mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-06 14:29:17 +00:00
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
237 lines
8.2 KiB
Plaintext
237 lines
8.2 KiB
Plaintext
//spears
|
|
/obj/item/spear
|
|
icon = 'icons/obj/weapons/spear.dmi'
|
|
icon_state = "spearglass0"
|
|
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
|
|
name = "spear"
|
|
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
|
|
force = 10
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
slot_flags = ITEM_SLOT_BACK
|
|
throwforce = 20
|
|
throw_speed = 4
|
|
demolition_mod = 0.75
|
|
embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
|
|
armour_penetration = 10
|
|
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
hitsound = 'sound/weapons/bladeslice.ogg'
|
|
attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
|
|
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
|
|
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
|
|
max_integrity = 200
|
|
armor_type = /datum/armor/item_spear
|
|
wound_bonus = -15
|
|
bare_wound_bonus = 15
|
|
/// For explosive spears, what we cry out when we use this to bap someone
|
|
var/war_cry = "AAAAARGH!!!"
|
|
/// The icon prefix for this flavor of spear
|
|
var/icon_prefix = "spearglass"
|
|
/// How much damage to do unwielded
|
|
var/force_unwielded = 10
|
|
/// How much damage to do wielded
|
|
var/force_wielded = 18
|
|
|
|
/datum/armor/item_spear
|
|
fire = 50
|
|
acid = 30
|
|
|
|
/obj/item/spear/Initialize(mapload)
|
|
. = ..()
|
|
force = force_unwielded
|
|
//decent in a pinch, but pretty bad.
|
|
AddComponent(/datum/component/jousting)
|
|
|
|
AddComponent(/datum/component/butchering, \
|
|
speed = 10 SECONDS, \
|
|
effectiveness = 70, \
|
|
)
|
|
AddComponent(/datum/component/two_handed, \
|
|
force_unwielded = force_unwielded, \
|
|
force_wielded = force_wielded, \
|
|
icon_wielded = "[icon_prefix]1", \
|
|
)
|
|
update_appearance()
|
|
|
|
/obj/item/spear/update_icon_state()
|
|
icon_state = "[icon_prefix]0"
|
|
return ..()
|
|
|
|
/obj/item/spear/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
return BRUTELOSS
|
|
|
|
/obj/item/spear/CheckParts(list/parts_list)
|
|
var/obj/item/shard/tip = locate() in parts_list
|
|
if(!tip)
|
|
return ..()
|
|
|
|
switch(tip.type)
|
|
if(/obj/item/shard/plasma)
|
|
force = 11
|
|
throwforce = 21
|
|
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plasmaglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
icon_prefix = "spearplasma"
|
|
force_unwielded = 11
|
|
force_wielded = 19
|
|
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
|
|
if(/obj/item/shard/titanium)
|
|
force = 13
|
|
throwforce = 21
|
|
throw_range = 8
|
|
throw_speed = 5
|
|
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/titaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
wound_bonus = -10
|
|
force_unwielded = 13
|
|
force_wielded = 18
|
|
icon_prefix = "speartitanium"
|
|
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
|
|
if(/obj/item/shard/plastitanium)
|
|
force = 13
|
|
throwforce = 22
|
|
throw_range = 9
|
|
throw_speed = 5
|
|
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
|
|
wound_bonus = -10
|
|
bare_wound_bonus = 20
|
|
force_unwielded = 13
|
|
force_wielded = 20
|
|
icon_prefix = "spearplastitanium"
|
|
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
|
|
|
|
update_appearance()
|
|
parts_list -= tip
|
|
qdel(tip)
|
|
return ..()
|
|
|
|
/obj/item/spear/explosive
|
|
name = "explosive lance"
|
|
icon_state = "spearbomb0"
|
|
base_icon_state = "spearbomb"
|
|
icon_prefix = "spearbomb"
|
|
var/obj/item/grenade/explosive = null
|
|
|
|
/obj/item/spear/explosive/Initialize(mapload)
|
|
. = ..()
|
|
set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
|
|
|
|
/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
|
|
if(explosive)
|
|
QDEL_NULL(explosive)
|
|
G.forceMove(src)
|
|
explosive = G
|
|
desc = "A makeshift spear with [G] attached to it"
|
|
|
|
/obj/item/spear/explosive/CheckParts(list/parts_list)
|
|
var/obj/item/grenade/G = locate() in parts_list
|
|
if(G)
|
|
var/obj/item/spear/lancePart = locate() in parts_list
|
|
throwforce = lancePart.throwforce
|
|
icon_prefix = lancePart.icon_prefix
|
|
parts_list -= G
|
|
parts_list -= lancePart
|
|
set_explosive(G)
|
|
qdel(lancePart)
|
|
..()
|
|
|
|
/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
|
|
user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
user.say("[war_cry]", forced="spear warcry")
|
|
explosive.forceMove(user)
|
|
explosive.detonate()
|
|
user.gib()
|
|
qdel(src)
|
|
return BRUTELOSS
|
|
|
|
/obj/item/spear/explosive/examine(mob/user)
|
|
. = ..()
|
|
. += span_notice("Alt-click to set your war cry.")
