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Fix and refactor of chainsaws (#28893)
* code improvements * linters * oh * Update spellblade.dm * Update spellblade.dm * Update melee.dm * melee's death * update paths * Update code/game/objects/items/weapons/melee/melee.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> * fix icon states --------- Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
This commit is contained in:
@@ -149,7 +149,8 @@
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victim.drop_l_hand()
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victim.drop_r_hand()
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victim.put_in_hands(chainsaw)
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chainsaw.attack_self__legacy__attackchain(victim)
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chainsaw.activate_self(victim)
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victim.regenerate_icons()
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victim.reagents.add_reagent("adminordrazine", 25)
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victim.flash_screen_color(red_splash, 10)
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@@ -1622,6 +1622,7 @@
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name = "cursed russian revolver"
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desc = "To play with this revolver requires wagering your very soul."
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cursed_shot = TRUE
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/*
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* Rubber Chainsaw
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*/
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@@ -1631,21 +1632,16 @@
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lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "chainsaw0"
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icon_state = "chainsaw"
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base_icon_state = "chainsaw"
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force = 0
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throwforce = 0
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throw_speed = 4
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throw_range = 20
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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/obj/item/toy/chainsaw/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, wieldsound = 'sound/weapons/chainsawstart.ogg', icon_wielded = "[base_icon_state]1")
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AddComponent(/datum/component/two_handed, wieldsound = 'sound/weapons/chainsawstart.ogg', icon_wielded = "[base_icon_state]_on")
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/obj/item/toy/chainsaw/update_icon_state()
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icon_state = "[base_icon_state]0"
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icon_state = base_icon_state
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/*
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* Cat Toy
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@@ -398,7 +398,7 @@
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lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "chainsaw1"
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icon_state = "chainsaw_on"
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item_state = "mounted_chainsaw"
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w_class = WEIGHT_CLASS_HUGE
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flags = NODROP | ABSTRACT
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@@ -0,0 +1,321 @@
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/obj/item/melee
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icon = 'icons/obj/weapons/melee.dmi'
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lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
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needs_permit = TRUE
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// MARK: CAPTAIN'S SABER
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/obj/item/melee/saber
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name = "captain's saber"
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desc = "An elegant weapon, for a more civilized age."
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icon_state = "saber"
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item_state = "saber"
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flags = CONDUCT
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force = 15
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throwforce = 10
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w_class = WEIGHT_CLASS_BULKY
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armour_penetration_percentage = 75
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sharp = TRUE
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origin_tech = null
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attack_verb = list("lunged at", "stabbed")
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hitsound = 'sound/weapons/rapierhit.ogg'
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materials = list(MAT_METAL = 1000)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF // Theft targets should be hard to destroy
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// values for slapping
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var/slap_sound = 'sound/effects/woodhit.ogg'
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COOLDOWN_DECLARE(slap_cooldown)
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/obj/item/melee/saber/examine(mob/user)
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. = ..()
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. += "<span class='notice'>The blade looks very well-suited for piercing armour.</span>"
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/obj/item/melee/saber/examine_more(mob/user)
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. = ..()
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. += "Swords are a traditional ceremonial weapon carried by commanding officers of many armies and navies, even long after firearms and laserarms rendered them obsolete. \
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Despite having no roots in such traditions, Nanotrasen participates in them, as these trappings of old tradition help to promote the air of authority the company wishes for its captains to possess."
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. += ""
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. += "Whilst not intended to actually be used in combat, the ceremonial blades issued by Nanotrasen are in-fact quite functional, \
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able to both inflict grievous wounds on aggressors that get too close, whilst also elegantly parrying their blows (assuming the wielder is skilled with the blade). \
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The sharp edge is adept at hacking unarmored targets, whilst the rigid tip is also quite effective at at defeating even modern body armor with thrusting attacks, as modern armor is generally designed to defeat ballistic and laser weapons rather than swords..."
