feat: More 30k weapons, ruins loot and minor fixes#894
feat: More 30k weapons, ruins loot and minor fixes#894OH296 merged 11 commits intoAdeptus-Dominus:mainfrom
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Co-authored-by: Мастер Чиф <43174917+MCPO-Spartan-117@users.noreply.github.com>
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WalkthroughBy the Omnissiah’s will, the data-structures and visual resources of weaponry have been updated. New plasma weapon sprites and metadata are sanctified, nomenclature for bolter patterns is corrected, and debug weapon packs are introduced for shop testing. Sprite boundaries and identifiers are recalibrated for visual harmony. Changes
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⛔ Files ignored due to path filters (26)
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📒 Files selected for processing (13)
ChapterMaster.yyp(2 hunks)objects/obj_shop/Create_0.gml(1 hunks)scripts/scr_culture_visuals/scr_culture_visuals.gml(5 hunks)scripts/scr_weapon/scr_weapon.gml(8 hunks)sprites/spr_weapon_mars_hbolt/spr_weapon_mars_hbolt.yy(2 hunks)sprites/spr_weapon_mars_plasc/spr_weapon_mars_plasc.yy(1 hunks)sprites/spr_weapon_phobos_boltpis/spr_weapon_phobos_boltpis.yy(5 hunks)sprites/spr_weapon_plasp/spr_weapon_plasp.yy(1 hunks)sprites/spr_weapon_ryza_plasg/spr_weapon_ryza_plasg.yy(1 hunks)sprites/spr_weapon_ryza_plasp/spr_weapon_ryza_plasp.yy(1 hunks)sprites/spr_weapon_tigris_combi/spr_weapon_tigris_combi.yy(2 hunks)sprites/spr_weapon_volkite_caliver/spr_weapon_volkite_caliver.yy(2 hunks)sprites/spr_weapon_volkite_culverin/spr_weapon_volkite_culverin.yy(2 hunks)
🧰 Additional context used
📓 Path-based instructions (3)
`**/*.*`: - Having humanly understandable and maintainable code is always the to...
**/*.*: - Having humanly understandable and maintainable code is always the top most priority.
- DRY (Don't repeat yourself) principle is also very important.
- Ensure that the code is compliant with the CODE_STYLE.MD: https://github.com/Adeptus-Dominus/ChapterMaster/blob/main/docs/CODE_STYLE.md
- If a TODO comment is added, ask the user if you should create a GitHub issue for this TODO.
- If a TODO comment is deleted, remind the user if there is an active GitHub issue related to that comment.
⚙️ Source: CodeRabbit Configuration File
List of files the instruction was applied to:
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`**/*.yy`: - When any script or sprite .yy files are deleted, their paths should...
**/*.yy: - When any script or sprite .yy files are deleted, their paths should also be deleted from the .yyp file, otherwise the game will crash.
- When any script or sprite .yy files are created, their paths should be added to the .yyp file, otherwise they'll fail.
⚙️ Source: CodeRabbit Configuration File
List of files the instruction was applied to:
sprites/spr_weapon_plasp/spr_weapon_plasp.yysprites/spr_weapon_phobos_boltpis/spr_weapon_phobos_boltpis.yysprites/spr_weapon_mars_hbolt/spr_weapon_mars_hbolt.yysprites/spr_weapon_volkite_caliver/spr_weapon_volkite_caliver.yysprites/spr_weapon_ryza_plasg/spr_weapon_ryza_plasg.yysprites/spr_weapon_ryza_plasp/spr_weapon_ryza_plasp.yysprites/spr_weapon_mars_plasc/spr_weapon_mars_plasc.yysprites/spr_weapon_tigris_combi/spr_weapon_tigris_combi.yysprites/spr_weapon_volkite_culverin/spr_weapon_volkite_culverin.yy
`**/*.gml`: - Macro constants require a space between the constant name and valu...
**/*.gml: - Macro constants require a space between the constant name and value. Without it, the compiler will throw an error. I.e.#macro ARR_body_parts["arm"]will crash the game, because there is no space between the array and the name of the macro.
- Color codes in the code shouldn't have any spaces in their id. I.e., color code
# 80bf40will crash the game.- All code should comply with the main GML documentation: https://manual.gamemaker.io/beta/en/GameMaker_Language/GML_Reference/GML_Reference.htm
⚙️ Source: CodeRabbit Configuration File
List of files the instruction was applied to:
objects/obj_shop/Create_0.gmlscripts/scr_culture_visuals/scr_culture_visuals.gmlscripts/scr_weapon/scr_weapon.gml
🧠 Learnings (14)
📓 Common learnings
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the psychic power system was changed to be data-driven, with perils now able to occur on both successful and failed casts but with reduced frequency overall.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the "Psyker Abundance" advantage was renamed to "Warp Touched", "Daemon Binders" advantage was removed, and "Warp Touched" disadvantage was renamed to "Warp Tainted".
