Makes DiceComponent ECS
This commit is contained in:
@@ -1,35 +1,19 @@
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using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Sound;
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using Content.Shared.Sound;
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using Content.Shared.Throwing;
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using Robust.Shared.Analyzers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Dice
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namespace Content.Server.Dice
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{
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{
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[RegisterComponent]
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[RegisterComponent, Friend(typeof(DiceSystem))]
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public class DiceComponent : Component, IActivate, IUse, ILand, IExamine
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public class DiceComponent : Component
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{
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "Dice";
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public override string Name => "Dice";
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private int _sides = 20;
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[ViewVariables]
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[ViewVariables]
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[DataField("sound")]
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[DataField("sound")]
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private readonly SoundSpecifier _sound = new SoundCollectionSpecifier("Dice");
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public SoundSpecifier Sound { get; } = new SoundCollectionSpecifier("Dice");
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[ViewVariables]
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[ViewVariables]
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[DataField("step")]
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[DataField("step")]
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@@ -37,60 +21,9 @@ namespace Content.Server.Dice
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[ViewVariables]
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[ViewVariables]
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[DataField("sides")]
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[DataField("sides")]
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public int Sides
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public int Sides { get; } = 20;
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{
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get => _sides;
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set
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{
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_sides = value;
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CurrentSide = value;
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}
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}
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[ViewVariables]
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[ViewVariables]
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public int CurrentSide { get; private set; } = 20;
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public int CurrentSide { get; set; } = 20;
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public void Roll()
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{
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CurrentSide = _random.Next(1, (_sides/Step)+1) * Step;
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PlayDiceEffect();
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if (!Owner.TryGetComponent(out SpriteComponent? sprite))
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return;
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sprite.LayerSetState(0, $"d{_sides}{CurrentSide}");
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}
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public void PlayDiceEffect()
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{
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SoundSystem.Play(Filter.Pvs(Owner), _sound.GetSound(), Owner, AudioParams.Default);
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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Roll();
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Roll();
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return false;
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}
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void ILand.Land(LandEventArgs eventArgs)
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{
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Roll();
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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//No details check, since the sprite updates to show the side.
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message.AddMarkup(Loc.GetString("dice-component-on-examine-message-part-1",
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("sidesAmount", _sides))
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+ "\n" +
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Loc.GetString("dice-component-on-examine-message-part-2",
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("currentSide", CurrentSide)));
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}
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}
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}
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}
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}
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68
Content.Server/Dice/DiceSystem.cs
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68
Content.Server/Dice/DiceSystem.cs
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@@ -0,0 +1,68 @@
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using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Dice
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{
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[UsedImplicitly]
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public class DiceSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DiceComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DiceComponent, UseInHandEvent>(OnUse);
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SubscribeLocalEvent<DiceComponent, LandEvent>(OnLand);
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SubscribeLocalEvent<DiceComponent, ExaminedEvent>(OnExamined);
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}
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public void Roll(EntityUid uid, DiceComponent die)
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{
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die.CurrentSide = _random.Next(1, (die.Sides/die.Step)+1) * die.Step;
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SoundSystem.Play(Filter.Pvs(die.Owner), die.Sound.GetSound(), die.Owner, AudioHelpers.WithVariation(0.05f));
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if (!ComponentManager.TryGetComponent(uid, out SpriteComponent? sprite))
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return;
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// TODO DICE: Use a visualizer instead.
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sprite.LayerSetState(0, $"d{die.Sides}{die.CurrentSide}");
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}
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private void OnActivate(EntityUid uid, DiceComponent component, ActivateInWorldEvent args)
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{
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Roll(uid, component);
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}
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private void OnUse(EntityUid uid, DiceComponent component, UseInHandEvent args)
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{
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Roll(uid, component);
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}
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private void OnLand(EntityUid uid, DiceComponent component, LandEvent args)
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{
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Roll(uid, component);
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}
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private void OnExamined(EntityUid uid, DiceComponent dice, ExaminedEvent args)
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{
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//No details check, since the sprite updates to show the side.
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("dice-component-on-examine-message-part-1", ("sidesAmount", dice.Sides)));
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args.Message.PushNewline();
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args.Message.AddMarkup(Loc.GetString("dice-component-on-examine-message-part-2", ("currentSide", dice.CurrentSide)));
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}
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}
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}
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@@ -1,2 +1,2 @@
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dice-component-on-examine-message-part-1 = A dice with [color=lightgray]{$sidesAmount}[/color] sides.
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dice-component-on-examine-message-part-1 = A die with [color=lightgray]{$sidesAmount}[/color] sides.
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dice-component-on-examine-message-part-2 = It has landed on a [color=white]{$currentSide}[/color].
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dice-component-on-examine-message-part-2 = It has landed on a [color=white]{$currentSide}[/color].
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@@ -24441,7 +24441,7 @@ entities:
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- canCollide: False
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- canCollide: False
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type: Physics
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type: Physics
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- uid: 2378
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- uid: 2378
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type: d20
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type: d20Dice
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components:
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components:
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- pos: -23.834803,-5.3811545
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- pos: -23.834803,-5.3811545
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parent: 853
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parent: 853
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@@ -24449,7 +24449,7 @@ entities:
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- canCollide: False
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- canCollide: False
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type: Physics
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type: Physics
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- uid: 2379
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- uid: 2379
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type: d8
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type: d8Dice
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components:
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components:
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- pos: -24.287928,-6.3967795
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- pos: -24.287928,-6.3967795
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parent: 853
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parent: 853
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@@ -6,10 +6,11 @@
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- type: Dice
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- type: Dice
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- type: Sprite
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- type: Sprite
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sprite: Objects/Fun/dice.rsi
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sprite: Objects/Fun/dice.rsi
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noRot: true # If their sprites rotate, the number becomes even more illegible than usual.
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d100
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id: d100Dice
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name: d100
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name: d100
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description: A die with one hundred sides! Probably not fairly weighted...
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description: A die with one hundred sides! Probably not fairly weighted...
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components:
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components:
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@@ -21,7 +22,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d20
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id: d20Dice
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name: d20
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name: d20
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description: A die with twenty sides. The preferred die to throw at the GM.
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description: A die with twenty sides. The preferred die to throw at the GM.
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components:
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components:
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@@ -32,7 +33,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d12
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id: d12Dice
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name: d12
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name: d12
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description: A die with twelve sides. There's an air of neglect about it.
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description: A die with twelve sides. There's an air of neglect about it.
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components:
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components:
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@@ -43,7 +44,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d10
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id: d10Dice
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name: d10
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name: d10
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description: A die with ten sides. Useful for percentages.
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description: A die with ten sides. Useful for percentages.
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components:
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components:
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@@ -54,7 +55,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d8
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id: d8Dice
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name: d8
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name: d8
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description: A die with eight sides. It feels... lucky.
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description: A die with eight sides. It feels... lucky.
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components:
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components:
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@@ -65,7 +66,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d6
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id: d6Dice
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name: d6
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name: d6
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description: A die with six sides. Basic and serviceable.
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description: A die with six sides. Basic and serviceable.
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components:
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components:
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@@ -76,7 +77,7 @@
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- type: entity
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- type: entity
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parent: BaseDice
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parent: BaseDice
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id: d4
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id: d4Dice
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name: d4
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name: d4
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description: A die with four sides. The nerd's caltrop.
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description: A die with four sides. The nerd's caltrop.
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components:
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components:
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