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/obj/item/melee/saber/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
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AddElement(/datum/element/high_value_item)
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/obj/item/melee/saber/attack__legacy__attackchain(mob/living/target, mob/living/user)
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if(user.a_intent != INTENT_HELP || !ishuman(target))
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return ..()
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if(!COOLDOWN_FINISHED(src, slap_cooldown))
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return
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var/mob/living/carbon/human/H = target
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally slaps [user.p_themselves()] with [src]!</span>", \
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"<span class='userdanger'>You accidentally slap yourself with [src]!</span>")
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slap(user, user)
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else
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user.visible_message("<span class='danger'>[user] slaps [H] with the flat of the blade!</span>", \
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"<span class='userdanger'>You slap [H] with the flat of the blade!</span>")
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slap(target, user)
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/obj/item/melee/saber/proc/slap(mob/living/carbon/human/target, mob/living/user)
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user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
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playsound(loc, slap_sound, 50, TRUE, -1)
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target.AdjustConfused(4 SECONDS, 0, 4 SECONDS)
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target.apply_damage(10, STAMINA)
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add_attack_logs(user, target, "Slapped by [src]", ATKLOG_ALL)
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COOLDOWN_START(src, slap_cooldown, 4 SECONDS)
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/obj/item/melee/saber/suicide_act(mob/user)
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user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>", \
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"<span class='suicide'>[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>"))
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return BRUTELOSS
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// MARK: SNAKESFANG
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/obj/item/melee/snakesfang
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name = "snakesfang"
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desc = "A uniquely curved, black and red sword. Extra-edgy and cutting-edge."
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icon_state = "snakesfang"
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item_state = "snakesfang"
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flags = CONDUCT
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force = 25
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throwforce = 10
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w_class = WEIGHT_CLASS_BULKY
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sharp = TRUE
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origin_tech = "combat=6;syndicate=3"
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attack_verb = list("slashed", "sliced", "chopped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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materials = list(MAT_METAL = 1000)
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/obj/item/melee/snakesfang/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
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/obj/item/melee/snakesfang/examine_more(mob/user)
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. = ..()
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. += "A uniquely curved, black and red sword. Extra-edgy and cutting-edge."
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. += ""
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. += "The MK-IV Enhanced Combat Blade, more colloquially known as the ‘Snakesfang’, is a vicious yet stylish weapon designed \
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by a relatively unknown weapons forge with known ties to the Syndicate. With a wide, curved blade and dual points \
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resembling the fangs of the organization’s serpent motif, the Snakesfang is a statement like no other."
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. += ""
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. += "While the benefits of its unique design are dubious at best, the Snakesfang is undoubtedly a perilous weapon, with a hardened \
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plastitanium edge that can cause untold harm to a soft target. In the right hands, it can be a terrifying weapon to behold, \
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and it’s said that blood runs down the blade in just the right way, to drip artfully from the twin ‘fangs’ at its apex."
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// MARK: BREACH CLEAVER
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/obj/item/melee/breach_cleaver
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name = "breach cleaver"
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desc = "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword."
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base_icon_state = "breach_cleaver"
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icon_state = "breach_cleaver0"
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flags = CONDUCT
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force = 5
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throwforce = 5
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armour_penetration_flat = 30
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w_class = WEIGHT_CLASS_BULKY
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sharp = TRUE
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origin_tech = "combat=6;syndicate=5"
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attack_verb = list("slashed", "cleaved", "chopped")
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hitsound = 'sound/weapons/swordhitheavy.ogg'
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materials = list(MAT_METAL = 2000)
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/// How much damage the sword does when wielded
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var/force_wield = 40
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/obj/item/melee/breach_cleaver/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, force_wielded = force_wield, force_unwielded = force, icon_wielded = "[base_icon_state]1", wield_callback = CALLBACK(src, PROC_REF(wield)), unwield_callback = CALLBACK(src, PROC_REF(unwield)))
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
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/obj/item/melee/breach_cleaver/examine(mob/user)
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. = ..()
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if(isAntag(user))
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. += "<span class='notice'>When wielded, this blade has different effects depending on your intent, similar to a martial art. \
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Help intent will strike with the flat, dealing stamina, disarm intent forces them away, grab intent knocks down the target, \
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and harm intent deals heavy damage.</span>"
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/obj/item/melee/breach_cleaver/examine_more(mob/user)
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. = ..()
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. += "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword."
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. += ""
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. += "The Unathi Breach Cleaver is a weapon the scaled, warlike race favours for its impressive weight and myriad combat applications. \
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The pinnacle of Moghes' combat technology, it combines all of this knowledge into a massive, heavy slab of alloyed metal that most \
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species find difficult to lift, let alone use in any sort of fight."
