/obj/item/melee/baton name = "stun baton" desc = "A stun baton for incapacitating people with." icon_state = "stunbaton" inhand_icon_state = "baton" worn_icon_state = "baton" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' force = 10 attack_verb_continuous = list("beats") attack_verb_simple = list("beat") w_class = WEIGHT_CLASS_NORMAL slot_flags = ITEM_SLOT_BELT armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) throwforce = 7 var/throw_stun_chance = 35 var/obj/item/stock_parts/cell/cell var/preload_cell_type //if not empty the baton starts with this type of cell var/cell_hit_cost = 1000 var/can_remove_cell = TRUE var/turned_on = FALSE var/activate_sound = "sparks" var/attack_cooldown_check = 0 SECONDS var/attack_cooldown = 2.5 SECONDS var/stun_sound = 'sound/weapons/egloves.ogg' var/confusion_amt = 10 var/stamina_loss_amt = 60 var/apply_stun_delay = 2 SECONDS var/stun_time = 5 SECONDS var/convertible = TRUE //if it can be converted with a conversion kit /obj/item/melee/baton/get_cell() return cell /obj/item/melee/baton/suicide_act(mob/user) if(cell?.charge && turned_on) user.visible_message("[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) else user.visible_message("[user] is shoving the [name] down their throat! It looks like [user.p_theyre()] trying to commit suicide!") . = (OXYLOSS) /obj/item/melee/baton/Initialize() . = ..() if(preload_cell_type) if(!ispath(preload_cell_type,/obj/item/stock_parts/cell)) log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].") else cell = new preload_cell_type(src) update_icon() RegisterSignal(src, COMSIG_PARENT_ATTACKBY, .proc/convert) /obj/item/melee/baton/Destroy() if(cell) QDEL_NULL(cell) UnregisterSignal(src, COMSIG_PARENT_ATTACKBY) return ..() /obj/item/melee/baton/proc/convert(datum/source, obj/item/I, mob/user) SIGNAL_HANDLER if(istype(I,/obj/item/conversion_kit) && convertible) var/turf/T = get_turf(src) var/obj/item/melee/classic_baton/B = new /obj/item/melee/classic_baton (T) B.alpha = 20 playsound(T, 'sound/items/drill_use.ogg', 80, TRUE, -1) animate(src, alpha = 0, time = 10) animate(B, alpha = 255, time = 10) qdel(I) qdel(src) /obj/item/melee/baton/handle_atom_del(atom/A) if(A == cell) cell = null turned_on = FALSE update_icon() return ..() /obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) ..() //Only mob/living types have stun handling if(turned_on && prob(throw_stun_chance) && iscarbon(hit_atom)) baton_effect(hit_atom) /obj/item/melee/baton/loaded //this one starts with a cell pre-installed. preload_cell_type = /obj/item/stock_parts/cell/high /obj/item/melee/baton/proc/deductcharge(chrgdeductamt) if(cell) //Note this value returned is significant, as it will determine //if a stun is applied or not . = cell.use(chrgdeductamt) if(turned_on && cell.charge < cell_hit_cost) //we're below minimum, turn off turned_on = FALSE update_icon() playsound(src, activate_sound, 75, TRUE, -1) /obj/item/melee/baton/update_icon_state() if(turned_on) icon_state = "[initial(icon_state)]_active" else if(!cell) icon_state = "[initial(icon_state)]_nocell" else icon_state = "[initial(icon_state)]" /obj/item/melee/baton/examine(mob/user) . = ..() if(cell) . += "\The [src] is [round(cell.percent())]% charged." else . += "\The [src] does not have a power source installed." /obj/item/melee/baton/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/stock_parts/cell)) var/obj/item/stock_parts/cell/C = W if(cell) to_chat(user, "[src] already has a cell!") else if(C.maxcharge < cell_hit_cost) to_chat(user, "[src] requires a higher capacity cell.") return if(!user.transferItemToLoc(W, src)) return cell = W to_chat(user, "You install a cell in [src].") update_icon() else if(W.tool_behaviour == TOOL_SCREWDRIVER) tryremovecell(user) else return ..() /obj/item/melee/baton/proc/tryremovecell(mob/user) if(cell && can_remove_cell) cell.update_icon() cell.forceMove(get_turf(src)) cell = null to_chat(user, "You remove the cell from [src].") turned_on = FALSE update_icon() /obj/item/melee/baton/attack_self(mob/user) toggle_on(user) /obj/item/melee/baton/proc/toggle_on(mob/user) if(cell && cell.charge > cell_hit_cost) turned_on = !turned_on to_chat(user, "[src] is now [turned_on ? "on" : "off"].") playsound(src, activate_sound, 75, TRUE, -1) else turned_on = FALSE if(!cell) to_chat(user, "[src] does not have a power source!") else to_chat(user, "[src] is out of charge.") update_icon() add_fingerprint(user) /obj/item/melee/baton/proc/clumsy_check(mob/living/carbon/human/user) if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) playsound(src, stun_sound, 75, TRUE, -1) user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \ "You accidentally hit yourself with [src]!") user.Knockdown(stun_time*3) //should really be an equivalent to attack(user,user) deductcharge(cell_hit_cost) return TRUE return FALSE /obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user) if(clumsy_check(user)) return FALSE if(iscyborg(M)) ..