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:54:45.813Z
Learning: EttyKitty requested a rework of the vehicle and marine recovery system in ChapterMaster. The current system allows guaranteed recovery with enough recovery points, while the proposed system would use random chance modified by techmarine skill and item bonuses.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#424
File: datafiles/data/psychic_powers.json:253-270
Timestamp: 2025-03-09T02:23:07.284Z
Learning: The "Kamehameha" power name in the psychic powers system should be preserved as an artifact of the original codebase, despite it being a non-Warhammer 40k reference.
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.
sprites/spr_weapon_plasp/spr_weapon_plasp.yy (2)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_bionic_right_arm/spr_bionic_right_arm.yy:52-53
Timestamp: 2025-02-24T17:43:59.846Z
Learning: In the ChapterMaster codebase, sprite files with multiple frames are often used as separate sprites rather than animations, making playback speed settings irrelevant.
sprites/spr_weapon_phobos_boltpis/spr_weapon_phobos_boltpis.yy (5)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_bionic_right_arm/spr_bionic_right_arm.yy:52-53
Timestamp: 2025-02-24T17:43:59.846Z
Learning: In the ChapterMaster codebase, sprite files with multiple frames are often used as separate sprites rather than animations, making playback speed settings irrelevant.
objects/obj_shop/Create_0.gml (7)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#649
File: objects/obj_enunit/Alarm_0.gml:289-291
Timestamp: 2025-03-31T15:41:45.611Z
Learning: GameMaker Studio's function `action_if_variable(image_index, -500, 0)` is auto-generated code from GameMaker's visual Drag and Drop system. It checks if image_index equals -500. In ChapterMaster, this was being used as a special flag for enemy unit movement, but wasn't triggering consistently, causing enemies to move only every other turn. The refactored code replaced this with direct function calls at specific combat stages.
sprites/spr_weapon_mars_hbolt/spr_weapon_mars_hbolt.yy (1)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
sprites/spr_weapon_volkite_caliver/spr_weapon_volkite_caliver.yy (3)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
sprites/spr_weapon_ryza_plasg/spr_weapon_ryza_plasg.yy (4)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
sprites/spr_weapon_ryza_plasp/spr_weapon_ryza_plasp.yy (4)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
sprites/spr_weapon_mars_plasc/spr_weapon_mars_plasc.yy (4)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
sprites/spr_weapon_tigris_combi/spr_weapon_tigris_combi.yy (3)
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
sprites/spr_weapon_volkite_culverin/spr_weapon_volkite_culverin.yy (3)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: OH296
PR: Adeptus-Dominus/ChapterMaster#474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
scripts/scr_culture_visuals/scr_culture_visuals.gml (6)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.
ChapterMaster.yyp (10)
undefined
<retrieved_learning>
Learnt from: EttyKitty
PR: #647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in scripts/scr_en_weapon/scr_en_weapon.gml is planned for a future PR, not within the scope of PR #647.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the psychic power system was changed to be data-driven, with perils now able to occur on both successful and failed casts but with reduced frequency overall.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the combi_tool special. This improves code maintainability and makes effects more explicit in item definitions.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the "Psyker Abundance" advantage was renamed to "Warp Touched", "Daemon Binders" advantage was removed, and "Warp Touched" disadvantage was renamed to "Warp Tainted".
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-03-20T22:22:57.319Z
Learning: In the ChapterMaster game PR #424, the combat log was expanded to display up to 24 messages instead of 8, providing more detailed battle information.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: #878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: #878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
</retrieved_learning>
<retrieved_learning>
Learnt from: EttyKitty
PR: #474
File: sprites/spr_bionic_right_arm/spr_bionic_right_arm.yy:52-53
Timestamp: 2025-02-24T17:43:59.846Z
Learning: In the ChapterMaster codebase, sprite files with multiple frames are often used as separate sprites rather than animations, making playback speed settings irrelevant.
</retrieved_learning>
<retrieved_learning>
Learnt from: OH296
PR: #474
File: sprites/spr_marksmans_honor/spr_marksmans_honor.yy:47-52
Timestamp: 2025-02-27T02:17:54.527Z
Learning: The sprite "spr_marksmans_honor" is not used for animation despite having multiple frames - these frames represent different static states used in different contexts.