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. += ""
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. += "Actually a little lightweight for its size, a Breach Cleaver is unmatched in combat utility as a weapon, a tool for getting into\
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places and as a slab of armour for the wielder. The leather of the Kar'oche beast, a predator native to Moghes, binds the hilt, \
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allowing it to be gripped securely by its warrior. The wide blade is often etched with scenes depicting military victories or great hunts."
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/obj/item/melee/breach_cleaver/update_icon_state()
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icon_state = "[base_icon_state]0"
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/obj/item/melee/breach_cleaver/proc/wield(obj/item/source, mob/living/carbon/human/user)
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to_chat(user, "<span class='notice'>You heave [src] up in both hands.</span>")
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user.apply_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE)
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update_icon(UPDATE_ICON_STATE)
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/obj/item/melee/breach_cleaver/proc/unwield(obj/item/source, mob/living/carbon/human/user)
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user.remove_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE)
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update_icon(UPDATE_ICON_STATE)
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/obj/item/melee/breach_cleaver/attack_obj__legacy__attackchain(obj/O, mob/living/user, params)
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if(!HAS_TRAIT(src, TRAIT_WIELDED)) // Only works good when wielded
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return ..()
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if(!ismachinery(O) && !isstructure(O)) // This sword hates doors
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return ..()
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if(SEND_SIGNAL(src, COMSIG_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
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return
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if(flags & (NOBLUDGEON))
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return
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var/mob/living/carbon/human/H = user
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H.changeNext_move(CLICK_CD_MELEE)
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H.do_attack_animation(O)
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H.visible_message("<span class='danger'>[H] has hit [O] with [src]!</span>", "<span class='danger'>You hit [O] with [src]!</span>")
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var/damage = force_wield
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damage += H.physiology.melee_bonus
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O.take_damage(damage * 3, BRUTE, MELEE, TRUE, get_dir(src, H), 30) // Multiplied to do big damage to doors, closets, windows, and machines, but normal damage to mobs.
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/obj/item/melee/breach_cleaver/attack__legacy__attackchain(mob/target, mob/living/user)
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if(!HAS_TRAIT(src, TRAIT_WIELDED) || !ishuman(target))
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return ..()
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var/mob/living/carbon/human/H = target
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var/obj/item/organ/external/targetlimb = H.get_organ(ran_zone(user.zone_selected))
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switch(user.a_intent)
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if(INTENT_HELP) // Stamina damage
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H.visible_message("<span class='danger'>[user] slams [H] with the flat of the blade!</span>", \
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"<span class='userdanger'>[user] slams you with the flat of the blade!</span>", \
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"<span class='italics'>You hear a thud.</span>")
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user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
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playsound(loc, 'sound/weapons/swordhit.ogg', 50, TRUE, -1)
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H.AdjustConfused(4 SECONDS, 0, 4 SECONDS)
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H.apply_damage(40, STAMINA, targetlimb, H.run_armor_check(targetlimb, MELEE))
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add_attack_logs(user, H, "Slammed by a breach cleaver. (Help intent, Stamina)", ATKLOG_ALL)
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if(INTENT_DISARM) // Slams away
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if(H.stat != CONSCIOUS || IS_HORIZONTAL(H))
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return ..()
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H.visible_message("<span class='danger'>[user] smashes [H] with the blade's tip!</span>", \
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"<span class='userdanger'>[user] smashes you with the blade's tip!</span>", \
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"<span class='italics'>You hear crushing.</span>")
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user.do_attack_animation(H, ATTACK_EFFECT_KICK)
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playsound(get_turf(user), 'sound/weapons/sonic_jackhammer.ogg', 50, TRUE, -1)
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H.apply_damage(25, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE))
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var/atom/throw_target = get_edge_target_turf(H, user.dir, TRUE)
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H.throw_at(throw_target, 4, 1)
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add_attack_logs(user, H, "Smashed away by a breach cleaver. (Disarm intent, Knockback)", ATKLOG_ALL)
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if(INTENT_GRAB) // Knocks down
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H.visible_message("<span class='danger'>[user] cleaves [H] with an overhead strike!</span>", \
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"<span class='userdanger'>[user] cleaves you with an overhead strike!</span>", \
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"<span class='italics'>You hear a chopping noise.</span>")
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user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
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playsound(get_turf(user), 'sound/weapons/armblade.ogg', 50, TRUE, -1)
