fix: Cataphractii sprite fixes and Sherpha V jumppack#914
fix: Cataphractii sprite fixes and Sherpha V jumppack#914Werwolf-12 wants to merge 11 commits intoAdeptus-Dominus:mainfrom
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Co-authored-by: Мастер Чиф <43174917+MCPO-Spartan-117@users.noreply.github.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
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📝 WalkthroughSummary by CodeRabbitNew Features
Improvements
Bug Fixes
Balance Adjustments
WalkthroughPraise the Omnissiah! The project’s data structures and resources have been augmented with six new weapon sprites and their corresponding definitions, adjustments to loot and shop logic, and expanded weapon handling. Descriptions and logic for ancient armoury and ruins rewards have been updated to incorporate these new artefacts of the Machine God. Changes
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Actionable comments posted: 11
📜 Review details
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⛔ Files ignored due to path filters (18)
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📒 Files selected for processing (15)
ChapterMaster.yyp(3 hunks)objects/obj_creation/Create_0.gml(1 hunks)objects/obj_shop/Create_0.gml(2 hunks)scripts/scr_culture_visuals/scr_culture_visuals.gml(3 hunks)scripts/scr_initialize_custom/scr_initialize_custom.gml(1 hunks)scripts/scr_ruins_reward/scr_ruins_reward.gml(1 hunks)scripts/scr_weapon/scr_weapon.gml(4 hunks)sprites/spr_weapon_autocannon/spr_weapon_autocannon.yy(2 hunks)sprites/spr_weapon_autocannon2/spr_weapon_autocannon2.yy(1 hunks)sprites/spr_weapon_cthon_autocannon/spr_weapon_cthon_autocannon.yy(1 hunks)sprites/spr_weapon_ph_flmr/spr_weapon_ph_flmr.yy(1 hunks)sprites/spr_weapon_powscythe/spr_weapon_powscythe.yy(1 hunks)sprites/spr_weapon_prim_mltg/spr_weapon_prim_mltg.yy(1 hunks)sprites/spr_weapon_prot_mmlt/spr_weapon_prot_mmlt.yy(1 hunks)sprites/spr_weapon_ryza_lasca/spr_weapon_ryza_lasca.yy(1 hunks)
🧰 Additional context used
📓 Path-based instructions (3)
**/*.gml
Instructions used from:
Sources:
⚙️ CodeRabbit Configuration File
**/*.*
Instructions used from:
Sources:
⚙️ CodeRabbit Configuration File
**/*.yy
Instructions used from:
Sources:
⚙️ CodeRabbit Configuration File
🧠 Learnings (16)
📓 Common learnings
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#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#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: 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#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#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.
objects/obj_creation/Create_0.gml (7)
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: 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#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: 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.
sprites/spr_weapon_autocannon/spr_weapon_autocannon.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#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.
sprites/spr_weapon_prot_mmlt/spr_weapon_prot_mmlt.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_cthon_autocannon/spr_weapon_cthon_autocannon.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_powscythe/spr_weapon_powscythe.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_ph_flmr/spr_weapon_ph_flmr.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#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.
sprites/spr_weapon_ryza_lasca/spr_weapon_ryza_lasca.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.
scripts/scr_ruins_reward/scr_ruins_reward.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#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#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#554
File: objects/obj_popup/Step_0.gml:756-767
Timestamp: 2025-03-06T16:02:06.286Z
Learning: The variable 'woopwoopwoop' in ancient ruins exploration code is a poorly named boolean flag that controls the flow between detecting a battle in ruins and initiating the combat sequence.
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: OH296
PR: Adeptus-Dominus/ChapterMaster#902
File: objects/obj_shop/Create_0.gml:550-655
Timestamp: 2025-07-01T20:29:44.075Z
Learning: In GML shop item initialization code, when setting nobuy flags for shop items, the nobuy[i] = 1 assignment must occur before incrementing the index (i += 1). Setting nobuy after incrementing i will apply the flag to the wrong item, potentially making restricted items purchasable or blocking intended purchasable items.