|
|
|
|
/obj/item/spear/explosive/AltClick(mob/user)
|
|
if(user.can_perform_action(src))
|
|
..()
|
|
if(istype(user) && loc == user)
|
|
var/input = tgui_input_text(user, "What do you want your war cry to be? You will shout it when you hit someone in melee.", "War Cry", max_length = 50)
|
|
if(input)
|
|
src.war_cry = input
|
|
|
|
/obj/item/spear/explosive/afterattack(atom/movable/AM, mob/user, proximity)
|
|
. = ..()
|
|
if(!proximity || !HAS_TRAIT(src, TRAIT_WIELDED) || !istype(AM))
|
|
return
|
|
. |= AFTERATTACK_PROCESSED_ITEM
|
|
if(AM.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
|
|
return .
|
|
if(ismob(AM))
|
|
var/mob/mob_target = AM
|
|
if(mob_target.status_flags & GODMODE) //no embedding grenade phylacteries inside of ghost poly either
|
|
return .
|
|
if(iseffect(AM)) //and no accidentally wasting your moment of glory on graffiti
|
|
return .
|
|
user.say("[war_cry]", forced="spear warcry")
|
|
if(isliving(user))
|
|
var/mob/living/living_user = user
|
|
living_user.set_resting(new_resting = TRUE, silent = TRUE, instant = TRUE)
|
|
living_user.Move(get_turf(AM))
|
|
explosive.forceMove(get_turf(living_user))
|
|
explosive.detonate(lanced_by=user)
|
|
if(!QDELETED(living_user))
|
|
living_user.set_resting(new_resting = FALSE, silent = TRUE, instant = TRUE)
|
|
qdel(src)
|
|
return .
|
|
|
|
//GREY TIDE
|
|
/obj/item/spear/grey_tide
|
|
name = "\improper Grey Tide"
|
|
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
|
|
attack_verb_continuous = list("gores")
|
|
attack_verb_simple = list("gore")
|
|
force_unwielded = 15
|
|
force_wielded = 25
|
|
|
|
/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
|
|
. = ..()
|
|
if(!proximity)
|
|
return
|
|
user.faction |= "greytide([REF(user)])"
|
|
if(isliving(AM))
|
|
var/mob/living/L = AM
|
|
if(istype (L, /mob/living/simple_animal/hostile/illusion))
|
|
return
|
|
if(!L.stat && prob(50))
|
|
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
|
|
M.faction = user.faction.Copy()
|
|
M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
|
|
M.GiveTarget(L)
|
|
|
|
/*
|
|
* Bone Spear
|
|
*/
|
|
/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
|
|
icon_state = "bone_spear0"
|
|
base_icon_state = "bone_spear0"
|
|
icon_prefix = "bone_spear"
|
|
name = "bone spear"
|
|
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
|
|
|
|
throwforce = 22
|
|
armour_penetration = 15 //Enhanced armor piercing
|
|
custom_materials = list(/datum/material/bone = HALF_SHEET_MATERIAL_AMOUNT * 7)
|
|
force_unwielded = 12
|
|
force_wielded = 20
|
|
|
|
/*
|
|
* Bamboo Spear
|
|
*/
|
|
/obj/item/spear/bamboospear //Blatant imitation of spear, but all natural. Also not valid for explosive modification.
|
|
icon_state = "bamboo_spear0"
|
|
base_icon_state = "bamboo_spear0"
|
|
icon_prefix = "bamboo_spear"
|
|
name = "bamboo spear"
|
|
desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people."
|
|
|
|
throwforce = 22 //Better to throw
|
|
custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 20)
|
|
force_unwielded = 10
|
|
force_wielded = 18
|