory Kill system, should work just fine
* even more icons, jeez, also, elite mods
* oh hey, i got the icon
* almost done
* icons and meme dragon
* it's icon was hidden and i didn't notice
* why do i hear boss music ?
* one day...
* while Nano was...
* not continuing that
* stole some compatibility stuff
* the end is near
* some stuff to make stuff work
* probably one of the last commits
* king goat itself
* THE ERRORS, THEY'RE EVERYWHERE
* so close...
* the new ruins should spawn now
* should be the last commit, let's test it
* Now The Gladiator actually exists
* make them mad, and toggle their music
* oh, wait, need to give you the new files
* i think i saved someone's ears
* missing areas, i'm sorry
* good luck fighting KG without a ladder
* just leave a comment, nothing else
* fixes double spawn at least for hiero, aka why the fuck make two of the same proc and not remove 1st
* invisible hat, not anymore
* takes some stuff before bob even merges it on theirs
* how did these icons disappear ?
* fixes some oopsies
* sand plz help
* *fixes your thing*
* and i think i fixed the other
* fixes
* no async needed
* im done, just merge this useless thing
Co-authored-by: crazyraio2 <44246096+crazyraio2@users.noreply.github.com>
This commit is contained in:
co-authored by
crazyraio2
parent
fd16319e61
commit
d312fbc4db
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/obj/item/stack/sheet/animalhide/goliath_hide/vest
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name = "green armor vest"
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desc = "100% armor pickup. Can be used to improve some types of armor."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "armoralt"
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item_state = "armoralt"
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color = "#00FF00"
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light_power = 1
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light_range = 2
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light_color = "#00FF00"
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/obj/item/stack/sheet/animalhide/goliath_hide/vest/blue
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name = "mega armor vest"
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desc = "200% armor pickup. Can be used to improve some types of armor."
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icon = 'icons/obj/clothing/suits.dmi'
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icon_state = "armoralt"
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item_state = "armoralt"
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color = "#0000FF"
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light_power = 2
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light_range = 3
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light_color = "#0000FF"
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/obj/item/reagent_containers/glass/beaker/synthflesh/healthvial
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name = "health potion"
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desc = "+1% health. Can be splashed to heal brute and burn damage."
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color = "#0000FF"
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light_power = 1
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light_range = 2
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light_color = "#0000FF"
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/obj/effect/mine/pickup/bloodbath/berserk
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duration = 100
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var/extraduration = 1100
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/obj/effect/mine/pickup/bloodbath/berserk/mineEffect(mob/living/carbon/victim)
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='reallybig redtext'><b>RIP AND TEAR</b></span>")
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var/old_color = victim.client.color
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var/static/list/red_splash = list(1,0,0,0.8,0.2,0, 0.8,0,0.2,0.1,0,0)
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var/static/list/pure_red = list(0,0,0,0,0,0,0,0,0,1,0,0)
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victim.log_message("entered a berserk frenzy", LOG_ATTACK)
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victim.reagents.add_reagent(/datum/reagent/medicine/adminordrazine,50)
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to_chat(victim, "<span class='warning'>KILL, KILL, KILL!</span>")
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victim.client.color = pure_red
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animate(victim.client,color = red_splash, time = 10, easing = SINE_EASING|EASE_OUT)
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sleep(duration)
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victim.client.color = old_color
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sleep(extraduration)
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victim.log_message("exited a berserk frenzy", LOG_ATTACK)
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qdel(src)
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/turf/open/floor/carpet/blue/doomed
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name = "marine base carpet"
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desc = "Carpet, so barefoot demons can have some comfort."
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floor_tile = null
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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/turf/closed/wall/mineral/plastitanium/doomed
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name = "marine base wall"
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desc = "A very doomed wall."
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explosion_block = 50
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/obj/machinery/door/airlock/titanium/doomed
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name = "marine base airlock"
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desc = "Knee deep in the dead."