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H.apply_damage(30, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE), TRUE)
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H.KnockDown(4 SECONDS)
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add_attack_logs(user, H, "Cleaved overhead with a breach cleaver. (Grab intent, Knockdown)", ATKLOG_ALL)
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if(INTENT_HARM)
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return ..()
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// MARK: CHAINSAW
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/obj/item/chainsaw
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name = "chainsaw"
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desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
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icon = 'icons/obj/weapons/melee.dmi'
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icon_state = "gchainsaw"
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base_icon_state = "gchainsaw"
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lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
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hitsound = "swing_hit"
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attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
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origin_tech = "materials=3;engineering=4;combat=2"
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materials = list(MAT_METAL = 13000)
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w_class = WEIGHT_CLASS_HUGE
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needs_permit = TRUE
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flags = CONDUCT
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sharp = TRUE
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force = 13
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throwforce = 13 // how
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throw_range = 4
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var/force_on = 24
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new_attack_chain = TRUE
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// These 2 are currently used by syndie chainsaw
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/obj/item/chainsaw/proc/wield()
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return
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/obj/item/chainsaw/proc/unwield()
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return
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/obj/item/chainsaw/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, \
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icon_wielded = "[icon_state]_on", \
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force_wielded = force_on, \
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force_unwielded = force, \
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attacksound = 'sound/weapons/chainsaw.ogg', \
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wieldsound = 'sound/weapons/chainsawstart.ogg', \
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wield_callback = CALLBACK(src, PROC_REF(wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(unwield)), \
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)
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/obj/item/chainsaw/update_icon_state()
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icon_state = base_icon_state
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// MARK: SYNDIE CHAINSAW
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/obj/item/chainsaw/syndie
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desc = "Perfect for felling trees or fellow spacemen."
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icon_state = "chainsaw"
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base_icon_state = "chainsaw"
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origin_tech = "materials=6;syndicate=4"
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flags_2 = RANDOM_BLOCKER_2
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w_class = WEIGHT_CLASS_BULKY // can't fit in backpacks
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force = 15
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throwforce = 15
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force_on = 40
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throw_speed = 1
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throw_range = 5
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armour_penetration_percentage = 50
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armour_penetration_flat = 10
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/obj/item/chainsaw/syndie/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/butchers_humans)
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/obj/item/chainsaw/syndie/wield() // you can't disarm an active chainsaw, you crazy person.
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set_nodrop(TRUE, loc)
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/obj/item/chainsaw/syndie/unwield()
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set_nodrop(FALSE, loc)
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|
||||
/obj/item/chainsaw/syndie/attack(mob/living/target, mob/living/user, params)
|
||||
if(..())
|
||||
return FINISH_ATTACK
|
||||
if(HAS_TRAIT(src, TRAIT_WIELDED))
|
||||
target.KnockDown(8 SECONDS)
|
||||
if(target.stat != DEAD && !isrobot(target) && user.reagents.get_reagent_amount("mephedrone") <= 15)
|
||||
user.apply_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING)
|
||||
|
||||
/obj/item/chainsaw/syndie/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((attack_type in NON_PROJECTILE_ATTACKS) && owner.has_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING)) // It's a chainsaw, you can't block projectiles with it
|
||||
final_block_chance = 80 // Need to be ready to ruuuummbllleeee
|
||||
return ..()
|
||||
|
||||
// MARK: SLAYER CHAINSAW
|
||||
/obj/item/chainsaw/doomslayer
|
||||
name = "OOOH BABY"
|
||||
desc = "<span class='warning'>VRRRRRRR!!!</span>"
|
||||
armour_penetration_percentage = 100
|
||||
force_on = 30
|
||||
|
||||
/obj/item/chainsaw/doomslayer/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(attack_type == PROJECTILE_ATTACK)
|
||||
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
|
||||
playsound(src, pick('sound/weapons/bulletflyby.ogg','sound/weapons/bulletflyby2.ogg','sound/weapons/bulletflyby3.ogg'), 75, 1)
|
||||
return TRUE
|
||||
return FALSE
|
||||
@@ -1,9 +1,4 @@
|
||||
/obj/item/melee
|
||||
icon = 'icons/obj/weapons/melee.dmi'
|
||||
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
|
||||
needs_permit = TRUE
|
||||
|
||||
// MARK: CHAIN OF COMMAND
|
||||
/obj/item/melee/chainofcommand
|
||||
name = "chain of command"
|
||||
desc = "A tool used by great men to placate the frothing masses."
