Reverts to TG weapons

Add: Changes some of the effects of the stunbaton back to TG
This commit is contained in:
ReturnToZender
2023-04-17 09:04:34 -05:00
parent 5bc5b4c72a
commit e1616cc575
2 changed files with 14 additions and 23 deletions

View File

@@ -385,21 +385,18 @@
/obj/item/melee/baton/security
name = "stun baton"
desc = "A stun baton for incapacitating people with."
desc_controls = "Left click to stun, right click to harm."
desc = "A stun baton for incapacitating people with. Left click to stun, right click to harm."
icon_state = "stunbaton"
inhand_icon_state = "baton"
worn_icon_state = "baton"
force = 10
wound_bonus = 0
attack_verb_continuous = list("beats")
attack_verb_simple = list("beat")
armor_type = /datum/armor/baton_security
throwforce = 7
stamina_damage = 35 // SKYRAT EDIT - 4 baton crit now (Original: 45)
stamina_damage = 60
knockdown_time = 5 SECONDS
clumsy_knockdown_time = 15 SECONDS
cooldown = 2.5 SECONDS
@@ -416,11 +413,6 @@
var/can_remove_cell = TRUE
var/convertible = TRUE //if it can be converted with a conversion kit
/datum/armor/baton_security
bomb = 50
fire = 80
acid = 80
/obj/item/melee/baton/security/Initialize(mapload)
. = ..()
if(preload_cell_type)
@@ -428,20 +420,20 @@
log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
else
cell = new preload_cell_type(src)
RegisterSignal(src, COMSIG_PARENT_ATTACKBY, PROC_REF(convert))
RegisterSignal(src, COMSIG_PARENT_ATTACKBY, .proc/convert)
update_appearance()
/obj/item/melee/baton/security/get_cell()
return cell
/obj/item/melee/baton/security/suicide_act(mob/living/user)
/obj/item/melee/baton/security/suicide_act(mob/user)
if(cell?.charge && active)
user.visible_message(span_suicide("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
. = (FIRELOSS)
attack(user, user)
return FIRELOSS
else
user.visible_message(span_suicide("[user] is shoving the [name] down their throat! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
. = (OXYLOSS)
/obj/item/melee/baton/security/Destroy()
if(cell)
@@ -577,12 +569,12 @@
* After a period of time, we then check to see what stun duration we give.
*/
/obj/item/melee/baton/security/additional_effects_non_cyborg(mob/living/target, mob/living/user)
target.set_jitter_if_lower(40 SECONDS)
// target.set_confusion_if_lower(10 SECONDS) // SKYRAT EDIT REMOVAL
target.set_stutter_if_lower(16 SECONDS)
target.set_timed_status_effect(40 SECONDS, /datum/status_effect/jitter, only_if_higher = TRUE)
target.set_timed_status_effect(10 SECONDS, /datum/status_effect/confusion, only_if_higher = TRUE)
target.set_timed_status_effect(16 SECONDS, /datum/status_effect/speech/stutter, only_if_higher = TRUE)
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
addtimer(CALLBACK(src, PROC_REF(apply_stun_effect_end), target), 2 SECONDS)
addtimer(CALLBACK(src, .proc/apply_stun_effect_end, target), 2 SECONDS)
/// After the initial stun period, we check to see if the target needs to have the stun applied.
/obj/item/melee/baton/security/proc/apply_stun_effect_end(mob/living/target)
@@ -590,8 +582,7 @@
if(!target.IsKnockdown())
to_chat(target, span_warning("Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]"))
if(!trait_check)
target.Knockdown(knockdown_time)
target.Knockdown(knockdown_time * (trait_check ? 0.1 : 1))
/obj/item/melee/baton/security/get_wait_description()
return span_danger("The baton is still charging!")
@@ -624,7 +615,7 @@
scramble_mode()
for(var/loops in 1 to rand(6, 12))
scramble_time = rand(5, 15) / (1 SECONDS)
addtimer(CALLBACK(src, PROC_REF(scramble_mode)), scramble_time*loops * (1 SECONDS))
addtimer(CALLBACK(src, .proc/scramble_mode), scramble_time*loops * (1 SECONDS))
/obj/item/melee/baton/security/proc/scramble_mode()
if (!cell || cell.charge < cell_hit_cost)

View File

@@ -30,7 +30,7 @@
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
icon_state = "disabler"
inhand_icon_state = null
ammo_type = list(/obj/item/ammo_casing/energy/disabler/skyrat) // SKYRAT EDIT: ammo_type = list(/obj/item/ammo_casing/energy/disabler)
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
ammo_x_offset = 2
cell_type = /obj/item/stock_parts/cell/super // SKYRAT EDIT ADDITION