mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 19:44:58 +01:00
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:
@@ -4,7 +4,7 @@
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icon_state = "flash"
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item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
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throwforce = 0
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w_class = 1.0
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w_class = 1
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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@@ -13,16 +13,37 @@
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var/times_used = 0 //Number of times it's been used.
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var/broken = 0 //Is the flash burnt out?
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var/last_used = 0 //last world.time it was used.
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var/burnt = "flashburnt"
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var/flashanim = "flash2"
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/obj/item/device/flash/proc/clown_check(mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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user << "<span class='danger'>[src] slips out of your hand.</span>"
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user.drop_item()
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flash_carbon(user, user, 15, 0)
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visible_message("<span class='disarm'>[user] blinds [user] with the flash!</span>")
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return 0
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return 1
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/obj/item/device/flash/proc/handle_flash_charges()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking. It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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last_used = world.time
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if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out()
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return 0
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else //can only use it 5 times a minute
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visible_message("<span class='notice'>*click* *click*</span>")
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return 0
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times_used++
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return 1
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/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.
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broken = 1
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icon_state = "[initial(icon_state)]burnt"
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visible_message("<span class='notice'>The [src.name] burns out!</span>")
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/obj/item/device/flash/proc/flash_recharge()
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//capacitor recharges over time
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for(var/i=0, i<3, i++)
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@@ -31,188 +52,129 @@
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last_used += 600
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times_used -= 2
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last_used = world.time
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times_used = max(0,round(times_used)) //sanity
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times_used = max(0, times_used) //sanity
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/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.
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broken = 1
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icon_state = burnt
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if(user)
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user << "<span class='warning'>The bulb has burnt out!</span>"
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/obj/item/device/flash/proc/try_use_flash(var/mob/flasher)
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flash_recharge()
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if(broken)
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return 0
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if(!handle_flash_charges())
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return 0
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("[initial(icon_state)]2", src)
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if(flasher && !clown_check(flasher))
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return 0
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return 1
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/obj/item/device/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 10, convert = 1)
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add_logs(user, M, "flashed", object="[src.name]")
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//if(iscarbon(M))
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var/safety = M:eyecheck()
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if(safety <= 0)
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M.confused += power
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flick("e_flash", M.flash)
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if(user && convert)
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terrible_conversion_proc(M, user)
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/obj/item/device/flash/attack(mob/living/M, mob/user)
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if(!user || !M) return //sanity
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add_logs(user, M, "flashed", object="[src.name]")
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if(!clown_check(user)) return
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if(broken)
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user << "<span class='warning'>[src] is broken.</span>"
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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//It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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last_used = world.time
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if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out(user)
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return
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times_used++
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else //can only use it 5 times a minute
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user << "<span class='warning'>*click* *click*</span>"
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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var/flashfail = 0
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if(!try_use_flash(user))
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return 0
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if(iscarbon(M))
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var/safety = M:eyecheck()
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if(safety <= 0)
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M.Weaken(5)
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flick("e_flash", M.flash)
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && ((user.mind in ticker.mode.head_revolutionaries) || (user.mind in ticker.mode.A_bosses) || (user.mind in ticker.mode.B_bosses)))
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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else
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resisted = 1
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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else
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
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else
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flashfail = 1
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flash_carbon(M, user, 10, 1)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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return 1
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else if(issilicon(M))
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M.Weaken(rand(5,10))
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else
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flashfail = 1
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if(isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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if(!flashfail)
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flick(flashanim, src)
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if(!issilicon(M))
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user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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else
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user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
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else
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user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
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add_logs(user, M, "flashed", object="[src.name]")
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visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>")
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return 1
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visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
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/obj/item/device/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!user || !clown_check(user)) return
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if(broken)
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user.show_message("<span class='warning'>[src] is broken!</span>", 2)
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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//It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out(user)
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return
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times_used++
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else //can only use it 5 times a minute
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user.show_message("<span class='warning'>*click* *click*</span>", 2)
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("flash2", src)
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if(user && isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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if(!try_use_flash(user))
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return 0
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for(var/mob/living/carbon/M in oviewers(3, null))
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var/safety = M:eyecheck()
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if(!safety)
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if(!M.blinded)
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flick("flash", M.flash)
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flash_carbon(M, user, 5, 0)
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return
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/obj/item/device/flash/emp_act(severity)
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if(broken) return
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flash_recharge()
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switch(times_used)
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if(0 to 5)
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if(prob(2*times_used))
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burn_out()
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return
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times_used++
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if(istype(loc, /mob/living/carbon))
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var/mob/living/carbon/M = loc
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var/safety = M.eyecheck()
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if(safety <= 0)
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M.Weaken(5)
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flick("e_flash", M.flash)
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for(var/mob/O in viewers(M, null))
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O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
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if(!try_use_flash())
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return 0
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for(var/mob/living/carbon/M in viewers(3, null))
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flash_carbon(M, null, 10, 0)
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burn_out()
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//if(istype(loc, /mob/living/carbon))
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//var/mob/living/carbon/M = loc
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//flash_carbon(M, null, 15, 0)
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//visible_message("<span class='disarm'>[M] is blinded by the [src.name]!</span>")
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..()
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/obj/item/device/flash/synthetic
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name = "synthetic flash"
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desc = "When a problem arises, SCIENCE is the solution."
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icon_state = "sflash"
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origin_tech = "magnets=2;combat=1"
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var/construction_cost = list("metal"=750, "glass"=750)
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var/construction_time=100
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/obj/item/device/flash/synthetic/attack(mob/living/M, mob/user)
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..()
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if(!broken)
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burn_out(user)
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/obj/item/device/flash/proc/terrible_conversion_proc(var/mob/M, var/mob/user)
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && ((user.mind in ticker.mode.head_revolutionaries) || (user.mind in ticker.mode.A_bosses) || (user.mind in ticker.mode.B_bosses)))
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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if(user.mind in ticker.mode.A_bosses)
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if(!ticker.mode.add_gangster(M.mind,"A"))
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resisted = 1
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if(user.mind in ticker.mode.B_bosses)
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if(!ticker.mode.add_gangster(M.mind,"B"))
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resisted = 1
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else
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resisted = 1
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/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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else
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
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/obj/item/device/flash/cyborg
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origin_tech = null
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/obj/item/device/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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if(!broken)
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burn_out(user)
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/attack_self(mob/living/M, mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/proc/cyborg_flash_animation(var/mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon_state = "memorizer"
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item_state = "nullrod"
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burnt = "memorizerburnt"
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flashanim = "memorizer2"
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item_state = "nullrod"
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