|
||||
@@ -18,232 +13,11 @@
|
||||
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
|
||||
hitsound = 'sound/weapons/slash.ogg' //pls replace
|
||||
|
||||
|
||||
/obj/item/melee/chainofcommand/suicide_act(mob/user)
|
||||
to_chat(viewers(user), "<span class='suicide'>[user] is strangling [user.p_themselves()] with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return OXYLOSS
|
||||
|
||||
/obj/item/melee/saber
|
||||
name = "captain's saber"
|
||||
desc = "An elegant weapon, for a more civilized age."
|
||||
icon_state = "saber"
|
||||
item_state = "saber"
|
||||
flags = CONDUCT
|
||||
force = 15
|
||||
throwforce = 10
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
armour_penetration_percentage = 75
|
||||
sharp = TRUE
|
||||
origin_tech = null
|
||||
attack_verb = list("lunged at", "stabbed")
|
||||
hitsound = 'sound/weapons/rapierhit.ogg'
|
||||
materials = list(MAT_METAL = 1000)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF // Theft targets should be hard to destroy
|
||||
// values for slapping
|
||||
var/slap_sound = 'sound/effects/woodhit.ogg'
|
||||
COOLDOWN_DECLARE(slap_cooldown)
|
||||
|
||||
/obj/item/melee/saber/examine(mob/user)
|
||||
. = ..()
|
||||
. += "<span class='notice'>The blade looks very well-suited for piercing armour.</span>"
|
||||
|
||||
/obj/item/melee/saber/examine_more(mob/user)
|
||||
. = ..()
|
||||
. += "Swords are a traditional ceremonial weapon carried by commanding officers of many armies and navies, even long after firearms and laserarms rendered them obsolete. \
|
||||
Despite having no roots in such traditions, Nanotrasen participates in them, as these trappings of old tradition help to promote the air of authority the company wishes for its captains to possess."
|
||||
. += ""
|
||||
. += "Whilst not intended to actually be used in combat, the ceremonial blades issued by Nanotrasen are in-fact quite functional, \
|
||||
able to both inflict grievous wounds on aggressors that get too close, whilst also elegantly parrying their blows (assuming the wielder is skilled with the blade). \
|
||||
The sharp edge is adept at hacking unarmored targets, whilst the rigid tip is also quite effective at at defeating even modern body armor with thrusting attacks, as modern armor is generally designed to defeat ballistic and laser weapons rather than swords..."
|
||||
|
||||
/obj/item/melee/saber/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
|
||||
AddElement(/datum/element/high_value_item)
|
||||
|
||||
/obj/item/melee/saber/attack__legacy__attackchain(mob/living/target, mob/living/user)
|
||||
if(user.a_intent != INTENT_HELP || !ishuman(target))
|
||||
return ..()
|
||||
if(!COOLDOWN_FINISHED(src, slap_cooldown))
|
||||
return
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
|
||||
user.visible_message("<span class='danger'>[user] accidentally slaps [user.p_themselves()] with [src]!</span>", \
|
||||
"<span class='userdanger'>You accidentally slap yourself with [src]!</span>")
|
||||
slap(user, user)
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] slaps [H] with the flat of the blade!</span>", \
|
||||
"<span class='userdanger'>You slap [H] with the flat of the blade!</span>")
|
||||
slap(target, user)
|
||||
|
||||
/obj/item/melee/saber/proc/slap(mob/living/carbon/human/target, mob/living/user)
|
||||
user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
|
||||
playsound(loc, slap_sound, 50, TRUE, -1)
|
||||
target.AdjustConfused(4 SECONDS, 0, 4 SECONDS)
|
||||
target.apply_damage(10, STAMINA)
|
||||
add_attack_logs(user, target, "Slapped by [src]", ATKLOG_ALL)
|
||||
COOLDOWN_START(src, slap_cooldown, 4 SECONDS)
|
||||
|
||||
/obj/item/melee/saber/suicide_act(mob/user)
|
||||
user.visible_message(pick("<span class='suicide'>[user] is slitting [user.p_their()] stomach open with [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>", \
|
||||
"<span class='suicide'>[user] is falling on [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>"))
|
||||
return BRUTELOSS
|
||||
|
||||
// Traitor Sword
|
||||
/obj/item/melee/snakesfang
|
||||
name = "snakesfang"
|
||||
desc = "A uniquely curved, black and red sword. Extra-edgy and cutting-edge."