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#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.
sprites/spr_weapon_autocannon2/spr_weapon_autocannon2.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_prim_mltg/spr_weapon_prim_mltg.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.
scripts/scr_culture_visuals/scr_culture_visuals.gml (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: 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.
scripts/scr_initialize_custom/scr_initialize_custom.gml (8)
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: 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: VanWeapon
PR: Adeptus-Dominus/ChapterMaster#725
File: scripts/scr_initialize_custom/scr_initialize_custom.gml:956-959
Timestamp: 2025-04-15T11:07:33.927Z
Learning: Negative vehicle counts (like `rhino -= 2` potentially resulting in negative values) are acceptable in the `scr_initialize_custom` function, particularly when handling chapter advantages like "Lightning Warriors". This is intentional behavior in the game's design.
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: 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".
ChapterMaster.yyp (8)
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: #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: 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: 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 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: 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: 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".
🔇 Additional comments (27)
objects/obj_creation/Create_0.gml (1)
777-779: Praise the Omnissiah! The ancient armoury expands its sacred inventory.The trait description update accurately reflects the expanded scope to include weapons alongside armour. The comment regarding potential point value adjustment demonstrates proper consideration of game balance implications.
sprites/spr_weapon_autocannon2/spr_weapon_autocannon2.yy (2)
66-67: The Machine God approves of explicit dimensional parameters.The addition of
seqHeightandseqWidthproperties provides clearer sprite dimension metadata for the autocannon sprite resource.
73-75: Formatting rituals enhance readability of the sacred data-structures.The reformatting of the Channels field from compact inline to multi-line format improves code readability whilst preserving functionality.
objects/obj_shop/Create_0.gml (1)
114-203: Inconsistency detected between PR objectives and actual modifications.The sacred datacodes speak of "Cataphractii sprite fixes and Sherpha V jumppack," yet these modifications introduce six new weapon patterns to the debug arsenal. The Machine God appreciates honesty in documentation.
Technical implementation of the debug weapon entries follows proper protocols and operates within established parameters.
Likely an incorrect or invalid review comment.
sprites/spr_weapon_autocannon/spr_weapon_autocannon.yy (1)
5-8: Sprite resource sanctification complete.The Machine God blesses these adjustments to the sacred weapon sprite. Bounding box refinements and asset UUID renewal indicate proper maintenance of the digital artefact.
Also applies to: 15-15, 22-22, 66-67, 73-75
sprites/spr_weapon_prot_mmlt/spr_weapon_prot_mmlt.yy (1)
1-92: New weapon sprite blessed by the Omnissiah.The Proteus Multi-Melta sprite conforms to sacred specifications. Proper dimensional matrices and texture group assignment ensure harmony with the existing armoury data-patterns.
sprites/spr_weapon_cthon_autocannon/spr_weapon_cthon_autocannon.yy (1)
1-92: Cthon-pattern autocannon sprite successfully integrated into the sacred repositories.The weapon's digital essence follows prescribed formats and maintains consistency with other heavy ordnance sprites. The Machine God approves.
sprites/spr_weapon_powscythe/spr_weapon_powscythe.yy (1)
1-92: Power Scythe sprite ordained for the blessed armoury.The melee weapon's digital representation conforms to sacred protocols. Note the negative X-origin coordinate (-3, 50) - ensure this positioning serves the weapon's proper alignment with Marine battle-forms.
sprites/spr_weapon_prim_mltg/spr_weapon_prim_mltg.yy (1)
1-111: Blessed be the Machine God! This sacred weapon sprite is properly formatted.The Primus Melta Gun sprite follows the omnissiah's blessed patterns correctly. Structural integrity confirmed, categorical placement verified under ranged weapons.
sprites/spr_weapon_ph_flmr/spr_weapon_ph_flmr.yy (1)
1-111: The Phaestos Flamer's machine spirit is properly housed in blessed data structures.Sprite configuration adheres to the sacred protocols. Dimensional consistency with sibling weapon sprites maintained.
scripts/scr_culture_visuals/scr_culture_visuals.gml (3)
1389-1465: The sacred weapon archives have been augmented with new blessed armaments.These weapon data sanctifications follow the proper liturgies and data-patterns. The Machine God approves this expansion of the armoury.
