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https://github.com/CHOMPStation2/CHOMPStation2.git
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Adds Variable Click Delay
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that. The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner. Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
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@@ -81,7 +81,7 @@
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health = maxhealth
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else
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take_damage(C.force)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(C))
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return ..()
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/obj/structure/catwalk/Crossed()
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@@ -55,7 +55,7 @@
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/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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src.health -= W.force
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@@ -18,7 +18,7 @@
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to_chat(user, "<span class='warning'>You need more energy to use the punching bag. Go eat something.</span>")
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else
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if(user.a_intent == I_HURT)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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flick("[icon_state]_hit", src)
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playsound(src.loc, 'sound/effects/woodhit.ogg', 25, 1, -1)
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user.do_attack_animation(src)
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@@ -36,7 +36,7 @@
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to_chat(user, "<span class='warning'>\The [W] is ineffective at harming \the [src].</span>")
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hit_animation()
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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user.do_attack_animation(src)
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// Shakes the tree slightly, more or less stolen from lockers.
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@@ -27,7 +27,7 @@
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/obj/structure/grille/attack_hand(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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user.do_attack_animation(src)
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@@ -151,7 +151,7 @@
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//window placing end
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else if(!(W.flags & CONDUCT) || !shock(user, 70))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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user.do_attack_animation(src)
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playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
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switch(W.damtype)
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@@ -258,7 +258,7 @@
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else
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playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
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take_damage(W.force)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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return ..()
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@@ -72,7 +72,7 @@ var/global/list/stool_cache = list() //haha stool
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/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
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if (prob(5) && istype(M,/mob/living))
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user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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user.do_attack_animation(M)
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user.drop_from_inventory(src)
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@@ -18,7 +18,7 @@
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/obj/structure/toilet/attack_hand(mob/living/user as mob)
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if(swirlie)
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usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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usr.setClickCooldown(user.get_attack_speed())
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usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
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swirlie.adjustBruteLoss(5)
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return
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@@ -54,7 +54,7 @@
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return
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if(istype(I, /obj/item/weapon/grab))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(I))
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var/obj/item/weapon/grab/G = I
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if(isliving(G.affecting))
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@@ -172,7 +172,7 @@
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playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
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/obj/structure/window/attack_hand(mob/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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if(HULK in user.mutations)
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user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
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user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
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@@ -200,7 +200,7 @@
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return
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/obj/structure/window/attack_generic(var/mob/user, var/damage)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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if(!damage)
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return
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if(damage >= 10)
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@@ -295,7 +295,7 @@
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var/obj/item/frame/F = W
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F.try_build(src)
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else
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(W))
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if(W.damtype == BRUTE || W.damtype == BURN)
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user.do_attack_animation(src)
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hit(W.force)
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