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About The Pull Request For an item to be two handed just add this handy component. All existing two handed items have been converted to use this component. Why It's Good For The Game It has components and signals, and now you can make items two handed so simply. /obj/item/shockpaddles/ComponentInitialize() . = ..() AddComponent(/datum/component/two_handed)
280 lines
12 KiB
Plaintext
280 lines
12 KiB
Plaintext
/obj/item/storage/book
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name = "hollowed book"
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desc = "I guess someone didn't like it."
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = FLAMMABLE
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var/title = "book"
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/obj/item/storage/book/ComponentInitialize()
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.max_items = 1
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/obj/item/storage/book/attack_self(mob/user)
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to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
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GLOBAL_LIST_INIT(biblenames, list("Bible", "Quran", "Scrapbook", "Burning Bible", "Clown Bible", "Banana Bible", "Creeper Bible", "White Bible", "Holy Light", "The God Delusion", "Tome", "The King in Yellow", "Ithaqua", "Scientology", "Melted Bible", "Necronomicon","Insulationism"))
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//If you get these two lists not matching in size, there will be runtimes and I will hurt you in ways you couldn't even begin to imagine
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// if your bible has no custom itemstate, use one of the existing ones
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GLOBAL_LIST_INIT(biblestates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon","insuls"))
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GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon", "kingyellow"))
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/mob/proc/bible_check() //The bible, if held, might protect against certain things
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var/obj/item/storage/book/bible/B = locate() in src
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if(is_holding(B))
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return B
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return 0
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/obj/item/storage/book/bible
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name = "bible"
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desc = "Apply to head repeatedly."
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icon = 'icons/obj/storage.dmi'
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icon_state = "bible"
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item_state = "bible"
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lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
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var/mob/affecting = null
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var/deity_name = "Christ"
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force_string = "holy"
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/obj/item/storage/book/bible/Initialize()
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. = ..()
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AddComponent(/datum/component/anti_magic, FALSE, TRUE)
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/obj/item/storage/book/bible/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is offering [user.p_them()]self to [deity_name]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/H)
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if(!istype(H))
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return
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if(!H.can_read(src))
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return FALSE
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// If H is the Chaplain, we can set the icon_state of the bible (but only once!)
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if(!GLOB.bible_icon_state && H.job == "Chaplain")
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var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
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for(var/i in 1 to GLOB.biblestates.len)
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var/icon/bibleicon = icon('icons/obj/storage.dmi', GLOB.biblestates[i])
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var/nicename = GLOB.biblenames[i]
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H << browse_rsc(bibleicon, nicename)
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dat += {"<tr><td><img src="[nicename]"></td><td><a href="?src=[REF(src)];seticon=[i]">[nicename]</a></td></tr>"}
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dat += "</table></body></html>"
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H << browse(dat, "window=editicon;can_close=0;can_minimize=0;size=250x650")
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/obj/item/storage/book/bible/Topic(href, href_list)
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if(!usr.canUseTopic(src, BE_CLOSE))
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return
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if(href_list["seticon"] && !GLOB.bible_icon_state)
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var/iconi = text2num(href_list["seticon"])
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var/biblename = GLOB.biblenames[iconi]
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icon_state = GLOB.biblestates[iconi]
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item_state = GLOB.bibleitemstates[iconi]
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if(icon_state == "honk1" || icon_state == "honk2")
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var/mob/living/carbon/human/H = usr
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H.dna.add_mutation(CLOWNMUT)
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H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), ITEM_SLOT_MASK)
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if(icon_state == "insuls")
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var/mob/living/carbon/human/H =usr
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var/obj/item/clothing/gloves/color/fyellow/insuls = new
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insuls.name = "insuls"
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insuls.desc = "A mere copy of the true insuls."
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insuls.siemens_coefficient = 0.99999
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H.equip_to_slot(insuls, ITEM_SLOT_GLOVES)
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GLOB.bible_icon_state = icon_state
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GLOB.bible_item_state = item_state
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SSblackbox.record_feedback("text", "religion_book", 1, "[biblename]")
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usr << browse(null, "window=editicon")
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/obj/item/storage/book/bible/proc/bless(mob/living/carbon/human/H, mob/living/user)
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for(var/X in H.bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.status == BODYPART_ROBOTIC)
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to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
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return 0
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var/heal_amt = 10
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var/list/hurt_limbs = H.get_damaged_bodyparts(1, 1, null, BODYPART_ORGANIC)
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if(hurt_limbs.len)
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for(var/X in hurt_limbs)
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var/obj/item/bodypart/affecting = X
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if(affecting.heal_damage(heal_amt, heal_amt, null, BODYPART_ORGANIC))
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H.update_damage_overlays()
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H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
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to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "blessing", /datum/mood_event/blessing)
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return 1
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/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='danger'>[src] slips out of your hand and hits your head.</span>")
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user.take_bodypart_damage(10)
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user.Unconscious(400)
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return
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var/chaplain = 0
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if(user.mind && (user.mind.isholy))
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chaplain = 1
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if(!chaplain)
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to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
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user.take_bodypart_damage(0,10)
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return
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if (!heal_mode)
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return ..()
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var/smack = 1
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if (M.stat != DEAD)
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if(chaplain && user == M)
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to_chat(user, "<span class='warning'>You can't heal yourself!</span>")
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return
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if(ishuman(M) && prob(60) && bless(M, user))
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smack = 0
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else if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!istype(C.head, /obj/item/clothing/head/helmet))