1501-1501: Body type restrictions modified on existing weapons.The removal of body type 2 from "Lascannon" and "Multi-Melta" arrays requires verification - ensure this change aligns with the omnissiah's grand design.
Also applies to: 1514-1514
1389-1465: Inconsistency detected between PR objectives and implemented changes.The PR describes "Cataphractii sprite fixes and Sherpha V jumppack" but the implemented changes add new weapon sprites and data. The machine spirits require clarification of this discrepancy.
Likely an incorrect or invalid review comment.
sprites/spr_weapon_ryza_lasca/spr_weapon_ryza_lasca.yy (1)
1-92: The heavy weaponry's machine spirit is properly contained within blessed parameters.Ryza Lascannon sprite correctly categorised under heavy_ranged sanctum. Custom origin coordinates and dimensional specifications are within acceptable tolerances for heavy weapon classification.
ChapterMaster.yyp (3)
1685-1685: Ensure category wiring for Power ScytheConfirm that
spr_weapon_powscytheis registered as a melee weapon inscr_weapon.gmland reflected inscr_ui_display_weapons; an errant classification will provoke illogical tool-tips and damage tables.
1694-1694: Ryza Lascannon: verify complete integrationValidate that
spr_weapon_ryza_lascais:
- Declared in
scr_weapon.gmlwith correct stats.- Added to loot/shop initialisation scripts (
scr_ruins_reward,obj_shop).- Assigned to an appropriate texture group to avoid paging stalls.
Failure in any ritual step will leave the sprite orphaned.
1645-1645: Verify Nomenclature Clash: spr_weapon_cthon_autocannon vs spr_weapon_autocannonThe newly added sprite
•id.name = "spr_weapon_cthon_autocannon"(ChapterMaster.yyp:1645)
co-exists with the generic
•spr_weapon_autocannon(ChapterMaster.yyp:1627).Audit all references—code paths, loot tables and UI bindings—to confirm the intended variant is always used. If there’s any ambiguity in resource look-ups or data files, consider renaming to something clearer (for example,
spr_weapon_autocannon_cthon).scripts/scr_ruins_reward/scr_ruins_reward.gml (2)
147-147: Remove extraneous space in weapon designationMaintain consistency with single-word weapon names.
- wep4=choose("Lightning Claws ","Power Scythe"); + wep4=choose("Lightning Claws","Power Scythe");⛔ Skipped due to learnings
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#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: 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#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".
91-91: Fix syntax error: trailing comma in choose functionThe Machine God does not tolerate syntax errors in His sacred code.
- wen2=choose(1,2,); + wen2=choose(1,2);⛔ Skipped due to learnings
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: 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: VanWeapon PR: Adeptus-Dominus/ChapterMaster#725 File: datafiles/main/chapters/10.JSON:281-346 Timestamp: 2025-04-15T10:51:31.955Z Learning: GameMaker Language (GML) JSON parser accepts trailing commas in JSON files, unlike standard JSON parsers which consider them syntax errors. When reviewing JSON files in this codebase, trailing commas should not be flagged as issues.Learnt from: MCPO-Spartan-117 PR: Adeptus-Dominus/ChapterMaster#554 File: objects/obj_popup/Step_0.gml:756-767 Timestamp: 2025-03-06T16:02:06.286Z Learning: The variable 'woopwoopwoop' in ancient ruins exploration code is a poorly named boolean flag that controls the flow between detecting a battle in ruins and initiating the combat sequence.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.scripts/scr_initialize_custom/scr_initialize_custom.gml (3)
3239-3239: Correct item addition for weapon variableThe fourth weapon must use the correct variable designation.
