Files
Bubberstation/code/modules/research/xenobiology/crossbreeding/_weapons.dm
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00

131 lines
4.2 KiB
Plaintext

/*
Slimecrossing Weapons
Weapons added by the slimecrossing system.
Collected here for clarity.
*/
//Boneblade - Burning Green
/obj/item/melee/arm_blade/slime
name = "slimy boneblade"
desc = "What remains of the bones in your arm. Incredibly sharp, and painful for both you and your opponents."
force = 15
force_string = "painful"
/obj/item/melee/arm_blade/slime/attack(mob/living/L, mob/user)
. = ..()
if(prob(20))
user.emote("scream")
//Rainbow knife - Burning Rainbow
/obj/item/knife/rainbowknife
name = "rainbow knife"
desc = "A strange, transparent knife which constantly shifts color. It hums slightly when moved."
icon = 'icons/obj/weapons/stabby.dmi'
icon_state = "rainbowknife"
inhand_icon_state = "rainbowknife"
force = 15
throwforce = 15
damtype = BRUTE
/obj/item/knife/rainbowknife/afterattack(atom/target, mob/user, params)
if(isliving(target))
damtype = pick(BRUTE, BURN, TOX, OXY)
switch(damtype)
if(BRUTE)
hitsound = 'sound/items/weapons/bladeslice.ogg'
attack_verb_continuous = string_list(list("slashes", "slices", "cuts"))
attack_verb_simple = string_list(list("slash", "slice", "cut"))
if(BURN)
hitsound = 'sound/items/weapons/sear.ogg'
attack_verb_continuous = string_list(list("burns", "singes", "heats"))
attack_verb_simple = string_list(list("burn", "singe", "heat"))
if(TOX)
hitsound = 'sound/items/weapons/pierce.ogg'
attack_verb_continuous = string_list(list("poisons", "doses", "toxifies"))
attack_verb_simple = string_list(list("poison", "dose", "toxify"))
if(OXY)
hitsound = 'sound/effects/space_wind.ogg'
attack_verb_continuous = string_list(list("suffocates", "winds", "vacuums"))
attack_verb_simple = string_list(list("suffocate", "wind", "vacuum"))
//Adamantine shield - Chilling Adamantine
/obj/item/shield/adamantineshield
name = "adamantine shield"
desc = "A gigantic shield made of solid adamantium."
icon = 'icons/obj/weapons/shields.dmi'
icon_state = "adamshield"
inhand_icon_state = "adamshield"
w_class = WEIGHT_CLASS_HUGE
armor_type = /datum/armor/shield_adamantineshield
slot_flags = ITEM_SLOT_BACK
block_chance = 75
force = 0
throw_range = 1 //How far do you think you're gonna throw a solid crystalline shield...?
throw_speed = 2
attack_verb_continuous = list("bashes", "pounds", "slams")
attack_verb_simple = list("bash", "pound", "slam")
item_flags = SLOWS_WHILE_IN_HAND
breakable_by_damage = FALSE
shield_bash_sound = 'sound/effects/glass/glassknock.ogg'
/datum/armor/shield_adamantineshield
melee = 50
bullet = 50
laser = 50
bomb = 30
fire = 80
acid = 70
/obj/item/shield/adamantineshield/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_wielded=15)
//Bloodchiller - Chilling Green
/obj/item/gun/magic/bloodchill
name = "blood chiller"
desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech."
icon = 'icons/obj/science/slimecrossing.dmi'
icon_state = "bloodgun"
inhand_icon_state = "bloodgun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
slot_flags = NONE
antimagic_flags = NONE
force = 5
max_charges = 1 //Recharging costs blood.
recharge_rate = 1
ammo_type = /obj/item/ammo_casing/magic/bloodchill
fire_sound = 'sound/effects/blob/attackblob.ogg'
/obj/item/gun/magic/bloodchill/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/gun/magic/bloodchill/process(seconds_per_tick)
charge_timer += seconds_per_tick
if(charge_timer < recharge_rate || charges >= max_charges)
return FALSE
charge_timer = 0
var/mob/living/M = loc
if(istype(M) && M.blood_volume >= 20)
charges++
M.blood_volume -= 20
if(charges == 1)
recharge_newshot()
return TRUE
/obj/item/ammo_casing/magic/bloodchill
projectile_type = /obj/projectile/magic/bloodchill
/obj/projectile/magic/bloodchill
name = "blood ball"
icon_state = "pulse0_bl"
hitsound = 'sound/effects/splat.ogg'
/obj/projectile/magic/bloodchill/on_hit(mob/living/target, blocked = 0, pierce_hit)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bloodchill)