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* stun * stamina tweak * 5 units * 2 hits even with chem * Update stunbaton.dm * This is a good slowdown * new chem + confusion * overdose * h * update Co-Authored-By: JJRcop <jrubcop@gmail.com> * less cheap * better overdosing * typo * *= * confused * overdose tweaks * tweak * no var * typo Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> * * * tweaks * stamina batons * knockdown * Update code/game/objects/items/melee/misc.dm Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> * number tweaks * maint * 2 * cooldown and less stuntime * tweaks * conflict * text
233 lines
7.5 KiB
Plaintext
233 lines
7.5 KiB
Plaintext
/obj/item/melee/baton
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name = "stun baton"
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desc = "A stun baton for incapacitating people with."
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icon_state = "stunbaton"
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item_state = "baton"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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slot_flags = ITEM_SLOT_BELT
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force = 10
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throwforce = 7
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("beaten")
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
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var/cooldown_check = 0
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var/cooldown = (2 SECONDS)
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var/stunforce = 100
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var/status = 0
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 1000
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var/throw_hit_chance = 35
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var/preload_cell_type //if not empty the baton starts with this type of cell
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/obj/item/melee/baton/get_cell()
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return cell
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/obj/item/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (FIRELOSS)
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/obj/item/melee/baton/Initialize()
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. = ..()
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if(preload_cell_type)
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if(!ispath(preload_cell_type,/obj/item/stock_parts/cell))
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log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
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else
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cell = new preload_cell_type(src)
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update_icon()
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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//Only mob/living types have stun handling
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if(status && prob(throw_hit_chance) && iscarbon(hit_atom))
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baton_stun(hit_atom)
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/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
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preload_cell_type = /obj/item/stock_parts/cell/high
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt)
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if(cell)
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//Note this value returned is significant, as it will determine
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//if a stun is applied or not
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. = cell.use(chrgdeductamt)
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if(status && cell.charge < hitcost)
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//we're below minimum, turn off
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status = 0
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update_icon()
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playsound(loc, "sparks", 75, 1, -1)
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/obj/item/melee/baton/update_icon()
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if(status)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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if(cell)
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. += "<span class='notice'>\The [src] is [round(cell.percent())]% charged.</span>"
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else
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. += "<span class='warning'>\The [src] does not have a power source installed.</span>"
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/obj/item/melee/baton/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = W
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if(cell)
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to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
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else
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if(C.maxcharge < hitcost)
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to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
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return
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if(!user.transferItemToLoc(W, src))
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return
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cell = W
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to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
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update_icon()
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(cell)
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cell.update_icon()
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
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status = 0
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update_icon()
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else
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return ..()
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/obj/item/melee/baton/attack_self(mob/user)
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if(cell && cell.charge > hitcost)
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status = !status
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to_chat(user, "<span class='notice'>[src] is now [status ? "on" : "off"].</span>")
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playsound(loc, "sparks", 75, 1, -1)
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else
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status = 0
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if(!cell)
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to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
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if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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user.Paralyze(stunforce*3)
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deductcharge(hitcost)
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return
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if(iscyborg(M))
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..()
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return
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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if(check_martial_counter(L, user))
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return
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if(user.a_intent != INTENT_HARM)
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if(status)
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if(cooldown_check <= world.time)
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if(baton_stun(M, user))
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user.do_attack_animation(M)
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return
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else
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to_chat(user, "<span class='danger'>The baton is still charging!</span>")
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else
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M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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else
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if(status)
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if(cooldown_check <= world.time)
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baton_stun(M, user)
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..()
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return 0
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(!R || !R.cell || !R.cell.use(hitcost))
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return 0
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else
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if(!deductcharge(hitcost))
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return 0
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/// After a target is hit, we do a chunk of stamina damage, along with other effects.
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/// After a period of time, we then check to see what stun duration we give.
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L.Jitter(20)
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L.confused = max(8, L.confused)
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L.apply_effect(EFFECT_STUTTER, stunforce)
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L.adjustStaminaLoss(60)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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addtimer(CALLBACK(src, .proc/apply_stun_effect_end, L), 2.5 SECONDS)
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has stunned you with [src]!</span>")
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log_combat(user, L, "stunned")
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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H.forcesay(GLOB.hit_appends)
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cooldown_check = world.time + cooldown
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return 1
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/// After the initial stun period, we check to see if the target needs to have the stun applied.
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/obj/item/melee/baton/proc/apply_stun_effect_end(mob/living/target)
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var/trait_check = HAS_TRAIT(target, TRAIT_STUNRESISTANCE) //var since we check it in out to_chat as well as determine stun duration
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if(trait_check)
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target.Paralyze(stunforce * 0.1)
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else
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target.Paralyze(stunforce)
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if(!target.IsParalyzed())
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to_chat(target, "<span class='warning'>You muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]</span>")
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/obj/item/melee/baton/emp_act(severity)
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. = ..()
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if (!(. & EMP_PROTECT_SELF))
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deductcharge(1000 / severity)
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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desc = "An improvised stun baton."
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icon_state = "stunprod"
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item_state = "prod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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throwforce = 5
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stunforce = 100
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hitcost = 2000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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var/obj/item/assembly/igniter/sparkler = 0
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/obj/item/melee/baton/cattleprod/Initialize()
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. = ..()
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sparkler = new (src)
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/obj/item/melee/baton/cattleprod/baton_stun()
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if(sparkler.activate())
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..()
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