() return if(ishuman(M)) var/mob/living/carbon/human/L = M if(check_martial_counter(L, user)) return if(user.a_intent != INTENT_HARM) if(turned_on) if(attack_cooldown_check <= world.time) if(baton_effect(M, user)) user.do_attack_animation(M) return else to_chat(user, "The baton is still charging!") else M.visible_message("[user] prods [M] with [src]. Luckily it was off.", \ "[user] prods you with [src]. Luckily it was off.") else if(turned_on) if(attack_cooldown_check <= world.time) baton_effect(M, user) ..() /obj/item/melee/baton/proc/baton_effect(mob/living/L, mob/user) if(shields_blocked(L, user)) return FALSE if(HAS_TRAIT_FROM(L, TRAIT_IWASBATONED, user)) //no doublebaton abuse anon! to_chat(user, "[L] manages to avoid the attack!") return FALSE if(iscyborg(loc)) var/mob/living/silicon/robot/R = loc if(!R || !R.cell || !R.cell.use(cell_hit_cost)) return FALSE else if(!deductcharge(cell_hit_cost)) return FALSE /// After a target is hit, we do a chunk of stamina damage, along with other effects. /// After a period of time, we then check to see what stun duration we give. L.Jitter(20) L.set_confusion(max(confusion_amt, L.get_confusion())) L.stuttering = max(8, L.stuttering) L.apply_damage(stamina_loss_amt, STAMINA, BODY_ZONE_CHEST) SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK) addtimer(CALLBACK(src, .proc/apply_stun_effect_end, L), apply_stun_delay) if(user) L.lastattacker = user.real_name L.lastattackerckey = user.ckey L.visible_message("[user] stuns [L] with [src]!", \ "[user] stuns you with [src]!") log_combat(user, L, "stunned") playsound(src, stun_sound, 50, TRUE, -1) attack_cooldown_check = world.time + attack_cooldown ADD_TRAIT(L, TRAIT_IWASBATONED, user) addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, user), attack_cooldown) return 1 /// After the initial stun period, we check to see if the target needs to have the stun applied. /obj/item/melee/baton/proc/apply_stun_effect_end(mob/living/target) var/trait_check = HAS_TRAIT(target, TRAIT_STUNRESISTANCE) //var since we check it in out to_chat as well as determine stun duration if(!target.IsKnockdown()) to_chat(target, "Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]") if(trait_check) target.Knockdown(stun_time * 0.1) else target.Knockdown(stun_time) /obj/item/melee/baton/emp_act(severity) . = ..() if (!(. & EMP_PROTECT_SELF)) deductcharge(1000 / severity) /obj/item/melee/baton/proc/shields_blocked(mob/living/L, mob/user) if(ishuman(L)) var/mob/living/carbon/human/H = L if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that playsound(H, 'sound/weapons/genhit.ogg', 50, TRUE) return TRUE return FALSE //Makeshift stun baton. Replacement for stun gloves. /obj/item/melee/baton/cattleprod name = "stunprod" desc = "An improvised stun baton." icon_state = "stunprod" inhand_icon_state = "prod" worn_icon_state = null lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' w_class = WEIGHT_CLASS_BULKY force = 3 throwforce = 5 stun_time = 5 SECONDS cell_hit_cost = 2000 throw_stun_chance = 10 slot_flags = ITEM_SLOT_BACK convertible = FALSE var/obj/item/assembly/igniter/sparkler = 0 /obj/item/melee/baton/cattleprod/Initialize() . = ..() sparkler = new (src) /obj/item/melee/baton/cattleprod/baton_effect() if(sparkler.activate()) ..() /obj/item/melee/baton/cattleprod/Destroy() if(sparkler) QDEL_NULL(sparkler) return ..() /obj/item/melee/baton/boomerang name = "\improper OZtek Boomerang" desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!" throw_speed = 1 icon_state = "boomerang" inhand_icon_state = "boomerang" force = 5 throwforce = 5 throw_range = 5 cell_hit_cost = 2000 throw_stun_chance = 99 //Have you prayed today? convertible = FALSE custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000) /obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE) if(turned_on) if(ishuman(thrower)) var/mob/living/carbon/human/H = thrower H.throw_mode_off() //so they can catch it on the return. return ..() /obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) if(turned_on) var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum) if(ishuman(hit_atom) && !caught && prob(throw_stun_chance))//if they are a carbon and they didn't catch it baton_effect(hit_atom) if(thrownby && !caught) addtimer(CALLBACK(src, /atom/movable.proc/throw_at, thrownby, throw_range+2, throw_speed, null, TRUE), 1) else return ..() /obj/item/melee/baton/boomerang/update_icon_state() if(turned_on) icon_state = "[initial(icon_state)]_active" else if(!cell) icon_state = "[initial(icon_state)]_nocell" else icon_state = "[initial(icon_state)]" /obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell. preload_cell_type = /obj/item/stock_parts/cell/high