|
||||
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
|
||||
icon_state = "snakesfang"
|
||||
item_state = "snakesfang"
|
||||
flags = CONDUCT
|
||||
force = 25
|
||||
throwforce = 10
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
sharp = TRUE
|
||||
origin_tech = "combat=6;syndicate=3"
|
||||
attack_verb = list("slashed", "sliced", "chopped")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
materials = list(MAT_METAL = 1000)
|
||||
|
||||
/obj/item/melee/snakesfang/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
|
||||
|
||||
/obj/item/melee/snakesfang/examine_more(mob/user)
|
||||
. = ..()
|
||||
. += "A uniquely curved, black and red sword. Extra-edgy and cutting-edge."
|
||||
. += ""
|
||||
. += "The MK-IV Enhanced Combat Blade, more colloquially known as the ‘Snakesfang’, is a vicious yet stylish weapon designed \
|
||||
by a relatively unknown weapons forge with known ties to the Syndicate. With a wide, curved blade and dual points \
|
||||
resembling the fangs of the organization’s serpent motif, the Snakesfang is a statement like no other."
|
||||
. += ""
|
||||
. += "While the benefits of its unique design are dubious at best, the Snakesfang is undoubtedly a perilous weapon, with a hardened \
|
||||
plastitanium edge that can cause untold harm to a soft target. In the right hands, it can be a terrifying weapon to behold, \
|
||||
and it’s said that blood runs down the blade in just the right way, to drip artfully from the twin ‘fangs’ at its apex."
|
||||
|
||||
// Unathi Sword
|
||||
/obj/item/melee/breach_cleaver
|
||||
name = "breach cleaver"
|
||||
desc = "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword."
|
||||
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
|
||||
base_icon_state = "breach_cleaver"
|
||||
icon_state = "breach_cleaver0"
|
||||
flags = CONDUCT
|
||||
force = 5
|
||||
throwforce = 5
|
||||
armour_penetration_flat = 30
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
sharp = TRUE
|
||||
origin_tech = "combat=6;syndicate=5"
|
||||
attack_verb = list("slashed", "cleaved", "chopped")
|
||||
hitsound = 'sound/weapons/swordhitheavy.ogg'
|
||||
materials = list(MAT_METAL = 2000)
|
||||
/// How much damage the sword does when wielded
|
||||
var/force_wield = 40
|
||||
|
||||
/obj/item/melee/breach_cleaver/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/two_handed, force_wielded = force_wield, force_unwielded = force, icon_wielded = "[base_icon_state]1", wield_callback = CALLBACK(src, PROC_REF(wield)), unwield_callback = CALLBACK(src, PROC_REF(unwield)))
|
||||
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
|
||||
|
||||
/obj/item/melee/breach_cleaver/examine(mob/user)
|
||||
. = ..()
|
||||
if(isAntag(user))
|
||||
. += "<span class='notice'>When wielded, this blade has different effects depending on your intent, similar to a martial art. \
|
||||
Help intent will strike with the flat, dealing stamina, disarm intent forces them away, grab intent knocks down the target, \
|
||||
and harm intent deals heavy damage.</span>"
|
||||
|
||||
/obj/item/melee/breach_cleaver/examine_more(mob/user)
|
||||
. = ..()
|
||||
. += "Massive, heavy, and utterly impractical. This sharpened chunk of steel is too big and too heavy to be called a sword."
|
||||
. += ""
|
||||
. += "The Unathi Breach Cleaver is a weapon the scaled, warlike race favours for its impressive weight and myriad combat applications. \
|
||||
The pinnacle of Moghes' combat technology, it combines all of this knowledge into a massive, heavy slab of alloyed metal that most \
|
||||
species find difficult to lift, let alone use in any sort of fight."
|
||||
. += ""
|
||||
. += "Actually a little lightweight for its size, a Breach Cleaver is unmatched in combat utility as a weapon, a tool for getting into\
|
||||
places and as a slab of armour for the wielder. The leather of the Kar'oche beast, a predator native to Moghes, binds the hilt, \
|
||||
allowing it to be gripped securely by its warrior. The wide blade is often etched with scenes depicting military victories or great hunts."
