Event stuff, but also Squeak component (#7285)

This commit is contained in:
BlackMajor
2023-12-11 14:40:47 +13:00
committed by GitHub
parent 835e207c5c
commit 92c744dfec
32 changed files with 831 additions and 78 deletions
@@ -0,0 +1,31 @@
/obj/item/clothing/shoes/mech_shoes
name = "mech shoes"
desc = "Thud thud."
icon_state = "nothing"
armor = list(melee = 30, bullet = 10, laser = 10, energy = 15, bomb = 20, bio = 0, rad = 0) // Same as loadout jackboots.
siemens_coefficient = 0.7 // Same as loadout jackboots.
force = 2
species_restricted = null
var/list/squeak_sound = list("mechstep"=1) //Squeak sound list. Necessary so our subtypes can have different sounds loaded into their component
/obj/item/clothing/shoes/mech_shoes/Initialize(mapload)
.=..()
LoadComponent(/datum/component/squeak, squeak_sound, 15*step_volume_mod)
/obj/item/clothing/shoes/mech_shoes/light
name = "light mech shoes"
desc = "Thud thud, but quieter."
squeak_sound = list("powerloaderstep"=1)
/obj/item/clothing/shoes/mech_shoes/heavy
name = "heavy mech shoes"
desc = "Thud thud, but heavy."
squeak_sound = list('modular_chomp/sound/mob/footstep_large.ogg'=1,'modular_chomp/sound/mob/footstep_large2.ogg'=1)
step_volume_mod = 4
/obj/item/clothing/shoes/clown_shoes
var/list/squeak_sound = list("clownstep"=1)
/obj/item/clothing/shoes/clown_shoes/Initialize(mapload)
.=..()
LoadComponent(/datum/component/squeak, squeak_sound, 20*step_volume_mod)
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//Adminspawn item for hunters who're doing kidnaps during events
/obj/item/weapon/pen/autostun
desc = "A well made and expensive fountain pen. This one has gold accents."
icon_state = "blueg_fountain"
var/stun_duration = 10
/obj/item/weapon/pen/autostun/attack(mob/living/M as mob, mob/user as mob)
if(!istype(M))
return
M.Stun(stun_duration)
/obj/item/weapon/pen/autostun/paralyse
desc = "A well made and expensive fountain pen. This one has gold accents."
/obj/item/weapon/pen/autostun/paralyse/attack(mob/living/M as mob, mob/user as mob)
if(!istype(M))
return
M.Paralyse(stun_duration)
/obj/item/weapon/pen/autostun/weaken
desc = "A well made and expensive fountain pen. This one has gold accents."
/obj/item/weapon/pen/autostun/weaken/attack(mob/living/M as mob, mob/user as mob)
if(!istype(M))
return
M.Weaken(stun_duration)
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/obj/item/weapon/gun/energy/taser/disabler/slow
name = "plasma snare device"
desc = "A modified disabler adjusted to impulse a target with a restrictive slowdown."
icon_state = "disabler"
projectile_type = /obj/item/projectile/energy/plasmastun/slow
charge_cost = 480
self_recharge = 1
recharge_time = 3
/obj/item/projectile/energy/plasmastun/slow
name = "plasma pulse"
icon_state = "plasma_stun"
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
armor_penetration = 10
range = 9
damage = 0
agony = 0
vacuum_traversal = 1
hud_state = "plasma_rifle_blast"
/obj/item/projectile/energy/plasmastun/slow/on_hit(var/atom/target)
if(isliving(target))
var/mob/living/L = target
L.add_modifier(/datum/modifier/entangled, 10 SECONDS)
+169
View File
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//This is pretty much just copied from construct_spells but adjusted so anyone can use them
/spell/targeted/unrestricted
name = "Base Unrestricted Spell"
desc = "If you see this, you should probably remind coders to refactor spell code."
range = -1
school = "evocation"
charge_type = Sp_RECHARGE
invocation_type = SpI_NONE
spell_flags = INCLUDEUSER
hud_state = "const_rune"
smoke_amt = 0
charge_max = 10
var/obj/item/weapon/spell/unrestricted/spell_obj = null //This is the var that determines what Technomancer-style spell is put into their hands.
/spell/targeted/unrestricted/cast(list/targets, mob/living/user)
user.place_spell_in_hand(spell_obj)
/obj/item/weapon/spell/unrestricted
name = "a spell"
desc = "Remind the devs to refactor spell code."
icon = 'icons/obj/spells.dmi'
icon_state = "generic"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_spells.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_spells.dmi',
)
throwforce = 0
force = 0
show_examine = FALSE
owner = null
core = null
cast_methods = null // Controls how the spell is casted.
aspect = ASPECT_UNHOLY // Not used for everything we do
toggled = 0 // Mainly used for overlays.
cooldown = 0 // If set, will add a cooldown overlay and adjust click delay. Must be a multiple of 5 for overlays.
cast_sound = null // Sound file played when this is used.
var/last_castcheck = null // The last time this spell was cast.
