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Bubberstation/code/datums/elements/venomous.dm
tralezab bc813ab93d Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)
## About The Pull Request

### Divine Archer 🏹 


![image](https://user-images.githubusercontent.com/40974010/232647927-aace69ea-bda8-4ec9-9bf1-60140034fbb3.png)

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).

The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.

### Bow Features  

- arrows can now be dipped in poison

### Bow Improvements 🔧 

- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.

## Why It's Good For The Game

Yeah, we could add null rod #2342 that does almost the same as the
others, or we could have a unique bow weapon!

Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940

## Changelog
🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/🆑
2023-04-29 02:07:44 +00:00

35 lines
1.1 KiB
Plaintext

/**
* Venomous element; which makes the attacks of the simplemob attached poison the enemy.
*
* Used for spiders, frogs, and bees!
*/
/datum/element/venomous
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
///Path of the reagent added
var/poison_type
///How much of the reagent added. if it's a list, it'll pick a range with the range being list(lower_value, upper_value)
var/list/amount_added
/datum/element/venomous/Attach(datum/target, poison_type, amount_added)
. = ..()
src.poison_type = poison_type
src.amount_added = amount_added
target.AddComponent(/datum/component/on_hit_effect, CALLBACK(src, PROC_REF(do_venom)))
/datum/element/venomous/Detach(datum/target)
qdel(target.GetComponent(/datum/component/on_hit_effect))
return ..()
/datum/element/venomous/proc/do_venom(datum/element_owner, atom/venom_source, mob/living/target, hit_zone)
if(!istype(target))
return
if(target.stat == DEAD)
return
var/final_amount_added
if(islist(amount_added))
final_amount_added = rand(amount_added[1], amount_added[2])
else
final_amount_added = amount_added
target.reagents?.add_reagent(poison_type, final_amount_added)