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/obj/machinery/door/airlock/titanium/doomed/locked
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name = "jammed airlock"
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desc = "It seems to be functional... there has to be a way to open it."
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explosion_block = 50
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var/list/candylist = list()
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var/shouldunlock = FALSE
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/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/Initialize()
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for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
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candylist += C
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if(candylist.len)
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close()
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sleep(5)
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bolt()
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/obj/machinery/door/airlock/titanium/doomed/locked/obj/machinery/door/airlock/titanium/doomed/locked/process()
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. = ..()
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candylist = list()
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for(var/mob/living/simple_animal/hostile/asteroid/elite/candy/C in view(15))
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if(C.stat != DEAD)
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candylist += C
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return
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if(!candylist.len)
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STOP_PROCESSING(SSprocessing, src)
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unbolt()
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/obj/item/gun/ballistic/shotgun/doomed
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name = "classic pump-action shotgun"
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desc = "Shotguns can deliver a heavy punch at close range and a generous pelting from a distance. Not nearly as powerful as it's super variant."
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icon = 'sandcode/icons/obj/doom.dmi'
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icon_state = "pumpshotgun"
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w_class = WEIGHT_CLASS_NORMAL
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/obj/structure/fermenting_barrel/doom
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name = "toxic waste barrel"
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desc = "Filled with bad stuff. Probably explodes."
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icon = 'sandcode/icons/obj/doom.dmi'
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icon_state = "barrel"
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/obj/structure/fermenting_barrel/doom/Initialize()
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..()
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src.reagents.add_reagent(pick(subtypesof(/datum/reagent/toxin)), 300)
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/obj/structure/fermenting_barrel/doom/Destroy()
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. = ..()
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explosion(src.loc, -1, -1, 1, -1, 0, 3)
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/area/ruin/powered/e1m1
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name = "Hangar"
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dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
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icon_state = "dk_yellow"
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@@ -0,0 +1,53 @@
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/turf/open/indestructible/gold
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name = "gold floor"
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baseturfs = /turf/open/indestructible/gold
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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icon_state = "gold"
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tiled_dirt = FALSE
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desc = "Very rich floor made out of pure gold! This floor seems indestructible for some reason..."
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/turf/open/indestructible/diamond
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name = "diamond floor"
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baseturfs = /turf/open/indestructible/diamond
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initial_gas_mix = LAVALAND_DEFAULT_ATMOS
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icon_state = "diamond"
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tiled_dirt = FALSE
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desc = "Very rich floor made out of pure diamond! This floor seems indestructible for some reason..."
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/obj/item/projectile/goat
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name = "goat"
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icon = 'icons/mob/animal.dmi'
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icon_state = "goat"
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damage = 5
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damage_type = BRUTE
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flag = "bullet"
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/obj/item/projectile/goat/on_hit(atom/target)
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knockdown = 20
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var/turf/location = get_turf(target)
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new/mob/living/simple_animal/hostile/retaliate/goat(location)
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playsound(location, 'sandcode/sound/items/goatsound.ogg', 40, TRUE)
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qdel(src)
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/obj/item/ammo_casing/energy/goat
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projectile_type = /obj/item/projectile/goat
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select_name = "goat"
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/obj/item/gun/energy/goatgun
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name = "goat gun"
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desc = "Whoever you fire this at is gonna be in for a baaaaaaad surprise." //ha ha I am funny man please laugh HAHAHAHAHAHAHAHA
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icon = 'sandcode/icons/obj/guns/goatgun.dmi'
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icon_state = "goat_gun"
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item_state = "c20r"
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w_class = WEIGHT_CLASS_BULKY
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ammo_type = list(/obj/item/ammo_casing/energy/goat)
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cell_type = /obj/item/stock_parts/cell
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clumsy_check = 0
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selfcharge = 1
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/obj/structure/ladder/unbreakable/goat
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name = "Ladder Out of King Goats Lair"
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desc = "Apparantly the exit was inside him the whole time...gross."
