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Unapologetic Noobkiller Nerfs (#7003)
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@@ -1,20 +1,14 @@
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/*
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=== Item Click Call Sequences ===
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These are the default click code call sequences used when clicking on stuff with an item.
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Atoms:
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mob/ClickOn() calls the item's resolve_attackby() proc.
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item/resolve_attackby() calls the target atom's attackby() proc.
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Mobs:
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mob/living/attackby() after checking for surgery, calls the item's attack() proc.
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item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
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mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
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Item Hit Effects:
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item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
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avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
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*/
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@@ -93,10 +87,6 @@ avoid code duplication. This includes items that may sometimes act as a standard
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power *= 2
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if(ishuman(user))
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var/mob/living/carbon/human/X = user
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if(X.gloves && istype(X.gloves,/obj/item/clothing/gloves/force))
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var/obj/item/clothing/gloves/force/G = X.gloves
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power *= G.amplification
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if(ishuman(target))
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if(X.martial_art && X.martial_art.weapon_affinity && istype(src, X.martial_art.weapon_affinity))
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perform_technique(target, X, hit_zone)
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@@ -104,4 +94,4 @@ avoid code duplication. This includes items that may sometimes act as a standard
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return target.hit_with_weapon(src, user, power, hit_zone)
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/obj/item/proc/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) //used when weapons have special interactions with martial arts
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return
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return
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@@ -16,7 +16,7 @@
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/datum/uplink_item/item/visible_weapons/forcegloves
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name = "Force Gloves"
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item_cost = 8
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item_cost = 5
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path = /obj/item/clothing/gloves/force/syndicate
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/datum/uplink_item/item/visible_weapons/energy_sword
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