Files
Bubberstation/code/game/objects/items/wizard_weapons.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

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).

## Changelog

🆑 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)
/🆑
2025-05-19 13:32:12 +10:00

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/obj/item/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "singularity_hammer0"
base_icon_state = "singularity_hammer"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
worn_icon_state = "singularity_hammer"
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor_type = /datum/armor/item_singularityhammer
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
var/charged = TRUE
/datum/armor/item_singularityhammer
melee = 50
bullet = 50
laser = 50
bomb = 50
fire = 100
acid = 100
/obj/item/singularityhammer/Initialize(mapload)
. = ..()
AddElement(/datum/element/kneejerk)
AddComponent(/datum/component/two_handed, \
force_multiplier = 4, \
icon_wielded = "[base_icon_state]1", \
)
/obj/item/singularityhammer/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovable(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(isliving(A))
var/mob/living/vortexed_mob = A
if(vortexed_mob.mob_negates_gravity())
continue
else
vortexed_mob.Paralyze(2 SECONDS)
if(!A.anchored && !isobserver(A))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
/obj/item/singularityhammer/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(!charged)
return
charged = FALSE
if(isliving(target))
var/mob/living/smacked = target
smacked.take_bodypart_damage(20, 0)
playsound(user, 'sound/items/weapons/marauder.ogg', 50, TRUE)
vortex(get_turf(target), user)
addtimer(VARSET_CALLBACK(src, charged, TRUE), 10 SECONDS)
/obj/item/mjollnir
name = "Mjollnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "mjollnir0"
base_icon_state = "mjollnir"
worn_icon_state = "mjollnir"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/mjollnir/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
force_multiplier = 5, \
icon_wielded = "[base_icon_state]1", \
attacksound = SFX_SPARKS, \
)
/obj/item/mjollnir/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/mjollnir/proc/shock(mob/living/target)
target.Stun(1.5 SECONDS)
target.Knockdown(10 SECONDS)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message(span_danger("[target.name] is shocked by [src]!"), \
span_userdanger("You feel a powerful shock course through your body sending you flying!"), \
span_hear("You hear a heavy electrical crack!"))
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
/obj/item/mjollnir/attack(mob/living/target_mob, mob/user)
..()
if(QDELETED(target_mob))
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
shock(target_mob)
/obj/item/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!QDELETED(hit_atom) && isliving(hit_atom))
shock(hit_atom)