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C.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 60)
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to_chat(C, "<span class='danger'>You feel dumber.</span>")
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if(smack)
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M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", \
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"<span class='userdanger'>[user] beats [M] over the head with [src]!</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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log_combat(user, M, "attacked", src)
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else
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M.visible_message("<span class='danger'>[user] smacks [M]'s lifeless corpse with [src].</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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/obj/item/storage/book/bible/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isfloorturf(A))
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to_chat(user, "<span class='notice'>You hit the floor with the bible.</span>")
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if(user.mind && (user.mind.isholy))
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for(var/obj/effect/rune/R in orange(2,user))
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R.invisibility = 0
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if(user.mind && (user.mind.isholy))
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if(A.reagents && A.reagents.has_reagent(/datum/reagent/water)) // blesses all the water in the holder
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to_chat(user, "<span class='notice'>You bless [A].</span>")
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var/water2holy = A.reagents.get_reagent_amount(/datum/reagent/water)
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A.reagents.del_reagent(/datum/reagent/water)
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A.reagents.add_reagent(/datum/reagent/water/holywater,water2holy)
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if(A.reagents && A.reagents.has_reagent(/datum/reagent/fuel/unholywater)) // yeah yeah, copy pasted code - sue me
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to_chat(user, "<span class='notice'>You purify [A].</span>")
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var/unholy2clean = A.reagents.get_reagent_amount(/datum/reagent/fuel/unholywater)
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A.reagents.del_reagent(/datum/reagent/fuel/unholywater)
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A.reagents.add_reagent(/datum/reagent/water/holywater,unholy2clean)
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if(istype(A, /obj/item/storage/book/bible) && !istype(A, /obj/item/storage/book/bible/syndicate))
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to_chat(user, "<span class='notice'>You purify [A], conforming it to your belief.</span>")
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var/obj/item/storage/book/bible/B = A
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B.name = name
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B.icon_state = icon_state
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B.item_state = item_state
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if(istype(A, /obj/item/cult_bastard) && !iscultist(user))
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var/obj/item/cult_bastard/sword = A
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to_chat(user, "<span class='notice'>You begin to exorcise [sword].</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = sword))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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for(var/obj/item/soulstone/SS in sword.contents)
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SS.usability = TRUE
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for(var/mob/living/simple_animal/shade/EX in SS)
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SSticker.mode.remove_cultist(EX.mind, 1, 0)
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EX.icon_state = "ghost1"
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EX.name = "Purified [EX.name]"
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SS.release_shades(user)
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qdel(SS)
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new /obj/item/nullrod/claymore(get_turf(sword))
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user.visible_message("<span class='notice'>[user] has purified [sword]!</span>")
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qdel(sword)
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else if(istype(A, /obj/item/soulstone) && !iscultist(user))
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var/obj/item/soulstone/SS = A
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if(SS.purified)
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return
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to_chat(user, "<span class='notice'>You begin to exorcise [SS].</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = SS))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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SS.usability = TRUE
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SS.purified = TRUE
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SS.icon_state = "purified_soulstone"
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for(var/mob/M in SS.contents)
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if(M.mind)
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SS.icon_state = "purified_soulstone2"
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if(iscultist(M))
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SSticker.mode.remove_cultist(M.mind, FALSE, FALSE)
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for(var/mob/living/simple_animal/shade/EX in SS)
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EX.icon_state = "ghost1"
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EX.name = "Purified [initial(EX.name)]"
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user.visible_message("<span class='notice'>[user] has purified [SS]!</span>")
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else if(istype(A, /obj/item/nullrod/scythe/talking))
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var/obj/item/nullrod/scythe/talking/sword = A
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to_chat(user, "<span class='notice'>You begin to exorcise [sword]...</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = sword))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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for(var/mob/living/simple_animal/shade/S in sword.contents)
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to_chat(S, "<span class='userdanger'>You were destroyed by the exorcism!</span>")
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qdel(S)
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sword.possessed = FALSE //allows the chaplain (or someone else) to reroll a new spirit for their sword
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sword.name = initial(sword.name)
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REMOVE_TRAIT(sword, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT) //in case the "sword" is a possessed dummy
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user.visible_message("<span class='notice'>[user] has exorcised [sword]!</span>", \
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"<span class='notice'>You successfully exorcise [sword]!</span>")
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/obj/item/storage/book/bible/booze
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desc = "To be applied to the head repeatedly."
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/obj/item/storage/book/bible/booze/PopulateContents()
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new /obj/item/reagent_containers/food/drinks/bottle/whiskey(src)
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/obj/item/storage/book/bible/syndicate
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icon_state ="ebook"
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deity_name = "The Syndicate"
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throw_speed = 2
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throwforce = 18
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throw_range = 7
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force = 18
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hitsound = 'sound/weapons/sear.ogg'
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damtype = BURN
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name = "Syndicate Tome"
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attack_verb = list("attacked", "burned", "blessed", "damned", "scorched")
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var/uses = 1
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/obj/item/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
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if (uses)
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H.mind.isholy = TRUE
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uses -= 1
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to_chat(H, "<span class='userdanger'>You try to open the book AND IT BITES YOU!</span>")
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playsound(src.loc, 'sound/effects/snap.ogg', 50, TRUE)
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H.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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to_chat(H, "<span class='notice'>Your name appears on the inside cover, in blood.</span>")
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var/ownername = H.real_name
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desc += "<span class='warning'>The name [ownername] is written in blood inside the cover.</span>"
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/obj/item/storage/book/bible/syndicate/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (user.a_intent == INTENT_HELP)
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return ..()
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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return FALSE
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