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Bubberstation/code/game/objects/items/storage/book.dm
nightred 15452cac44 [READY] Two Handed Component (#49422)
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)
2020-03-04 11:26:01 +13:00

280 lines
12 KiB
Plaintext

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