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https://github.com/Bubberstation/Bubberstation.git
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bc2215667f
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
73 lines
2.6 KiB
Plaintext
73 lines
2.6 KiB
Plaintext
/obj/structure/closet/crate/large
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name = "large crate"
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desc = "A hefty wooden crate. You'll need a crowbar to get it open."
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icon_state = "largecrate"
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base_icon_state = "largecrate"
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density = TRUE
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pass_flags_self = PASSSTRUCTURE
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material_drop = /obj/item/stack/sheet/mineral/wood
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material_drop_amount = 4
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delivery_icon = "deliverybox"
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integrity_failure = 0 //Makes the crate break when integrity reaches 0, instead of opening and becoming an invisible sprite.
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open_sound = 'sound/machines/closet/wooden_closet_open.ogg'
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close_sound = 'sound/machines/closet/wooden_closet_close.ogg'
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open_sound_volume = 25
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close_sound_volume = 50
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can_install_electronics = FALSE
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elevation = 22
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can_weld_shut = FALSE
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// Stops people from "diving into" a crate you can't open normally
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divable = FALSE
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/obj/structure/closet/crate/large/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NO_MISSING_ITEM_ERROR, TRAIT_GENERIC)
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/obj/structure/closet/crate/large/attack_hand(mob/user, list/modifiers)
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add_fingerprint(user)
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if(manifest)
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tear_manifest(user)
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else
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to_chat(user, span_warning("You need a crowbar to pry this open!"))
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/obj/structure/closet/crate/large/attackby(obj/item/W, mob/living/user, list/modifiers, list/attack_modifiers)
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if(W.tool_behaviour == TOOL_CROWBAR)
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if(manifest)
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tear_manifest(user)
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if(!open(user))
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return FALSE
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user.visible_message(span_notice("[user] pries \the [src] open."), \
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span_notice("You pry open \the [src]."), \
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span_hear("You hear splitting wood."))
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playsound(src.loc, 'sound/items/weapons/slashmiss.ogg', 75, TRUE)
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var/turf/T = get_turf(src)
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for(var/i in 1 to material_drop_amount)
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new material_drop(src)
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for(var/atom/movable/AM in contents)
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AM.forceMove(T)
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qdel(src)
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else
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if(user.combat_mode) //Only return ..() if intent is harm, otherwise return 0 or just end it.
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return ..() //Stops it from opening and turning invisible when items are used on it.
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else
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to_chat(user, span_warning("You need a crowbar to pry this open!"))
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return FALSE //Just stop. Do nothing. Don't turn into an invisible sprite. Don't open like a locker.
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//The large crate has no non-attack interactions other than the crowbar, anyway.
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/obj/structure/closet/crate/large/hats/PopulateContents()
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..()
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for (var/i in 1 to 5)
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new /obj/effect/spawner/random/clothing/funny_hats(src)
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if(prob(1))
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var/our_contents = list()
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for(var/obj/item/clothing/head/any_hat in contents)
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our_contents[any_hat]++
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if(our_contents)
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var/obj/item/clothing/head/lucky_hat = pick(our_contents)
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lucky_hat.AddComponent(/datum/component/unusual_effect, color = "#FFEA0030", include_particles = TRUE)
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lucky_hat.name = "unusual [name]"
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