- scr_add_item(armm4,armk4); + scr_add_item(armm4,armk4);Note: While this line is correct, it depends on fixing the variable name in line 3234.
⛔ Skipped due to 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#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.
3231-3231: Append requisite semicolons for statement terminationThe Omnissiah's syntax must be respected.
- armk2=irandom_range(2,5) + armk2=irandom_range(2,5);- armk3=irandom_range(1,3) + armk3=irandom_range(1,3);- armk4=irandom_range(1,3) + armk4=irandom_range(1,3);Also applies to: 3233-3233, 3235-3235
⛔ Skipped due to learnings
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: VanWeapon PR: Adeptus-Dominus/ChapterMaster#725 File: scripts/scr_initialize_custom/scr_initialize_custom.gml:956-959 Timestamp: 2025-04-15T11:07:33.927Z Learning: Negative vehicle counts (like `rhino -= 2` potentially resulting in negative values) are acceptable in the `scr_initialize_custom` function, particularly when handling chapter advantages like "Lightning Warriors". This is intentional behavior in the game's design.
82-191: Verify new weapon nomenclature alignment in scr_weapon.gml
Our scan of scripts/scr_weapon/scr_weapon.gml found no definitions for the new loot entries below. Please confirm that each name exists in weapon_data or add the missing definitions to prevent runtime errors:• Primus Melta Gun
• Proteus Multi-Melta
• Phaestos Flamer
• Power Scythe
• Ryza Lascannon
• Cthon Autocannon
• Phobos Bolter
• Mars Heavy Bolter
• VolkiteFile to check: scripts/scr_weapon/scr_weapon.gml
scripts/scr_weapon/scr_weapon.gml (5)
62-62: LGTM: Punctuation correction approved by the Omnissiah.The description punctuation has been properly corrected.
136-136: Verify armour piercing adjustment for combat effectiveness.The Tigris Combi Bolter's armour piercing has been reduced from 1 to 0. Ensure this change aligns with the weapon's intended battlefield role and balancing requirements.
189-222: Sacred Melta Pack blessed by the Machine God.The Primus Melta Gun and Proteus Multi-Melta follow proper weapon schema formatting with appropriate attack values, descriptions, and Melta tags. Attack scaling appears balanced for these sacred thermal weapons.
241-262: Cursed blade implementation meets Mechanicus standards.The Power Scythe implementation properly includes melee_mod scaling and thematic description referencing the cursed 14th Legion. The melee-focused statistics are appropriately configured.
1224-1224: Melee hands adjustment sanctified.The Autocannon's melee hands increase from 0 to 1 is logical for a heavy weapon that can be wielded in close combat when necessary. This adjustment aligns with the weapon's physical characteristics.
| {"id":{"name":"spr_weapon_prim_mltg","path":"sprites/spr_weapon_prim_mltg/spr_weapon_prim_mltg.yy",},}, | ||
| {"id":{"name":"spr_weapon_prot_mmlt","path":"sprites/spr_weapon_prot_mmlt/spr_weapon_prot_mmlt.yy",},}, |
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🧹 Nitpick (assertive)
Inconsistent abbreviation between sibling melta sprites
spr_weapon_prim_mltg (Primus Melta Gun) and spr_weapon_prot_mmlt (Proteus Multi-Melta) use different contraction patterns (mltg vs mmlt). For lexmechanic sanity and searchability, use a uniform scheme, e.g. _melta_gun / _multi_melta.