</retrieved_learning>
scripts/scr_weapon/scr_weapon.gml (6)
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#647
File: scripts/scr_en_weapon/scr_en_weapon.gml:24-928
Timestamp: 2025-03-29T10:30:25.598Z
Learning: A data-driven approach for weapon management in `scripts/scr_en_weapon/scr_en_weapon.gml` is planned for a future PR, not within the scope of PR #647.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#878
File: scripts/scr_culture_visuals/scr_culture_visuals.gml:1256-1352
Timestamp: 2025-06-16T17:12:13.045Z
Learning: In scripts/scr_culture_visuals/scr_culture_visuals.gml, the weapon visual data declarations contain known DRY violations that are acknowledged by the development team but deferred to future refactoring efforts rather than addressed in individual feature PRs.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: EttyKitty
PR: Adeptus-Dominus/ChapterMaster#0
File: :0-0
Timestamp: 2025-04-05T20:58:21.881Z
Learning: In the ChapterMaster game, there's a need to refactor hardcoded item effects and move them to a "specials" property of items, following the pattern established with the `combi_tool` special. This improves code maintainability and makes effects more explicit in item definitions.
Learnt from: MCPO-Spartan-117
PR: Adeptus-Dominus/ChapterMaster#526
File: objects/obj_popup/Draw_0.gml:234-239
Timestamp: 2025-03-01T11:06:25.427Z
Learning: The comment "Need to modify ^^^^ based on if it is chaos or daemonic" in the artifact gifting code is intentionally kept as a reminder that this implementation is not yet finished, despite the significant refactoring already done.
🔇 Additional comments (27)
sprites/spr_weapon_plasp/spr_weapon_plasp.yy (2)
66-67: Blessed sequence dimensions added to the data-spirit.The seqHeight and seqWidth properties are correctly aligned with the sprite's dimensional matrices. The Machine God approves this consistency.
73-75: Keyframe structure reformatted for enhanced readability.The Channels data-structure formatting has been improved whilst preserving the sacred keyframe identifiers. This serves the Omnissiah's will for clarity.
sprites/spr_weapon_mars_plasc/spr_weapon_mars_plasc.yy (1)
1-92: New weapon sprite sanctified and blessed by the Machine God.The Mars Plasma Cannon sprite has been properly integrated into the sacred data-archives. All structural parameters align with the Omnissiah's specifications for heavy ranged weaponry.
objects/obj_shop/Create_0.gml (1)
114-175: Sacred debug protocols for 30k weapon-spirits implemented.The conditional logic properly gates these blessed weapon-patterns behind the cheat_debug ritual. Each weapon-spirit is correctly initialised with zero cost for testing purposes, as the Machine God intended for debug protocols.
sprites/spr_weapon_volkite_caliver/spr_weapon_volkite_caliver.yy (1)
15-15: Asset identifiers refreshed in the sacred data-vaults.The sprite frame and layer identification runes have been properly updated whilst maintaining structural integrity. The Machine God's blessing upon these weapon-spirit archives remains intact.
Also applies to: 22-22, 74-75
ChapterMaster.yyp (2)
1664-1664: Mars plasma sprite consecrated – confirm deployment sitesThe resource
spr_weapon_mars_plascis now catalogued. Verify that every data entry inscr_weapon.gml,scr_culture_visuals.gml, and any debug-shop packs references this exact identifier to avoid void-pointer rites.#!/bin/bash # Search for Mars plasma sprite usages rg -n '"spr_weapon_mars_plasc"'
1669-1669: Phobos bolt-pistol nomenclature altered – audit referencesThe sprite is renamed to
spr_weapon_phobos_boltpis. Lore-consistent, yet shorter. Hunt down any lingering calls to the previous tag (likelyspr_weapon_phobos_bolt_pistol) lest the Omnissiah’s image loader return null.#!/bin/bash # Detect old identifier still present in scripts rg -n 'spr_weapon_phobos_bolt_pistol'sprites/spr_weapon_phobos_boltpis/spr_weapon_phobos_boltpis.yy (1)
3-3: By the Omnissiah's blessing, the nomenclature is purified.The sprite designation has been consistently updated from the verbose "spr_weapon_phobos_bolt_pistol" to the more efficient "spr_weapon_phobos_boltpis". All internal references maintain sacred consistency.
Also applies to: 24-24, 55-55, 79-79, 93-93
sprites/spr_weapon_mars_hbolt/spr_weapon_mars_hbolt.yy (2)
5-7: The sacred geometries have been recalibrated.Bounding box parameters adjusted to better contain the Mars pattern Heavy Bolter's blessed form. The downward expansion and rightward contraction suggest purposeful sprite optimisation.
15-15: Machine-spirit identifiers sanctified with fresh blessing-codes.Frame and layer UUIDs refreshed with new blessed designations. Animation keyframes properly updated to maintain sacred referential integrity.