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resistance_flags = INDESTRUCTIBLE
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id = "goatlayer"
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height = 1
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@@ -0,0 +1,91 @@
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/obj/item/katana/goldbrand
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icon = 'sandcode/icons/obj/items_and_weapons.dmi'
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icon_state = "goldbrand"
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item_state = "goldbrand"
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lefthand_file = 'sandcode/icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'sandcode/icons/mob/inhands/weapons/swords_righthand.dmi'
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name = "Goldbrand"
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desc = "Granted only to those who prove themselves in battle, this sword cuts and burns flesh."
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force = 18
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armour_penetration = 15
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block_chance = 35 //not too bad really
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var/burn_force = 5
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var/firestacking = 10
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light_color = "#FFFF99"
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light_range = 2
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light_power = 1
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var/list/ourmegafauna = list()
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var/upgradedname = "Eltonbrand"
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var/upgradeddesc = "Go to Hell, Carolina!"
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/katana/goldbrand/Initialize()
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..()
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START_PROCESSING(SSobj,src)
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/obj/item/katana/goldbrand/process()
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ourmegafauna = list()
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for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
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ourmegafauna += M
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if(!ourmegafauna.len)
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visible_message("<span class='warning'>[src] shines brightly, turning into [upgradedname]!</span>")
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name = upgradedname
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desc = upgradeddesc
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block_chance = 66
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armour_penetration = 35
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force = 20
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burn_force = 20
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firestacking = 20
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light_range = 3
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light_power = 2
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w_class = WEIGHT_CLASS_NORMAL
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STOP_PROCESSING(SSobj,src)
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/obj/item/katana/goldbrand/afterattack(target, user)
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..()
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if(iscarbon(target))
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var/mob/living/carbon/L = target
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var/mob/living/carbon/ourman = user
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L.apply_damage(damage = burn_force,damagetype = BURN, def_zone = L.get_bodypart(check_zone(ourman.zone_selected)), blocked = FALSE, forced = FALSE)
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L.adjust_fire_stacks(firestacking)
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L.IgniteMob()
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else if(isliving(target))
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var/mob/living/thetarget = target
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thetarget.adjustBruteLoss(burn_force)
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/obj/effect/wrath
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name = "Wrath's Wall"
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desc = "Only those who truly revel in destruction can pass."
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anchored = TRUE
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density = TRUE
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icon_state = "shield-cult"
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icon = 'icons/effects/cult_effects.dmi'
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color = "#FF0000"
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var/list/megalist = list()
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var/list/cmegalist = list()
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/obj/effect/wrath/Initialize()
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..()
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megalist = list("Cockblock", "Cockblock", "Cockblock") //cockblock just to be sure that no one goes through the wrath wall in the 10 minute grace period
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addtimer(CALLBACK(src, .proc/updatemegalist), 6000) //10 minutes delay so that all megafauna can spawn and etc.
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/obj/effect/wrath/proc/updatemegalist()
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megalist = list()
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for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
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megalist += M.name
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/obj/effect/wrath/CanPass(atom/movable/mover, turf/target)
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cmegalist = list() //clears the list to not cause problems.
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for(var/mob/living/simple_animal/hostile/megafauna/M in GLOB.mob_living_list)
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cmegalist += M
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if(ishuman(mover))
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var/mob/living/carbon/human/H = mover
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if(cmegalist.len <= megalist.len - 2)
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H.visible_message("<span class='warning'>[H] pushes through [src]!</span>", "<span class='notice'>You deserve your reward. Reap your hunt.</span>")
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return TRUE
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else
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to_chat(H, "<span class='warning'>Just touching the door burns your hand... You're not ready.</span>")
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H.apply_damage(damage = 5,damagetype = BURN, def_zone = H.get_bodypart(BODY_ZONE_R_ARM), blocked = FALSE, forced = FALSE)
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/area/ruin/powered/wrath
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icon_state = "dk_yellow"
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