diff --git a/code/game/gamemodes/events/ninja_abilities.dm b/code/game/gamemodes/events/ninja_abilities.dm index e3db77ffdef..ad90448736b 100644 --- a/code/game/gamemodes/events/ninja_abilities.dm +++ b/code/game/gamemodes/events/ninja_abilities.dm @@ -65,6 +65,42 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo s_coold = 1 return +//=======//9-8 TILE TELEPORT//=======// + //Click to to teleport 9-10 tiles in direction facing. +/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt() + set name = "Phase Jaunt (125E)" + set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing." + set category = "Ninja Ability" + set popup_menu = 0 + + var/C = 125 + if(!ninjacost(C,1)) + var/mob/living/carbon/human/U = affecting + var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1) + var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below. + if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc. + spawn(0) + playsound(U.loc, "sparks", 50, 1) + anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir) + + handle_teleport_grab(destination, U) + U.loc = destination + + spawn(0) + spark_system.start() + playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) + playsound(U.loc, "sparks", 50, 1) + anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) + + spawn(0) + destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it. + s_coold = 1 + cell.charge-=(C) + else + U << "\red The VOID-shift device is malfunctioning, teleportation failed." + return + + //=======//RIGHT CLICK TELEPORT//=======// //Right click to teleport somewhere, almost exactly like admin jump to turf. @@ -91,7 +127,11 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1) playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1) anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir) - cell.charge-=C + + //spawn(0) // Commented out for now, possible implementation in a later upgrade tree. + //T.kill_creatures(U) + s_coold = 1 + cell.charge-=(C*10) else U << "\red You cannot teleport into solid walls or from solid matter" return @@ -105,7 +145,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo set popup_menu = 0 var/C = 1000 - if(!ninjacost(C,100)) // EMP's now cost 1,000Energy about 30% + if(!ninjacost(C, 1)) var/mob/living/carbon/human/U = affecting playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2) empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch. @@ -122,7 +162,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo set popup_menu = 0 var/C = 200 - if(!ninjacost(C, 1)) //Same spawn cost but higher upkeep cost + if(!ninjacost(C, 1)) var/mob/living/carbon/human/U = affecting if(!kamikaze) if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade)) @@ -155,7 +195,7 @@ This could be a lot better but I'm too tired atm.*/ set popup_menu = 0 var/C = 500 - if(!ninjacost(C,1)) + if(!ninjacost(C, 1)) var/mob/living/carbon/human/U = affecting var/targets[] = list()//So yo can shoot while yo throw dawg for(var/mob/living/M in oview(loc)) @@ -174,7 +214,7 @@ This could be a lot better but I'm too tired atm.*/ A.current = curloc A.yo = targloc.y - curloc.y A.xo = targloc.x - curloc.x - cell.charge-=C// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times + cell.charge-=(C) A.process() else U << "\red There are no targets in view." @@ -215,7 +255,7 @@ Must right click on a mob to activate.*/ E.master = U spawn(0)//Parallel processing. E.process(M) - cell.charge-=(C) // Nets now cost what should be most of a standard battery, since your taking someone out of the round + cell.charge-=(C) else U << "They are already trapped inside an energy net." //else @@ -236,6 +276,7 @@ Movement impairing would indicate drugs and the like.*/ //Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly. //For now, adrenaline boosters ARE the miracle injection. Well, radium, really. U.SetParalysis(0) + U.SetStunned(0) U.SetWeakened(0) /* Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat. diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm index afa1a912c6b..eab4284faf4 100644 --- a/code/game/gamemodes/events/ninja_equipment.dm +++ b/code/game/gamemodes/events/ninja_equipment.dm @@ -398,7 +398,7 @@ ________________________________________________________________________________
  • *Energy Net (5000E) is a non-lethal solution to incapacitating humanoids. The net is made of non-harmful phase energy and will halt movement as long as it remains in effect--it can be destroyed. If the net is not destroyed, after a certain time it will teleport the target to a holding facility for the Spider Clan and then vanish. You will be notified if the net fails or succeeds in capturing a target in this manner. Combine with energy stars or stripping to ensure success. Abduction never looked this leet.
  • *Adrenaline Boost (1 E. Boost/3) recovers the user from stun, weakness, and paralysis. Also injects 20 units of radium into the bloodstream.
  • *Smoke Bomb (1 Sm.Bomb/10) is a weak but potentially useful ability. It creates harmful smoke and can be used in tandem with other powers to confuse enemies.
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  • *???: unleash the True Ultimate Power!
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  • *???: unleash the True Ultimate Power!
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