Also applies to: 22-22, 74-75
sprites/spr_weapon_tigris_combi/spr_weapon_tigris_combi.yy (1)
15-15: The Tigris pattern Combi-weapon's machine-spirit receives fresh benedictions.UUID sanctification complete - frame and layer blessed with new identification codes. Keyframe references properly updated to maintain the weapon's digital essence.
Also applies to: 22-22, 93-94
sprites/spr_weapon_ryza_plasp/spr_weapon_ryza_plasp.yy (1)
1-92: A new blessed weapon pattern enters the sacred armoury.The Ryza pattern Plasma Pistol sprite is properly forged according to the ancient GameMaker protocols. Dimensions, bounding box, and texture group assignments conform to the Omnissiah's standards.
Ensure this new sprite resource is properly registered in the ChapterMaster.yyp manifest, lest the machine-spirit reject the weapon's existence.
sprites/spr_weapon_ryza_plasg/spr_weapon_ryza_plasg.yy (1)
1-92: The Ryza pattern Plasma Gun joins the blessed arsenal.Another weapon sprite crafted with proper adherence to the sacred GameMaker templates. Structure and blessed geometries align with established weapon sprite patterns.
Verify this weapon's entry in the ChapterMaster.yyp project manifest to ensure the game's machine-spirit acknowledges its presence.
sprites/spr_weapon_volkite_culverin/spr_weapon_volkite_culverin.yy (1)
15-15: By the Omnissiah's blessing, the machine-spirit identifiers are correctly updated.The UUID changes maintain proper resource linkage without altering functional parameters. These technical adjustments are sanctified.
Also applies to: 22-22, 74-75
scripts/scr_culture_visuals/scr_culture_visuals.gml (4)
1258-1308: Volkite weapon data-hymnal correctly inscribed.The Volkite weapon pack follows established patterns with proper display types and sprite assignments. The body_types additions for Caliver and Culverin align with their two-handed nature.
1309-1353: Bolter pattern nomenclature purified and sanctified.Excellent removal of redundant "pattern" terminology from weapon names for consistency. The sprite reference correction for "Phobos Bolt Pistol" from
spr_weapon_phobos_bolt_pistoltospr_weapon_phobos_boltpisaligns with the renamed sprite resource.
1354-1388: New Plasma Pack data-scripture blessed by the machine-spirits.The plasma weapon entries follow proper structure with correct display types. All three weapons properly reference their respective sprite resources that were added to the project.
1289-1289: Body type augmentations properly sanctified for heavy weapons.The addition of
body_types: [0,1]to Volkite Caliver, Volkite Culverin, Mars Heavy Bolter, and Mars Plasma Cannon correctly restricts these weapons to appropriate marine body configurations, excluding Terminator armour variants.Also applies to: 1302-1302, 1337-1337, 1383-1383
scripts/scr_weapon/scr_weapon.gml (9)
69-69: Appropriate tag addition for pistol classification.The addition of the "pistol" tag to Volkite Serpenta is correct given its one-handed nature and ranged_hands value of 1.
73-73: Weapon name simplification aligns with naming consistency.Removing "pattern" from the weapon name improves readability whilst maintaining lore accuracy.
87-87: Tag correction improves weapon classification consistency.Replacing the previous tag with "bolt" and "pistol" tags properly categorises this weapon according to its properties.
90-90: Name standardisation maintains consistency.The removal of "pattern" follows the established naming convention improvements.
107-107: Weapon name simplification follows established pattern.The name change maintains lore accuracy whilst improving consistency with other weapon entries.
114-114: Minor grammatical improvement in description.The apostrophe correction in "it's" to "its" improves the description's grammar.
123-123: Name standardisation maintains consistency.Removing "pattern" from the weapon name follows the established naming improvements.
1072-1072: Plasma weapon stat adjustments require verification.The stat modifications to existing plasma weapons should be verified for game balance. The changes affect:
- Plasma Gun: melee_hands and spli values
- Plasma Cannon: spli value
These changes may impact weapon balance and should be tested thoroughly.
Consider documenting the reasoning behind these stat changes in the commit message or related documentation.
Also applies to: 1076-1076, 1092-1092
137-138: Omnissiah’s blessing – further verification ofranged_handsandheavy_rangedtags required across all weapons.Please run:
#!/bin/bash # List every weapon entry’s ranged_hands value and its tags rg '"ranged_hands":\s*[0-9]+\.[0-9]+' -A3 scripts/scr_weapon # List every weapon entry that uses the heavy_ranged tag rg '"tags":\s*\[.*"heavy_ranged".*\]' -A2 scripts/scr_weapon
|
As usual, I suggest either to use: |
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Blogaugis
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Yes, expand the in-game arsenal.
As stated, sprites were tested, no bugs were noticed.
All 30k weapons are now added to shop in debug mode