|
||||
|
||||
/obj/item/melee/breach_cleaver/update_icon_state()
|
||||
icon_state = "[base_icon_state]0"
|
||||
|
||||
/obj/item/melee/breach_cleaver/proc/wield(obj/item/source, mob/living/carbon/human/user)
|
||||
to_chat(user, "<span class='notice'>You heave [src] up in both hands.</span>")
|
||||
user.apply_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE)
|
||||
update_icon(UPDATE_ICON_STATE)
|
||||
|
||||
/obj/item/melee/breach_cleaver/proc/unwield(obj/item/source, mob/living/carbon/human/user)
|
||||
user.remove_status_effect(STATUS_EFFECT_BREACH_AND_CLEAVE)
|
||||
update_icon(UPDATE_ICON_STATE)
|
||||
|
||||
/obj/item/melee/breach_cleaver/attack_obj__legacy__attackchain(obj/O, mob/living/user, params)
|
||||
if(!HAS_TRAIT(src, TRAIT_WIELDED)) // Only works good when wielded
|
||||
return ..()
|
||||
if(!ismachinery(O) && !isstructure(O)) // This sword hates doors
|
||||
return ..()
|
||||
if(SEND_SIGNAL(src, COMSIG_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
|
||||
return
|
||||
if(flags & (NOBLUDGEON))
|
||||
return
|
||||
var/mob/living/carbon/human/H = user
|
||||
H.changeNext_move(CLICK_CD_MELEE)
|
||||
H.do_attack_animation(O)
|
||||
H.visible_message("<span class='danger'>[H] has hit [O] with [src]!</span>", "<span class='danger'>You hit [O] with [src]!</span>")
|
||||
var/damage = force_wield
|
||||
damage += H.physiology.melee_bonus
|
||||
O.take_damage(damage * 3, BRUTE, MELEE, TRUE, get_dir(src, H), 30) // Multiplied to do big damage to doors, closets, windows, and machines, but normal damage to mobs.
|
||||
|
||||
/obj/item/melee/breach_cleaver/attack__legacy__attackchain(mob/target, mob/living/user)
|
||||
if(!HAS_TRAIT(src, TRAIT_WIELDED) || !ishuman(target))
|
||||
return ..()
|
||||
|
||||
var/mob/living/carbon/human/H = target
|
||||
var/obj/item/organ/external/targetlimb = H.get_organ(ran_zone(user.zone_selected))
|
||||
|
||||
switch(user.a_intent)
|
||||
if(INTENT_HELP) // Stamina damage
|
||||
H.visible_message("<span class='danger'>[user] slams [H] with the flat of the blade!</span>", \
|
||||
"<span class='userdanger'>[user] slams you with the flat of the blade!</span>", \
|
||||
"<span class='italics'>You hear a thud.</span>")
|
||||
user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
|
||||
playsound(loc, 'sound/weapons/swordhit.ogg', 50, TRUE, -1)
|
||||
H.AdjustConfused(4 SECONDS, 0, 4 SECONDS)
|
||||
H.apply_damage(40, STAMINA, targetlimb, H.run_armor_check(targetlimb, MELEE))
|
||||
add_attack_logs(user, H, "Slammed by a breach cleaver. (Help intent, Stamina)", ATKLOG_ALL)
|
||||
|
||||
if(INTENT_DISARM) // Slams away
|
||||
if(H.stat != CONSCIOUS || IS_HORIZONTAL(H))
|
||||
return ..()
|
||||
|
||||
H.visible_message("<span class='danger'>[user] smashes [H] with the blade's tip!</span>", \
|
||||
"<span class='userdanger'>[user] smashes you with the blade's tip!</span>", \
|
||||
"<span class='italics'>You hear crushing.</span>")
|
||||
|
||||
user.do_attack_animation(H, ATTACK_EFFECT_KICK)
|
||||
playsound(get_turf(user), 'sound/weapons/sonic_jackhammer.ogg', 50, TRUE, -1)
|
||||
H.apply_damage(25, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE))
|
||||
var/atom/throw_target = get_edge_target_turf(H, user.dir, TRUE)
|
||||
H.throw_at(throw_target, 4, 1)
|
||||
add_attack_logs(user, H, "Smashed away by a breach cleaver. (Disarm intent, Knockback)", ATKLOG_ALL)
|
||||
|
||||
if(INTENT_GRAB) // Knocks down
|
||||
H.visible_message("<span class='danger'>[user] cleaves [H] with an overhead strike!</span>", \
|
||||
"<span class='userdanger'>[user] cleaves you with an overhead strike!</span>", \
|
||||
"<span class='italics'>You hear a chopping noise.</span>")
|
||||
|
||||
user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
|
||||
playsound(get_turf(user), 'sound/weapons/armblade.ogg', 50, TRUE, -1)
|
||||
H.apply_damage(30, BRUTE, targetlimb, H.run_armor_check(targetlimb, MELEE), TRUE)
|
||||
H.KnockDown(4 SECONDS)
|
||||
add_attack_logs(user, H, "Cleaved overhead with a breach cleaver. (Grab intent, Knockdown)", ATKLOG_ALL)
|
||||
|
||||
if(INTENT_HARM)
|
||||
return ..()
|
||||
|
||||
// MARK: ICE PICK
|
||||
/obj/item/melee/icepick
|
||||
name = "ice pick"
|
||||
desc = "Used for chopping ice. Also excellent for mafia esque murders."
