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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
47 lines
2.0 KiB
Plaintext
47 lines
2.0 KiB
Plaintext
/**
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* Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher!
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*
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* Used for all the mobs droppin' crusher trophies
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*/
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/datum/element/crusher_loot
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Path of the trophy dropped
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var/trophy_type
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/// chance to drop the trophy, lowered by the mob only taking partial crusher damage instead of full
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/// for example, 25% would mean ~4 mobs need to die before you find one.
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/// but it would be more if you didn't deal full crusher damage to them.
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var/drop_mod
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/// If true, will immediately spawn the item instead of putting it in butcher loot.
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var/drop_immediately
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/datum/element/crusher_loot/Attach(datum/target, trophy_type, drop_mod = 25, drop_immediately = FALSE)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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src.trophy_type = trophy_type
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src.drop_mod = drop_mod
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src.drop_immediately = drop_immediately
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/datum/element/crusher_loot/Detach(datum/target)
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UnregisterSignal(target, COMSIG_LIVING_DEATH)
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return ..()
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/datum/element/crusher_loot/proc/on_death(mob/living/target, gibbed)
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SIGNAL_HANDLER
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var/datum/status_effect/crusher_damage/damage = target.has_status_effect(/datum/status_effect/crusher_damage)
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// SKYRAT EDIT START - ASHWALKER TROPHIES
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var/datum/status_effect/ashwalker_damage/ashie_damage = target.has_status_effect(/datum/status_effect/ashwalker_damage) // SKYRAT EDIT ADDITION
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var/damage_total = damage?.total_damage + ashie_damage?.total_damage // SKYRAT EDIT ADDITION
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if(damage_total && prob((damage_total/target.maxHealth) * drop_mod)) //on average, you'll need to kill 4 creatures before getting the item. by default. // SKYRAT EDIT - ORIGINAL: if(damage && prob((damage.total_damage/target.maxHealth) * drop_mod))
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// SKYRAT EDIT END - ASHWALKER TROPHIES
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if(drop_immediately)
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new trophy_type(get_turf(target))
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else
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target.butcher_results[trophy_type] = 1
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