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2021-11-29 20:10:31 -08:00

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/obj/item/twohanded/required/zao/zweihander
name = "Zao sword"
desc = "A ZaoCorp class Zweihander. A massive sword with stun baton capabilities, due to it's size however it appears to be unwieldy by normal means."
icon = 'hyperstation/icons/obj/weapons.dmi'
icon_state = "zaohander_off"
lefthand_file = 'hyperstation/icons/mob/inhands/zaohander_left.dmi'
righthand_file = 'hyperstation/icons/mob/inhands/zaohander_right.dmi'
block_chance = 100
flags_1 = CONDUCT_1
item_flags = NEEDS_PERMIT
slot_flags = ITEM_SLOT_BACK
force = 18 //Blade isn't sharpened for 'safety' reasons
var/force_on = 8
w_class = WEIGHT_CLASS_BULKY
throwforce = 14
throw_speed = 2
throw_range = 5
materials = list(MAT_METAL=13000)
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = "swing_hit"
sharpness = IS_BLUNT
actions_types = list(/datum/action/item_action/zaohander)
var/on = FALSE
var/throw_hit_chance = 40
var/cooldown = 0
var/stunforce = 140
//Might add a powercell to this once I know more about coding, or if someone wants to help with this, who knows!
/obj/item/twohanded/required/zao/zweihander/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind [user.p_their()] back!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(40)
return TRUE
/datum/action/item_action/zaohander
name = "interact with the pommel"
/obj/item/twohanded/required/zao/zweihander/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
//Only mob/living types have stun handling
if(on && prob(throw_hit_chance) && iscarbon(hit_atom))
zwei_stun(hit_atom)
/obj/item/twohanded/required/zao/zweihander/pickup(mob/user)
if((HAS_TRAIT(user, ZAOCORP_AUTHORIZATION)) || !on)
return
if(on)
var/mob/living/carbon/human/L = user //Ill advised to pick up something sparking
L.electrocute_act(5, src, safety = 1)
playsound(get_turf(L), 'sound/magic/lightningbolt.ogg', 50, 1, -1)
L.adjustStaminaLoss(24, STAMINA) //BAD TOUCH
L.visible_message("<span class='danger'>[src] electrocutes [L]!</span>","<span class='userdanger'>[src] electrocutes you!</span>")
return
else
on = FALSE
icon_state = "zaohander_off"
if(src == user.get_active_held_item()) //update inhands
user.update_inv_hands()
return
/obj/item/twohanded/required/zao/zweihander/attack_self(mob/user)
if(!HAS_TRAIT(user, ZAOCORP_AUTHORIZATION))
to_chat(user, "<span class='notice'>Error! Blade not synced with user, please aquire overcoat and full uniform to activate.</span>")
return
else
on = !on
to_chat(user, "<span class='notice'>As interact with the pommel of the [src], [on ? "it begins to spark to life!" : "the electricity begins to die out."]</span>")
playsound(loc, "sparks", 75, 1, -1)
force = on ? force_on : initial(force)
//throwforce = on ? force_on : initial(force)
icon_state = "zaohander_[on ? "on" : "off"]"
if(on)
hitsound = "swing_hit"
else
hitsound = 'sound/weapons/rapierhit.ogg'
if(src == user.get_active_held_item()) //update inhands
user.update_inv_hands()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/twohanded/required/zao/zweihander/attack(mob/M, mob/living/carbon/human/user) //Stealing this from Stun Batons THEN adding my own twist
if(!HAS_TRAIT(user, ZAOCORP_AUTHORIZATION))
to_chat(user, "<span class='warning'>The blade seems a bit too cumbersome to use.</span>")
return
if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
clowning_around(user)
return
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)//CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(ishuman(M))
var/mob/living/carbon/human/L = M
if(check_martial_counter(L, user))
return
if(M.stat)
to_chat(user, "<span class='warning'>It would be dishonorable to attack a foe while they cannot retaliate.</span>")
return
if(user.a_intent == INTENT_HELP)
if(on)
M.visible_message("<span class='warning'>[user] holds out the powered up blade infront of [M]. Gesturing them to keep their distance.</span>", \
"<span class='warning'>[user] holds up their sword to you! Having it be mere inches away</span>")
return
else
M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
return
if(user.a_intent == INTENT_DISARM)
if(on)
if(zwei_stun(M, user))
var/mob/living/carbon/human/H = M
user.do_attack_animation(H)
user.adjustStaminaLossBuffered(getweight())
H.adjustStaminaLoss(8, STAMINA)
return
else
M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
return
if(user.a_intent == INTENT_GRAB)
if((on) && (cooldown < world.time))
var/atom/throw_target = get_edge_target_turf(M, user.dir)
if(zwei_stun(M, user))
user.do_attack_animation(M)
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes stunbatonning others cost stamina
if(!M.anchored)
M.throw_at(throw_target, rand(2,3), 2, user)
cooldown = world.time + 100
M.dropItemToGround(M.get_active_held_item())
M.dropItemToGround(M.get_inactive_held_item())
zwei_hardstun(M)
return
if((on) && (cooldown > world.time))
user.visible_message("<span class='warning'>The [src] needs time to charge in order to use this again</span>")
return
else
M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
return
else
..()
/obj/item/twohanded/required/zao/zweihander/proc/zwei_stun(mob/living/L, mob/user) //Stealing this from stun batons
if(L.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
var/stunpwr = stunforce
/*var/obj/item/stock_parts/cell/our_cell = get_cell()
if(!our_cell)
switch_status(FALSE)
return FALSE
var/stuncharge = our_cell.charge
deductcharge(hitcost, FALSE)
if(QDELETED(src) || QDELETED(our_cell)) //it was rigged
return FALSE
if(stuncharge < hitcost)
if(stuncharge < (hitcost * STUNBATON_CHARGE_LENIENCY))
L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was out of charge.</span>", \
"<span class='warning'>[user] has prodded you with [src]. Luckily it was out of charge.</span>")
return FALSE
stunpwr *= round(stuncharge/hitcost, 0.1)*/
L.Knockdown(80)
L.adjustStaminaLoss(stunpwr*0.1, affected_zone = (istype(user) ? user.zone_selected : BODY_ZONE_CHEST))//CIT CHANGE - makes stunbatons deal extra staminaloss. Todo: make this also deal pain when pain gets implemented.
L.apply_effect(EFFECT_STUTTER, stunforce)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
if(user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
L.visible_message("<span class='danger'>[user] has stunned [L] with [src]!</span>", \
"<span class='userdanger'>[user] has stunned you with [src]!</span>")
log_combat(user, L, "stunned")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(GLOB.hit_appends)
return TRUE
/obj/item/twohanded/required/zao/zweihander/proc/zwei_hardstun(mob/living/L, mob/user) //Stealing this from stun batons
if(L.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
L.Stun(5)
return TRUE
/obj/item/twohanded/required/zao/zweihander/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!HAS_TRAIT(owner, ZAOCORP_AUTHORIZATION) || !owner.in_throw_mode) //Throw mode only for this one
final_block_chance = 0
return
if(attack_type == UNARMED_ATTACK)
final_block_chance = 100 //How easy is it to block a hand?
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 80 //With the suit it helps against bullets
if(attack_type == THROWN_PROJECTILE_ATTACK)
final_block_chance = 50 //Sometimes you may be off guard
if(attack_type == LEAP_ATTACK)
final_block_chance = 100 //BRACE
return ..()
/obj/item/twohanded/required/zao/zweihander/proc/clowning_around(mob/living/user)
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
user.Knockdown(stunforce*3)
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)