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https://github.com/CHOMPStation2/CHOMPStation2.git
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168 lines
5.6 KiB
Plaintext
168 lines
5.6 KiB
Plaintext
/datum/power/changeling/arm_blade
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name = "Arm Blade"
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desc = "We reform one of our arms into a deadly blade."
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helptext = "We may retract our armblade by dropping it. It can deflect projectiles."
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enhancedtext = "The blade will have armor peneratration."
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ability_icon_state = "ling_armblade"
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genomecost = 2
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verbpath = /mob/proc/changeling_arm_blade
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//Grows a scary, and powerful arm blade.
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/mob/proc/changeling_arm_blade()
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set category = "Changeling"
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set name = "Arm Blade (20)"
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if(src.mind.changeling.recursive_enhancement)
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if(changeling_generic_weapon(/obj/item/melee/changeling/arm_blade/greater))
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to_chat(src, span_notice("We prepare an extra sharp blade."))
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return 1
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else
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if(changeling_generic_weapon(/obj/item/melee/changeling/arm_blade))
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return 1
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return 0
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//Claws
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/datum/power/changeling/claw
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name = "Claw"
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desc = "We reform one of our arms into a deadly claw."
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helptext = "We may retract our claw by dropping it."
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enhancedtext = "The claw will have armor peneratration."
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ability_icon_state = "ling_claw"
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genomecost = 1
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verbpath = /mob/proc/changeling_claw
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//Grows a scary, and powerful claw.
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/mob/proc/changeling_claw()
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set category = "Changeling"
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set name = "Claw (15)"
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if(src.mind.changeling.recursive_enhancement)
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if(changeling_generic_weapon(/obj/item/melee/changeling/claw/greater, 1, 15))
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to_chat(src, span_notice("We prepare an extra sharp claw."))
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return 1
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else
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if(changeling_generic_weapon(/obj/item/melee/changeling/claw, 1, 15))
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return 1
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return 0
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/obj/item/melee/changeling
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name = "arm weapon"
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desc = "A grotesque weapon made out of bone and flesh that cleaves through people as a hot knife through butter."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "arm_blade"
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w_class = ITEMSIZE_HUGE
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force = 5
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anchored = TRUE
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throwforce = 0 //Just to be on the safe side
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throw_range = 0
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throw_speed = 0
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var/mob/living/creator //This is just like ninja swords, needed to make sure dumb shit that removes the sword doesn't make it stay around.
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var/weapType = "weapon"
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var/weapLocation = "arm"
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defend_chance = 40 // The base chance for the weapon to parry.
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projectile_parry_chance = 15 // The base chance for a projectile to be deflected.
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/obj/item/melee/changeling/New(location)
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..()
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START_PROCESSING(SSobj, src)
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if(ismob(loc))
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visible_message(span_warning("A grotesque weapon forms around [loc.name]\'s arm!"),
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span_warning("Our arm twists and mutates, transforming it into a deadly weapon."),
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span_warningplain("You hear organic matter ripping and tearing!"))
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src.creator = loc
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/obj/item/melee/changeling/dropped(mob/user)
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visible_message(span_warning("With a sickening crunch, [creator] reforms their arm!"),
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span_notice("We assimilate the weapon back into our body."),
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span_warningplain("You hear organic matter ripping and tearing!"))
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playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
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spawn(1)
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if(src)
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qdel(src)
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/obj/item/melee/changeling/Destroy()
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STOP_PROCESSING(SSobj, src)
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creator = null
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..()
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/obj/item/melee/changeling/process() //Stolen from ninja swords.
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if(!creator || loc != creator || !creator.item_is_in_hands(src))
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// Tidy up a bit.
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if(isliving(loc))
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var/mob/living/carbon/human/host = loc
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if(istype(host))
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for(var/obj/item/organ/external/organ in host.organs)
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for(var/obj/item/O in organ.implants)
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if(O == src)
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organ.implants -= src
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host.pinned -= src
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host.embedded -= src
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host.drop_from_inventory(src)
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spawn(1)
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if(src)
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qdel(src)
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/obj/item/melee/changeling/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(default_parry_check(user, attacker, damage_source) && prob(defend_chance))
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user.visible_message(span_danger("\The [user] parries [attack_text] with \the [src]!"))
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playsound(src, 'sound/weapons/slash.ogg', 50, 1)
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return 1
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if(unique_parry_check(user, attacker, damage_source) && prob(projectile_parry_chance))
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user.visible_message(span_danger("\The [user] deflects [attack_text] with \the [src]!"))
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playsound(src, 'sound/weapons/slash.ogg', 50, 1)
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return 1
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return 0
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/obj/item/melee/changeling/unique_parry_check(mob/user, mob/attacker, atom/damage_source)
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if(user.incapacitated() || !istype(damage_source, /obj/item/projectile))
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return 0
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var/bad_arc = reverse_direction(user.dir)
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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return 1
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/obj/item/melee/changeling/arm_blade
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name = "arm blade"
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desc = "A grotesque blade made out of bone and flesh that cleaves through people as a hot knife through butter."
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icon_state = "arm_blade"
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force = 40
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armor_penetration = 15
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sharp = TRUE
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edge = TRUE
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pry = 1
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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defend_chance = 60
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projectile_parry_chance = 25
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/obj/item/melee/changeling/arm_blade/greater
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name = "arm greatblade"
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desc = "A grotesque blade made out of bone and flesh that cleaves through people and armor as a hot knife through butter."
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armor_penetration = 30
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defend_chance = 70
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projectile_parry_chance = 35
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/obj/item/melee/changeling/claw
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name = "hand claw"
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desc = "A grotesque claw made out of bone and flesh that cleaves through people as a hot knife through butter."
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icon_state = "ling_claw"
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force = 15
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sharp = TRUE
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edge = TRUE
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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defend_chance = 50
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projectile_parry_chance = 15
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/obj/item/melee/changeling/claw/greater
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name = "hand greatclaw"
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force = 20
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armor_penetration = 20
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pry = 1
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defend_chance = 60
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projectile_parry_chance = 25
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