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https://github.com/Bubberstation/Bubberstation.git
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Adds combat tentacles for changelings (#22203)
* Combat tentacles * wrong layer * No spawn * null and void * /proc/
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+4
-3
@@ -16,12 +16,13 @@
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var/beam_type = /obj/effect/ebeam //must be subtype
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/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam)
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/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam,beam_sleep_time=3)
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endtime = world.time+time
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origin = beam_origin
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origin_oldloc = get_turf(origin)
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target = beam_target
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target_oldloc = get_turf(target)
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sleep_time = beam_sleep_time
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if(origin_oldloc == origin && target_oldloc == target)
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static_beam = 1
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max_distance = maxdistance
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@@ -128,8 +129,8 @@
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return ..()
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/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10,beam_type=/obj/effect/ebeam)
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var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type)
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/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time = 3)
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var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time)
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spawn(0)
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newbeam.Start()
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return newbeam
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@@ -17,6 +17,7 @@
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dna_cost = -1
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genetic_damage = 1000
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var/silent = FALSE
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var/weapon_type
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var/weapon_name_simple
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@@ -28,9 +29,10 @@
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/obj/effect/proc_holder/changeling/weapon/proc/check_weapon(mob/user, obj/item/hand_item)
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if(istype(hand_item, weapon_type))
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playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
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qdel(hand_item)
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user.visible_message("<span class='warning'>With a sickening crunch, [user] reforms their [weapon_name_simple] into an arm!</span>", "<span class='notice'>We assimilate the [weapon_name_simple] back into our body.</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
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if(!silent)
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playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
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user.visible_message("<span class='warning'>With a sickening crunch, [user] reforms their [weapon_name_simple] into an arm!</span>", "<span class='notice'>We assimilate the [weapon_name_simple] back into our body.</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
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user.update_inv_hands()
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return 1
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@@ -46,9 +48,10 @@
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if(limb_regen)
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user.visible_message("<span class='warning'>[user]'s missing arm reforms, making a loud, grotesque sound!</span>", "<span class='userdanger'>Your arm regrows, making a loud, crunchy sound and giving you great pain!</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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user.emote("scream")
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var/obj/item/W = new weapon_type(user)
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var/obj/item/W = new weapon_type(user, silent)
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user.put_in_hands(W)
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playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
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if(!silent)
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playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
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return W
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/obj/effect/proc_holder/changeling/weapon/on_refund(mob/user)
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@@ -191,6 +194,172 @@
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"<span class='italics'>You hear a metal screeching sound.</span>")
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A.open(2)
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/***************************************\
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|***********COMBAT TENTACLES*************|
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\***************************************/
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/obj/effect/proc_holder/changeling/weapon/tentacle
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name = "Tentacle"
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desc = "We ready a tentacle to grab items or victims with."
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helptext = "We can use it once to retrieve a distant item. If used on living creatures, the effect depends on the intent: \
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Help will simply drag them closer, Disarm will grab whatever they're holding instead of them, Grab will put the victim in our hold after catching it, \
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and Harm will stun it, and stab it if we're also holding a sharp weapon. Cannot be used while in lesser form."
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chemical_cost = 10
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dna_cost = 2
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genetic_damage = 5
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req_human = 1
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max_genetic_damage = 10
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weapon_type = /obj/item/weapon/gun/magic/tentacle
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weapon_name_simple = "tentacle"
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silent = TRUE
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/obj/item/weapon/gun/magic/tentacle
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name = "tentacle"
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desc = "A fleshy tentacle that can stretch out and grab things or people."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "proboscis"
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item_state = null
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flags = ABSTRACT | NODROP | DROPDEL | NOBLUDGEON
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w_class = WEIGHT_CLASS_HUGE
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ammo_type = /obj/item/ammo_casing/magic/tentacle
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fire_sound = 'sound/effects/splat.ogg'
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force = 0
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max_charges = 1
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throwforce = 0 //Just to be on the safe side
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throw_range = 0
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throw_speed = 0
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/obj/item/weapon/gun/magic/tentacle/New(location,silent)
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..()
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if(ismob(loc))
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if(!silent)
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loc.visible_message("<span class='warning'>[loc.name]\'s arm starts stretching inhumanly!</span>", "<span class='warning'>Our arm twists and mutates, transforming it into a tentacle.</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
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else
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loc << "<span class='notice'>You prepare to extend a tentacle.</span>"
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/obj/item/weapon/gun/magic/tentacle/shoot_with_empty_chamber(mob/living/user as mob|obj)
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user << "<span class='warning'>The [name] is not ready yet.<span>"
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/obj/item/ammo_casing/magic/tentacle
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name = "tentacle"
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desc = "a tentacle."
