Random maint loot and miscellaneous things (#1052)

Things done:
Created several random objects, that can be used to randomize loot in the maint or other places. Several items, some rare things and other random useful or not objects.
Added a svd gun with its own snowflakness, to replace the heister's lwap, but, they will get an extra energy gun to compesate.
Added tracksuits, stunrod, new sprite for the rapier, a new sword flavor and the old cane sword.
Changed the heister ship armory; two random melee weapons, the dragunov with an extra mag and a random energy gun.
Changed the chances of ghetto guns going bad.
Replaced the carbines in the ert area with energy pistols, so, they can make use of the holsters.
Clumsy people may have trouble with glowsticks now.
This commit is contained in:
Alberyk
2016-10-26 20:29:38 +03:00
committed by skull132
parent b5e554812b
commit 479666a47d
23 changed files with 570 additions and 98 deletions
@@ -263,7 +263,15 @@
on = 0
update_icon()
/obj/item/device/flashlight/glowstick/attack_self(mob/user)
/obj/item/device/flashlight/glowstick/attack_self(var/mob/living/user)
if(((CLUMSY in user.mutations)) && prob(50))
user << "<span class='notice'>You break \the [src] apart, spilling its contents everywhere!</span>"
fuel = 0
new /obj/effect/decal/cleanable/greenglow(get_turf(user))
user.apply_effect((rand(15,30)),IRRADIATE,blocked = user.getarmor(null, "rad"))
qdel(src)
return
if(!fuel)
user << "<span class='notice'>\The [src] has already been used.</span>"
@@ -34,8 +34,10 @@
/obj/item/weapon/material/sword/rapier
name = "rapier"
desc = "A slender, fancy and sharply pointed sword."
icon = 'icons/obj/sword.dmi'
icon_state = "rapier"
item_state = "claymore"
item_state = "rapier"
contained_sprite = 1
slot_flags = SLOT_BELT
attack_verb = list("attacked", "stabbed", "prodded", "poked", "lunged")
@@ -65,3 +67,15 @@
icon_state = "sabre"
item_state = "katana"
slot_flags = SLOT_BELT
/obj/item/weapon/material/sword/axe
name = "battle axe"
desc = "A one handed battle axe, still a deadly weapon."
icon = 'icons/obj/sword.dmi'
icon_state = "axe"
item_state = "axe"
contained_sprite = 1
slot_flags = SLOT_BACK
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
applies_material_colour = 0
@@ -265,6 +265,16 @@
return
return ..()
//predefined materials for spears
/obj/item/weapon/material/twohanded/spear/steel/New(var/newloc)
..(newloc,"steel")
/obj/item/weapon/material/twohanded/spear/plasteel/New(var/newloc)
..(newloc,"plasteel")
/obj/item/weapon/material/twohanded/spear/diamond/New(var/newloc)
..(newloc,"diamond")
/obj/structure/headspear
name = "head on a spear"
desc = "How barbaric."
@@ -277,4 +287,4 @@
new /obj/item/weapon/material/twohanded/spear(user.loc)
for(var/obj/item/organ/external/head/H in src)
H.loc = user.loc
qdel(src)
qdel(src)
@@ -197,7 +197,7 @@
/obj/item/device/flashlight,
/obj/item/device/pda,
/obj/item/device/radio/headset,
/obj/item/weapon/melee/energy/sword,
/obj/item/weapon/melee,
/obj/item/weapon/shield/energy,
/obj/item/weapon/pinpointer,
/obj/item/weapon/plastique,
@@ -203,3 +203,32 @@
slot_flags = null
baton_color = "#FFDF00"
/obj/item/weapon/melee/baton/stunrod
name = "stunrod"
desc = "A more-than-lethal weapon used to deal with high threat situations."
icon = 'icons/obj/stunrod.dmi'
icon_state = "stunrod"
item_state = "stunrod"
force = 20
baton_color = "#75ACFF"
origin_tech = "combat=4,illegal=2"
contained_sprite = 1
/obj/item/weapon/melee/baton/stunrod/New()
..()
bcell = new/obj/item/weapon/cell/high(src)
update_icon()
return
/obj/item/weapon/melee/baton/stunrod/update_icon() //this is needed due to how contained sprites work
if(status)
icon_state = "[initial(name)]_active"
item_state = "[initial(name)]_active"
else if(!bcell)
icon_state = "[initial(name)]_nocell"
item_state = "[initial(name)]"
else
icon_state = "[initial(name)]"
item_state = "[initial(name)]"
..()
@@ -259,3 +259,18 @@
health -= W.force
healthcheck()
..()
/obj/item/weapon/canesword
name = "thin sword"
desc = "A thin, sharp blade with an elegant handle."
icon = 'icons/obj/sword.dmi'
icon_state = "canesword"
item_state = "canesword"
force = 20
throwforce = 5
w_class = 4
sharp = 1
edge = 1
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
contained_sprite = 1