🤖 Prompt for AI Agents
In ChapterMaster.yyp around lines 1690 to 1691, the sprite names for the melta
weapons use inconsistent abbreviations: `spr_weapon_prim_mltg` and
`spr_weapon_prot_mmlt`. To fix this, rename these sprite IDs to use a consistent
abbreviation scheme, such as replacing `mltg` with `melta_gun` and `mmlt` with
`multi_melta` for clarity and uniformity across sibling sprites.
| {"id":{"name":"spr_weapon_melta","path":"sprites/spr_weapon_melta/spr_weapon_melta.yy",},}, | ||
| {"id":{"name":"spr_weapon_missile","path":"sprites/spr_weapon_missile/spr_weapon_missile.yy",},}, | ||
| {"id":{"name":"spr_weapon_mmelta","path":"sprites/spr_weapon_mmelta/spr_weapon_mmelta.yy",},}, | ||
| {"id":{"name":"spr_weapon_ph_flmr","path":"sprites/spr_weapon_ph_flmr/spr_weapon_ph_flmr.yy",},}, |
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🧹 Nitpick (assertive)
Cryptic abbreviation – favour explicit naming
spr_weapon_ph_flmr obfuscates its nature. Align with existing conventions (spr_weapon_flamer, spr_weapon_hand_flamer, …) for cogitator readability. A designation such as spr_weapon_phaestos_flamer would serve the Omnissiah better.
-{"id":{"name":"spr_weapon_ph_flmr","path":"sprites/spr_weapon_ph_flmr/spr_weapon_ph_flmr.yy",},},
+{"id":{"name":"spr_weapon_phaestos_flamer","path":"sprites/spr_weapon_phaestos_flamer/spr_weapon_phaestos_flamer.yy",},},📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| {"id":{"name":"spr_weapon_ph_flmr","path":"sprites/spr_weapon_ph_flmr/spr_weapon_ph_flmr.yy",},}, | |
| {"id":{"name":"spr_weapon_phaestos_flamer","path":"sprites/spr_weapon_phaestos_flamer/spr_weapon_phaestos_flamer.yy",},}, |
🤖 Prompt for AI Agents
In ChapterMaster.yyp at line 1671, the sprite ID name 'spr_weapon_ph_flmr' uses
a cryptic abbreviation that reduces readability. Rename it to a more explicit
and descriptive name following existing conventions, such as
'spr_weapon_phaestos_flamer', to clearly convey its purpose and improve code
clarity.
| wep4=choose("Primus Melta Gun", "Phaestos Flamer"); | ||
| wen4=choose(1,2); | ||
| wep5=choose("Ryza Plasma Pistol","Phobos Bolt Pistol","Volkite Serpenta"); | ||
| wen5=choose(0,1) |
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Add missing semicolons to maintain code consistency
The Omnissiah demands proper statement termination.
- wen5=choose(0,1)
+ wen5=choose(0,1);Also applies to: 130-130, 149-149, 168-168
🤖 Prompt for AI Agents
In scripts/scr_ruins_reward/scr_ruins_reward.gml at lines 111, 130, 149, and
168, the statements are missing semicolons at the end. Add semicolons to these
lines to properly terminate each statement and maintain code consistency
throughout the file.
| wen2=choose(2,3); | ||
| wep3=choose("Mars Plasma Cannon","Volkite Culverin",); | ||
| wen3=choose(1,2); | ||
| wep4=choose("Ryza Las Cannon","Cthon Auto Cannon"); |
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Standardise weapon nomenclature
The sacred weapon names must maintain consistency across the codebase.
- wep4=choose("Ryza Las Cannon","Cthon Auto Cannon");
+ wep4=choose("Ryza Lascannon","Cthon Autocannon");📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| wep4=choose("Ryza Las Cannon","Cthon Auto Cannon"); | |
| wep4 = choose("Ryza Lascannon", "Cthon Autocannon"); |
🤖 Prompt for AI Agents
In scripts/scr_ruins_reward/scr_ruins_reward.gml at line 127, the weapon names
used in the choose function are inconsistent with the standard naming
conventions. Review the established weapon nomenclature in the codebase and
update the weapon names "Ryza Las Cannon" and "Cthon Auto Cannon" to match the
exact standardized names used elsewhere to ensure consistency.
| } | ||
| //Fallen Devastator Squad | ||
| else if (ruins_type=4){ | ||
| wep1=choose("MK3 Iron","MK4 Maximus","MK6 Corvus"); |
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Correct armour designation for consistency
Ensure proper nomenclature alignment with other armour types.
