Files
Bubberstation/code/game/objects/items/weapons/shields.dm
2013-11-07 09:08:57 -08:00

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/obj/item/weapon/shield
name = "shield"
/obj/item/weapon/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'icons/obj/weapons.dmi'
icon_state = "riot"
flags = FPRINT | TABLEPASS| CONDUCT
slot_flags = SLOT_BACK
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 4.0
g_amt = 7500
m_amt = 1000
origin_tech = "materials=2"
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
IsShield()
return 1
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/melee/baton))
if(cooldown < world.time - 25)
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else
..()
/obj/item/weapon/shield/riot/roman
name = "roman shield"
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
icon_state = "roman_shield"
/obj/item/weapon/shield/energy
name = "energy combat shield"
desc = "A shield capable of stopping most projectile and melee attacks. Energy projectiles are reflected. It can be retracted, expanded, and stored anywhere."
icon = 'icons/obj/weapons.dmi'
icon_state = "eshield0" // eshield1 for expanded
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 1
origin_tech = "materials=4;magnets=3;syndicate=4"
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/weapon/shield/energy/IsShield()
return (active)
/obj/item/weapon/shield/energy/IsReflect()
return (active)
/obj/item/weapon/shield/energy/attack_self(mob/living/user)
if((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>You beat yourself in the head with [src].</span>"
user.take_organ_damage(5)
active = !active
if(active)
force = 10
icon_state = "eshield[active]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>[src] is now active.</span>"
reflect_chance = 40
else
force = 3
icon_state = "eshield[active]"
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>[src] can now be concealed.</span>"
reflect_chance = 0
add_fingerprint(user)
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eyesocket."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = "magnets=3;syndicate=4"
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The cloaking device is now active."
src.icon_state = "shield1"
else
user << "\blue The cloaking device is now inactive."
src.icon_state = "shield0"
src.add_fingerprint(user)
user.update_icons()
return
/obj/item/weapon/cloaking_device/emp_act(severity)
active = 0
icon_state = "shield0"
if(ismob(loc))
loc:update_icons()
..()