Flash Update

MASSIVE CLEANUP of flash code.

Instead of Weaken(), flashes now add confusion, similar to being drunk.

Synth flashes removed.
This commit is contained in:
Cheridan
2014-10-04 19:51:14 -05:00
parent 041adce025
commit cd1cefdd7b
2 changed files with 127 additions and 165 deletions
+125 -163
View File
@@ -4,7 +4,7 @@
icon_state = "flash"
item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
throwforce = 0
w_class = 1.0
w_class = 1
throw_speed = 3
throw_range = 7
flags = CONDUCT
@@ -13,16 +13,37 @@
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/burnt = "flashburnt"
var/flashanim = "flash2"
/obj/item/device/flash/proc/clown_check(mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>[src] slips out of your hand.</span>"
user.drop_item()
flash_carbon(user, user, 15, 0)
visible_message("<span class='disarm'>[user] blinds [user] with the flash!</span>")
return 0
return 1
/obj/item/device/flash/proc/handle_flash_charges()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking. It will never break on the first use.
switch(times_used)
if(0 to 5)
last_used = world.time
if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out()
return 0
else //can only use it 5 times a minute
visible_message("<span class='notice'>*click* *click*</span>")
return 0
times_used++
return 1
/obj/item/device/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = 1
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>The [src.name] burns out!</span>")
/obj/item/device/flash/proc/flash_recharge()
//capacitor recharges over time
for(var/i=0, i<3, i++)
@@ -31,188 +52,129 @@
last_used += 600
times_used -= 2
last_used = world.time
times_used = max(0,round(times_used)) //sanity
times_used = max(0, times_used) //sanity
/obj/item/device/flash/proc/burn_out(mob/user = null) //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = 1
icon_state = burnt
if(user)
user << "<span class='warning'>The bulb has burnt out!</span>"
/obj/item/device/flash/proc/try_use_flash(var/mob/flasher)
flash_recharge()
if(broken)
return 0
if(!handle_flash_charges())
return 0
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("[initial(icon_state)]2", src)
if(flasher && !clown_check(flasher))
return 0
return 1
/obj/item/device/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 10, convert = 1)
add_logs(user, M, "flashed", object="[src.name]")
//if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.confused += power
flick("e_flash", M.flash)
if(user && convert)
terrible_conversion_proc(M, user)
/obj/item/device/flash/attack(mob/living/M, mob/user)
if(!user || !M) return //sanity
add_logs(user, M, "flashed", object="[src.name]")
if(!clown_check(user)) return
if(broken)
user << "<span class='warning'>[src] is broken.</span>"
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
switch(times_used)
if(0 to 5)
last_used = world.time
if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out(user)
return
times_used++
else //can only use it 5 times a minute
user << "<span class='warning'>*click* *click*</span>"
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
if(!try_use_flash(user))
return 0
if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(5)
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && ((user.mind in ticker.mode.head_revolutionaries) || (user.mind in ticker.mode.A_bosses) || (user.mind in ticker.mode.B_bosses)))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(!ticker.mode.add_revolutionary(M.mind))
resisted = 1
if(user.mind in ticker.mode.A_bosses)
if(!ticker.mode.add_gangster(M.mind,"A"))
resisted = 1
if(user.mind in ticker.mode.B_bosses)
if(!ticker.mode.add_gangster(M.mind,"B"))
resisted = 1
else
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
else
flashfail = 1
flash_carbon(M, user, 10, 1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
return 1
else if(issilicon(M))
M.Weaken(rand(5,10))
else
flashfail = 1
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!flashfail)
flick(flashanim, src)
if(!issilicon(M))
user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
add_logs(user, M, "flashed", object="[src.name]")
visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>")
return 1
visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
/obj/item/device/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
if(broken)
user.show_message("<span class='warning'>[src] is broken!</span>", 2)
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
switch(times_used)
if(0 to 5)
if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
burn_out(user)
return
times_used++
else //can only use it 5 times a minute
user.show_message("<span class='warning'>*click* *click*</span>", 2)
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("flash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!try_use_flash(user))
return 0
for(var/mob/living/carbon/M in oviewers(3, null))
var/safety = M:eyecheck()
if(!safety)
if(!M.blinded)
flick("flash", M.flash)
flash_carbon(M, user, 5, 0)
return
/obj/item/device/flash/emp_act(severity)
if(broken) return
flash_recharge()
switch(times_used)
if(0 to 5)
if(prob(2*times_used))
burn_out()
return
times_used++
if(istype(loc, /mob/living/carbon))
var/mob/living/carbon/M = loc
var/safety = M.eyecheck()
if(safety <= 0)
M.Weaken(5)
flick("e_flash", M.flash)
for(var/mob/O in viewers(M, null))
O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 10, 0)
burn_out()
//if(istype(loc, /mob/living/carbon))
//var/mob/living/carbon/M = loc
//flash_carbon(M, null, 15, 0)
//visible_message("<span class='disarm'>[M] is blinded by the [src.name]!</span>")
..()
/obj/item/device/flash/synthetic
name = "synthetic flash"
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = "magnets=2;combat=1"
var/construction_cost = list("metal"=750, "glass"=750)
var/construction_time=100
/obj/item/device/flash/synthetic/attack(mob/living/M, mob/user)
..()
if(!broken)
burn_out(user)
/obj/item/device/flash/proc/terrible_conversion_proc(var/mob/M, var/mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && ((user.mind in ticker.mode.head_revolutionaries) || (user.mind in ticker.mode.A_bosses) || (user.mind in ticker.mode.B_bosses)))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(!ticker.mode.add_revolutionary(M.mind))
resisted = 1
if(user.mind in ticker.mode.A_bosses)
if(!ticker.mode.add_gangster(M.mind,"A"))
resisted = 1
if(user.mind in ticker.mode.B_bosses)
if(!ticker.mode.add_gangster(M.mind,"B"))
resisted = 1
else
resisted = 1
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
/obj/item/device/flash/cyborg
origin_tech = null
/obj/item/device/flash/cyborg/attack(mob/living/M, mob/user)
..()
if(!broken)
burn_out(user)
cyborg_flash_animation(user)
/obj/item/device/flash/cyborg/attack_self(mob/living/M, mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/flash/cyborg/proc/cyborg_flash_animation(var/mob/living/user)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
/obj/item/device/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon_state = "memorizer"
item_state = "nullrod"
burnt = "memorizerburnt"
flashanim = "memorizer2"
item_state = "nullrod"