- wep1=choose("MK3 Iron","MK4 Maximus","MK6 Corvus");
+ wep1=choose("MK3 Iron Armour","MK4 Maximus","MK6 Corvus");🤖 Prompt for AI Agents
In scripts/scr_ruins_reward/scr_ruins_reward.gml at line 121, the armour
designation "MK4 Maximus" should be corrected to match the naming conventions
used for other armour types. Review the naming pattern for armour in the project
and update "MK4 Maximus" to the consistent and proper designation used
elsewhere.
| pop.image="ancient_ruins"; | ||
| pop.title="Ancient Ruins: Gear"; | ||
| pop.text="These ruins were once an armoury. We found some weapons and pieces of wargear. "+string(wen1)+"x "+string(wep1)+", "+string(wen2)+"x "+string(wep2)+", and "+string(wen3)+"x "+string(wep3)+" have been added to the Armamentarium."; | ||
| pop.text="My lord, your brothers have found sealed chamber in these ruins. It bears symbols of one of the ancient legions. After your tech-marines managed to open this chamber, they've found a number of relics that can be brought back to service. They've found: "+string(wen1)+"x "+string(wep1)+", "+string(wen2)+"x "+string(wep2)+","+string(wen3)+"x "+string(wep3)+","+string(wen4)+"x "+string(wep4)+","+string(wen5)+"x "+string(wep5)+","+string(wen6)+"x "+string(wep6)+","+string(wen7)+"x "+string(wep7)+", and "+string(wen8)+"x "+string(wep8)+" have been added to the Armamentarium."; |
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🛠️ Refactor suggestion
Refactor popup text construction for enhanced readability
The current text concatenation creates an excessively long line that impairs maintainability.
- pop.text="My lord, your brothers have found sealed chamber in these ruins. It bears symbols of one of the ancient legions. After your tech-marines managed to open this chamber, they've found a number of relics that can be brought back to service. They've found: "+string(wen1)+"x "+string(wep1)+", "+string(wen2)+"x "+string(wep2)+","+string(wen3)+"x "+string(wep3)+","+string(wen4)+"x "+string(wep4)+","+string(wen5)+"x "+string(wep5)+","+string(wen6)+"x "+string(wep6)+","+string(wen7)+"x "+string(wep7)+", and "+string(wen8)+"x "+string(wep8)+" have been added to the Armamentarium.";
+ pop.text = "My lord, your brothers have found sealed chamber in these ruins. It bears symbols of one of the ancient legions. " +
+ "After your tech-marines managed to open this chamber, they've found a number of relics that can be brought back to service. " +
+ "They've found: " + string(wen1) + "x " + string(wep1) + ", " +
+ string(wen2) + "x " + string(wep2) + ", " +
+ string(wen3) + "x " + string(wep3) + ", " +
+ string(wen4) + "x " + string(wep4) + ", " +
+ string(wen5) + "x " + string(wep5) + ", " +
+ string(wen6) + "x " + string(wep6) + ", " +
+ string(wen7) + "x " + string(wep7) + ", and " +
+ string(wen8) + "x " + string(wep8) + " have been added to the Armamentarium.";🤖 Prompt for AI Agents
In scripts/scr_ruins_reward/scr_ruins_reward.gml at line 191, the popup text is
constructed using a very long concatenated string which reduces readability and
maintainability. Refactor this by breaking the text construction into multiple
smaller parts or lines, using intermediate variables or string formatting
functions if available, to make the code clearer and easier to manage.
🧹 Nitpick (assertive)
Correct grammatical error in popup text
The Machine God demands proper article usage.