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projectile_type = /obj/item/projectile/tentacle
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caliber = "tentacle"
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icon_state = "tentacle_end"
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firing_effect_type = null
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var/obj/item/weapon/gun/magic/tentacle/gun //the item that shot it
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/obj/item/ammo_casing/magic/tentacle/New(obj/item/weapon/gun/magic/tentacle/tentacle_gun)
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gun = tentacle_gun
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..()
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/obj/item/ammo_casing/magic/tentacle/Destroy(obj/item/weapon/gun/magic/tentacle/tentacle_gun)
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gun = null
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..()
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/obj/item/projectile/tentacle
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name = "tentacle"
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icon_state = "tentacle_end"
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pass_flags = PASSTABLE
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damage = 0
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damage_type = BRUTE
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range = 8
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hitsound = 'sound/weapons/thudswoosh.ogg'
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var/chain
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var/obj/item/ammo_casing/magic/tentacle/source //the item that shot it
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/obj/item/projectile/tentacle/New(obj/item/ammo_casing/magic/tentacle/tentacle_casing)
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source = tentacle_casing
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..()
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/obj/item/projectile/tentacle/fire(setAngle)
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if(firer)
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chain = firer.Beam(src, icon_state = "tentacle", time = INFINITY, maxdistance = INFINITY, beam_sleep_time = 1)
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..()
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/obj/item/projectile/tentacle/proc/reset_throw(mob/living/carbon/human/H)
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if(H.in_throw_mode)
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H.throw_mode_off() //Don't annoy the changeling if he doesn't catch the item
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/obj/item/projectile/tentacle/proc/tentacle_grab(mob/living/carbon/human/H, mob/living/carbon/C)
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if(H.Adjacent(C))
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C.grabbedby(H)
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C.grippedby(H) //instant aggro grab
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/obj/item/projectile/tentacle/proc/tentacle_stab(mob/living/carbon/human/H, mob/living/carbon/C)
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if(H.Adjacent(C))
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for(var/obj/item/I in H.held_items)
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if(I.is_sharp())
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C.visible_message("<span class='danger'>[H] impales [C] with [H.p_their()] [I.name]!</span>", "<span class='userdanger'>[H] impales you with [H.p_their()] [I.name]!</span>")
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C.apply_damage(I.force*2, BRUTE, "chest")
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H.do_item_attack_animation(C, used_item = I)
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H.add_mob_blood(C)
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playsound(get_turf(H),I.hitsound,75,1)
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C.Weaken(4)
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return
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C.visible_message("<span class='danger'>[C] falls at [H]'s feet!</span>", "<span class='userdanger'>You are thrown at [H]'s feet!</span>")
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C.Weaken(2)
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/obj/item/projectile/tentacle/on_hit(atom/target, blocked = 0)
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qdel(source.gun) //one tentacle only unless you miss
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if(blocked >= 100)
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return 0
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var/mob/living/carbon/human/H = firer
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if(istype(target, /obj/item))
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var/obj/item/I = target
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if(!I.anchored)
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firer << "<span class='notice'>You pull [I] towards yourself.</span>"
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H.throw_mode_on()
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I.throw_at(H, 10, 2)
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. = 1
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else if(isliving(target))
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var/mob/living/L = target
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if(!L.anchored && !L.throwing)//avoid double hits
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if(iscarbon(L))
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var/mob/living/carbon/C = L
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switch(firer.a_intent)
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if(INTENT_HELP)
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C.visible_message("<span class='danger'>[L] is pulled by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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C.throw_at(get_step_towards(H,C), 8, 2)
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return 1
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if(INTENT_DISARM)
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var/obj/item/I = C.get_active_held_item()
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if(I)
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if(C.drop_item())
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C.visible_message("<span class='danger'>[I] is yanked off of [C]'s hand by [src]!</span>","<span class='userdanger'>A tentacle pulls [I] away from you!</span>")
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on_hit(I) //grab the item as if you had hit it directly with the tentacle
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return 1
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else
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firer << "<span class='danger'>You can't seem to pry [I] off of [C]'s hands!<span>"
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return 0
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else
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firer << "<span class='danger'>[C] has nothing in hand to disarm!<span>"
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return 0
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if(INTENT_GRAB)
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C.visible_message("<span class='danger'>[L] is grabbed by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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C.throw_at(get_step_towards(H,C), 8, 2)
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addtimer(src, "tentacle_grab", 3, TIMER_NORMAL, H, C)
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return 1
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if(INTENT_HARM)
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C.visible_message("<span class='danger'>[L] is thrown towards [H] by a tentacle!</span>","<span class='userdanger'>A tentacle grabs you and throws you towards [H]!</span>")
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C.throw_at(get_step_towards(H,C), 8, 2)
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addtimer(src, "tentacle_stab", 3, TIMER_NORMAL, H, C)
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return 1
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else
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L.visible_message("<span class='danger'>[L] is pulled by [H]'s tentacle!</span>","<span class='userdanger'>A tentacle grabs you and pulls you towards [H]!</span>")
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L.throw_at(get_step_towards(H,L), 8, 2)
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. = 1
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/obj/item/projectile/tentacle/Destroy()
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qdel(chain)
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source = null
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return ..()
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/***************************************\
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|****************SHIELD*****************|
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