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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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@@ -62,7 +62,7 @@
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
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msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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user.do_attack_animation(M)
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if(!clown_check(user)) return
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@@ -75,9 +75,6 @@
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if(!check_capacitor(user))
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return
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(M)
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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var/flashfail = 0
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@@ -147,7 +144,7 @@
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/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(!user || !clown_check(user)) return
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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if(broken)
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user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)
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@@ -163,7 +163,7 @@
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else
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user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //can be used offensively
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user.setClickCooldown(user.get_attack_speed(src)) //can be used offensively
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M.flash_eyes()
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else
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return ..()
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@@ -34,7 +34,7 @@
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if(!S.get_damage())
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user << "<span class='notice'>Nothing to fix here.</span>"
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else if(can_use(1))
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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if(S.open >= 2)
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if(do_after(user,5 * toolspeed))
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S.heal_damage(20, 20, robo_repair = 1)
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@@ -81,7 +81,7 @@
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msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(H)]")
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feedback_add_details("handcuffs","H")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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user.do_attack_animation(H)
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user.visible_message("<span class='danger'>\The [user] has put [cuff_type] on \the [H]!</span>")
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@@ -286,7 +286,7 @@ var/last_chew = 0
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msg_admin_attack("[key_name(user)] attempted to legcuff [key_name(H)]")
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feedback_add_details("legcuffs","H")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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user.do_attack_animation(H)
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user.visible_message("<span class='danger'>\The [user] has put [cuff_type] on \the [H]!</span>")
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@@ -217,7 +217,7 @@
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var/obj/O = AM
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O.emp_act(3) // A weaker severity is used because this has infinite uses.
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playsound(get_turf(O), 'sound/effects/EMPulse.ogg', 100, 1)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) // A lot of objects don't set click delay.
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user.setClickCooldown(user.get_attack_speed(src)) // A lot of objects don't set click delay.
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return ..()
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/obj/item/weapon/melee/energy/sword/ionic_rapier/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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@@ -17,7 +17,7 @@
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var/max_carry = 10
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/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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// Drop all the things. All of them.
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overlays.Cut()
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for(var/obj/item/I in carrying)
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@@ -21,7 +21,7 @@
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msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed(src))
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user.do_attack_animation(M)
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if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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@@ -134,7 +134,7 @@
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qdel(src)
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/obj/effect/energy_net/user_unbuckle_mob(mob/user)
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.setClickCooldown(user.get_attack_speed())
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visible_message("<span class='danger'>[user] begins to tear at \the [src]!</span>")
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if(do_after(usr, escape_time, src, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
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if(!buckled_mob)
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