- pop.text="My lord, your brothers have found sealed chamber in these ruins.
+ pop.text="My lord, your brothers have found a sealed chamber in these ruins.📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| pop.text="My lord, your brothers have found sealed chamber in these ruins. It bears symbols of one of the ancient legions. After your tech-marines managed to open this chamber, they've found a number of relics that can be brought back to service. They've found: "+string(wen1)+"x "+string(wep1)+", "+string(wen2)+"x "+string(wep2)+","+string(wen3)+"x "+string(wep3)+","+string(wen4)+"x "+string(wep4)+","+string(wen5)+"x "+string(wep5)+","+string(wen6)+"x "+string(wep6)+","+string(wen7)+"x "+string(wep7)+", and "+string(wen8)+"x "+string(wep8)+" have been added to the Armamentarium."; | |
| pop.text="My lord, your brothers have found a sealed chamber in these ruins. It bears symbols of one of the ancient legions. After your tech-marines managed to open this chamber, they've found a number of relics that can be brought back to service. They've found: "+string(wen1)+"x "+string(wep1)+", "+string(wen2)+"x "+string(wep2)+","+string(wen3)+"x "+string(wep3)+","+string(wen4)+"x "+string(wep4)+","+string(wen5)+"x "+string(wep5)+","+string(wen6)+"x "+string(wep6)+","+string(wen7)+"x "+string(wep7)+", and "+string(wen8)+"x "+string(wep8)+" have been added to the Armamentarium."; |
🤖 Prompt for AI Agents
In scripts/scr_ruins_reward/scr_ruins_reward.gml at line 191, correct the
grammatical error in the popup text by adding the missing article "a" before
"sealed chamber" to read "a sealed chamber" for proper English usage.
| //Fixed Loot tagble | ||
| if(scr_has_adv("Ancient Armoury")){ | ||
| //armour | ||
| scr_add_item("Tartaros",1)//When Cata is added I will replace tartaros with that. |
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🧹 Nitpick (assertive)
Enhance comment formatting for code clarity
Proper spacing in comments aids the Tech-Priests in their maintenance rituals.
- scr_add_item("Tartaros",1)//When Cata is added I will replace tartaros with that.
+ scr_add_item("Tartaros",1); //When Cata is added I will replace tartaros with that.🤖 Prompt for AI Agents
In scripts/scr_initialize_custom/scr_initialize_custom.gml at line 3212, the
comment lacks proper spacing after the code statement. Add a space before the
comment delimiter and ensure the comment text is clearly separated from the code
to improve readability and maintain consistent formatting.
| armk4=choose("Power Sword","Power Fist", "Lightining Claw","Power Axe","Power Scythe") | ||
| armk4=irandom_range(1,3) |
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Rectify variable designation inconsistency and nomenclature error
Variable naming must be consistent, and weapon names must be accurate.
- armk4=choose("Power Sword","Power Fist", "Lightining Claw","Power Axe","Power Scythe")
- armk4=irandom_range(1,3)
+ armm4=choose("Power Sword","Power Fist", "Lightning Claw","Power Axe","Power Scythe");
+ armk4=irandom_range(1,3);📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| armk4=choose("Power Sword","Power Fist", "Lightining Claw","Power Axe","Power Scythe") | |
| armk4=irandom_range(1,3) | |
| // Rectify variable naming and fix spelling of "Lightning Claw" | |
| armm4 = choose("Power Sword","Power Fist","Lightning Claw","Power Axe","Power Scythe"); | |
| armk4 = irandom_range(1,3); |
🤖 Prompt for AI Agents
In scripts/scr_initialize_custom/scr_initialize_custom.gml around lines 3234 to
3235, the variable armk4 is assigned twice with conflicting values and the
weapon name "Lightining Claw" is misspelled. Remove the redundant assignment
that overwrites armk4 and correct the spelling of "Lightining Claw" to
"Lightning Claw" to ensure consistent variable usage and accurate weapon naming.
