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adds power creep #14760

Merged
merged 3 commits into from May 19, 2017
Merged

adds power creep #14760

merged 3 commits into from May 19, 2017

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ghost
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@ghost ghost commented Apr 28, 2017

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spawn(rand(1,3) SECONDS)
var/power_to_use = min(charge, rand(800,1200))
playsound(loc, 'sound/effects/eleczap.ogg', 80, 1)
use(power_to_use)
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The sound effect and the rest of the code should be indented under an if for this - if the cell can't give you the power you want, this returns a 0.

)
result = /obj/item/weapon/cell/crepe
time = 300
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since no other kitchen recipe uses this, it might confuse people

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It's for balancing

@FudgePucker
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Good shit 👌

@@ -112,6 +112,27 @@
w_type = RECYK_BIOLOGICAL
minor_fault = 1

/obj/item/weapon/cell/crepe
name = "power crepe"
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crêpe

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Don't have atom on this computer, will have to wait till monday for accents

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What if you add it via editing the file on Github?

@@ -112,6 +112,27 @@
w_type = RECYK_BIOLOGICAL
minor_fault = 1

/obj/item/weapon/cell/crepe
name = "power crepe"
desc = "Warning: May contain dairy products, 12,000kw of searing death, gluten."
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kW

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That's still the wrong unit, so who cares

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Oh yeah.

kJ

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wouldn't it be just (J) Joules in this case? or 12kJ ?

if(use(power_to_use))
user.adjustFireLoss(power_to_use/100) //So 8 to 12 damage
user.visible_message("<span class = 'notice'>\The [user] is electrocuted by \the [src]</span>", "<span class = 'warning'>You are [pick("frazzled","electrocuted","zapped")] by \the [src]!</span>")
user.set_light(2,2,"#ffff00")
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Doesn't this fuck with things like getting set on fire?

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If you're on fire, why are you eating something that deals burn damage?

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Bzzt, wrong answer.

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Well, how would you recommend doing it?

Most things that update lighting update it every so few ticks (The light virus effect, radglow, and I would assume fire), but there's no real way to revert back to that with this.

Two ways I can think of doing it. Store the light settings in temporary variables to be restored after the cooldown, or check if the person is alight already and if so don't light them up.

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To handle this properly you need wrappers, managers for lighting colors and whatever.

so... I'd just recommend it not doing anything if they're already lit. Not perfect but least effort.

What you'd need is a list of light effects on mobs, then produce a final color, range and power based on all of those.

@ghost
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ghost commented Apr 29, 2017

???

@PJB3005 PJB3005 added the Content Adds something. Neat! label Apr 30, 2017
@Megamaw
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Megamaw commented May 7, 2017

are we ready to approve because this is an amazing pr

@Intigracy Intigracy merged commit 32d889c into vgstation-coders:Bleeding-Edge May 19, 2017
@Intigracy Intigracy added the Update WIKI Update the wiki at some point please. label May 19, 2017
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Make sure you update the wiki.

Megamaw added a commit to Megamaw/vgstation13 that referenced this pull request May 19, 2017
ihadtoregisterforthis pushed a commit to ihadtoregisterforthis/fork4 that referenced this pull request Jul 3, 2017
* adds power creep

* proper check for cell usage

* trying the in-browser editor
d3athrow pushed a commit that referenced this pull request Jul 4, 2017
* adds power creep

* proper check for cell usage

* trying the in-browser editor
@ghost ghost deleted the power_creep branch July 9, 2017 12:00
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9 participants