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- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet. - I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era). - I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned. - Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file. - New telecomms bus mainframe sprite, thanks to WJohnston. - New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors. - A couple of minor bugfixes here and there, along with some code tidying. Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
62 lines
1.4 KiB
Plaintext
62 lines
1.4 KiB
Plaintext
/*
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Miscellaneous traitor devices
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BATTERER
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*/
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/*
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The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
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effective or pretty fucking useless.
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*/
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/obj/item/device/batterer
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name = "mind batterer"
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desc = "A strange device with twin antennas."
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icon_state = "batterer"
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throwforce = 5
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w_class = 1.0
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throw_speed = 4
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throw_range = 10
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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origin_tech = "magnets=3;combat=3;syndicate=3"
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var/times_used = 0 //Number of times it's been used.
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var/max_uses = 2
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/obj/item/device/batterer/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(!user) return
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if(times_used >= max_uses)
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user << "\red The mind batterer has been burnt out!"
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return
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used [src] to knock down people in the area.</font>")
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for(var/mob/living/carbon/human/M in orange(10, user))
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spawn()
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if(prob(50))
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M.Weaken(rand(10,20))
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if(prob(25))
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M.Stun(rand(5,10))
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M << "\red <b>You feel a tremendous, paralyzing wave flood your mind.</b>"
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else
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M << "\red <b>You feel a sudden, electric jolt travel through your head.</b>"
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playsound(src.loc, 'interference.ogg', 50, 1)
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user << "\blue You trigger [src]."
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times_used += 1
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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