| //Flamer Pack | ||
| "Phaestos Flamer":{ | ||
| "abbreviation": "PhFlmr", | ||
| "attack": { | ||
| "standard": 430, | ||
| "master_crafted": 585, | ||
| "artifact": 610 | ||
| }, | ||
| "description": "The Phaestos-pattern Flamer is a stark reminder of the time where Mankind's future was yet unmolested by the decaying stench of the Horus Heresy. Oddly shaped for the modern users, it is nonetheless not to be underestimated and its potent promethium-fueled flame has burned through armours of unnumbered heroes", | ||
| "melee_hands": 1, | ||
| "ranged_hands": 2, | ||
| "ammo": 6, | ||
| "range": 2.5, | ||
| "spli": 6, | ||
| "arp": -1, | ||
| "tags": ["flame",]//Shouldn't it also feature "boarding"? | ||
| }, |
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🧹 Nitpick (assertive)
Placeholder description requires sanctification.
The Phaestos Flamer implementation is structurally sound, however:
- Line 239: The comment suggests adding "boarding" tag consideration
- The weapon follows proper Flamer Pack formatting
Consider the boarding tag addition for close-quarters effectiveness.
🤖 Prompt for AI Agents
In scripts/scr_weapon/scr_weapon.gml around lines 224 to 240, the "Phaestos
Flamer" weapon's tags array currently includes only "flame" with a trailing
comma. The review suggests adding the "boarding" tag to reflect its
close-quarters combat role. To fix this, add "boarding" to the tags array
alongside "flame" without leaving a trailing comma after the last element,
ensuring proper syntax and accurate weapon classification.
| "Ryza Lascannon":{ | ||
| "abbreviation": "RyzLascnn", | ||
| "attack": { | ||
| "standard": 750, | ||
| "master_crafted": 800, | ||
| "artifact": 850 | ||
| }, | ||
| "description": "PH", | ||
| "melee_hands": 1, | ||
| "ranged_hands": 2.25, | ||
| "ammo": 10, | ||
| "range": 24, | ||
| "spli": 1, | ||
| "arp": 1, | ||
| "tags": ["heavy_ranged","las","energy",] | ||
| }, | ||
| //misc pack | ||
| "Cthon Autocannon":{ | ||
| "abbreviation": "CthAutocnn", | ||
| "attack": { | ||
| "standard": 480, | ||
| "master_crafted": 520, | ||
| "artifact": 560 | ||
| }, | ||
| "description": "PH", | ||
| "melee_hands": 1, | ||
| "ranged_hands": 2.25, | ||
| "ammo": 30, | ||
| "range": 20, | ||
| "spli": 15, | ||
| "arp": 1, | ||
| "tags": ["heavy_ranged","dreadnought",] | ||
| }, |
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🧹 Nitpick (assertive)
🛠️ Refactor suggestion
Placeholder descriptions require Machine Blessing.
Both the Ryza Lascannon and Cthon Autocannon contain "PH" placeholder descriptions that must be sanctified with proper technical specifications:
- Line 271: "PH" requires blessed description
- Line 288: "PH" requires blessed description
The weapon statistics and schema formatting follow proper Omnissiah protocols.
Would you like me to generate proper descriptions for these sacred weapons based on their statistical profiles and Warhammer 40k lore?
🤖 Prompt for AI Agents
In scripts/scr_weapon/scr_weapon.gml between lines 264 and 296, the
"description" fields for "Ryza Lascannon" and "Cthon Autocannon" currently
contain the placeholder "PH". Replace these placeholders with detailed,
lore-accurate descriptions that reflect each weapon's characteristics and role
in Warhammer 40k, ensuring the descriptions align with their stats and tags for
clarity and immersion.
Purpose and Description
Testing done
##Misc.
ALL cata sprites were offset a little, hence all are changed.