/obj/item/weapon/spell/unrestricted/New()
if(isliving(loc))
owner = loc
if(!owner)
qdel(src)
update_icon()
/obj/item/weapon/spell/unrestricted/run_checks()
if(owner)
if(world.time >= (last_castcheck + cooldown)) //Are they a cultist or a construct, and has the cooldown time passed?
last_castcheck = world.time
return 1
return 0
/obj/item/weapon/spell/unrestricted/pay_energy(var/amount)
if(owner)
return 1
/obj/item/weapon/spell/unrestricted/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(!run_checks())
return
if(!proximity_flag)
if(cast_methods & CAST_RANGED)
on_ranged_cast(target, user)
else
if(istype(target, /obj/item/weapon/spell))
var/obj/item/weapon/spell/spell = target
if(spell.cast_methods & CAST_COMBINE)
spell.on_combine_cast(src, user)
return
if(cast_methods & CAST_MELEE)
on_melee_cast(target, user)
else if(cast_methods & CAST_RANGED) //Try to use a ranged method if a melee one doesn't exist.
on_ranged_cast(target, user)
if(cooldown)
var/effective_cooldown = round(cooldown, 5)
user.setClickCooldown(effective_cooldown)
flick("cooldown_[effective_cooldown]",src)
/obj/item/weapon/spell/unrestricted/projectile //This makes me angry, but we need the template, and we can't use it because special check overrides on the base.
name = "construct projectile template"
icon_state = "generic"
desc = "This is a generic template that shoots projectiles. If you can read this, the game broke!"
cast_methods = CAST_RANGED
var/obj/item/projectile/spell_projectile = null
var/pre_shot_delay = 0
var/fire_sound = null
var/energy_cost_per_shot = 5
/obj/item/weapon/spell/unrestricted/projectile/on_ranged_cast(atom/hit_atom, mob/living/user)
if(set_up(hit_atom, user))
var/obj/item/projectile/new_projectile = make_projectile(spell_projectile, user)
new_projectile.old_style_target(hit_atom)
new_projectile.firer = user //Don't shoot yourself while moving
new_projectile.fire()
log_attack("has casted [src] at \the [hit_atom].")
if(fire_sound)
playsound(src, fire_sound, 75, 1)
return 1
return 0
/obj/item/weapon/spell/unrestricted/projectile/proc/make_projectile(obj/item/projectile/projectile_type, mob/living/user)
var/obj/item/projectile/P = new projectile_type(get_turf(user))
return P
/obj/item/weapon/spell/unrestricted/projectile/proc/set_up(atom/hit_atom, mob/living/user)
if(spell_projectile)
if(pay_energy(energy_cost_per_shot))
if(pre_shot_delay)
var/image/target_image = image(icon = 'icons/obj/spells.dmi', loc = get_turf(hit_atom), icon_state = "target")
user << target_image
user.Stun(pre_shot_delay / 10)
sleep(pre_shot_delay)
qdel(target_image)
if(owner)
return TRUE
return FALSE // We got dropped before the firing occured.
return TRUE // No delay, no need to check.
return FALSE
//
// The actual spells
//
/spell/targeted/unrestricted/plasmastun
name = "Plasma Snare"
desc = "Fire a debillitating slowing projectile."
hud_state = "const_beam"
spell_obj = /obj/item/weapon/spell/unrestricted/projectile/plasmastun
/obj/item/weapon/spell/unrestricted/projectile/plasmastun
name = "plasma snare"
icon_state = "generic"
desc = "Your hands fire a debillitating slowing projectile."
cast_methods = CAST_RANGED
spell_projectile = /obj/item/projectile/energy/plasmastun/slow
pre_shot_delay = 0
cooldown = 5
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
/spell/targeted/unrestricted/mend
name = "Mend Target"
desc = "Mend a target over time."
charge_max = 100
hud_state = "const_mend"
spell_obj = /obj/item/weapon/spell/unrestricted/mend
/obj/item/weapon/spell/unrestricted/mend
name = "mend target"
desc = "Mend the wounds of a target over time"
icon_state = "mend_wounds"
cast_methods = CAST_MELEE
aspect = ASPECT_UNHOLY
light_color = "#FF5C5C"
light_power = -2
light_on = TRUE
/obj/item/weapon/spell/unrestricted/mend/on_melee_cast(atom/hit_atom, mob/living/user, def_zone)
if(isliving(hit_atom))
var/mob/living/L = hit_atom
L.add_modifier(/datum/modifier/mend_occult, 150) //No need to change this, it does the job
qdel(src)