|
||||
@@ -254,6 +28,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("stabbed", "jabbed", "iced,")
|
||||
|
||||
// MARK: CANDY SWORD
|
||||
/obj/item/melee/candy_sword
|
||||
name = "candy cane sword"
|
||||
desc = "A large candy cane with a sharpened point. Definitely too dangerous for schoolchildren."
|
||||
@@ -264,6 +39,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
attack_verb = list("slashed", "stabbed", "sliced", "caned")
|
||||
|
||||
// MARK: FLYSWATTER
|
||||
/obj/item/melee/flyswatter
|
||||
name = "flyswatter"
|
||||
desc = "Useful for killing insects of all sizes."
|
||||
@@ -298,291 +74,3 @@
|
||||
bug.death(TRUE)
|
||||
if(!QDELETED(M))
|
||||
qdel(M)
|
||||
|
||||
/obj/item/melee/spellblade
|
||||
name = "spellblade"
|
||||
desc = "An enchanted blade with a series of runes along the side."
|
||||
icon = 'icons/obj/guns/magic.dmi'
|
||||
icon_state = "spellblade"
|
||||
item_state = "spellblade"
|
||||
hitsound = 'sound/weapons/rapierhit.ogg'
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 25
|
||||
armour_penetration_flat = 50
|
||||
sharp = TRUE
|
||||
new_attack_chain = TRUE
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF
|
||||
///enchantment holder, gives it unique on hit effects.
|
||||
var/datum/enchantment/enchant = null
|
||||
///the cooldown and power of enchantments are multiplied by this var when its applied
|
||||
var/power = 1
|
||||
|
||||
/obj/item/melee/spellblade/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
|
||||
|
||||
/obj/item/melee/spellblade/Destroy()
|
||||
QDEL_NULL(enchant)
|
||||
return ..()
|
||||
|
||||
/obj/item/melee/spellblade/ranged_interact_with_atom(atom/target, mob/living/user, list/modifiers)
|
||||
enchant?.pre_hit(target, user, src)
|
||||
|
||||
/obj/item/melee/spellblade/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
|
||||
. = ..()
|
||||
enchant?.on_hit(target, user, src)
|
||||
|
||||
/obj/item/melee/spellblade/activate_self(mob/user)
|
||||
if(..())
|
||||
return
|
||||
if(enchant)
|
||||
return
|
||||
|
||||
var/static/list/options = list(
|
||||
"Lightning" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "chain_lightning"),
|
||||
"Fire" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "fire"),
|
||||
"Bluespace" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "blink"),
|
||||
"Forcewall" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "shield"),
|
||||
"Temporal Slash" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "spacetime"),
|
||||
)
|
||||
var/static/list/options_to_type = list(
|
||||
"Lightning" = /datum/enchantment/lightning,
|
||||
"Fire" = /datum/enchantment/fire,
|
||||
"Bluespace" = /datum/enchantment/bluespace,
|
||||
"Forcewall" = /datum/enchantment/forcewall,
|
||||
"Temporal Slash" = /datum/enchantment/time_slash,
|
||||
)
|
||||
|
||||
var/choice = show_radial_menu(user, src, options)
|
||||
if(!choice)
|
||||
return
|
||||
add_enchantment(options_to_type[choice], user)
|
||||
|
||||
/obj/item/melee/spellblade/proc/add_enchantment(new_enchant, mob/living/user, intentional = TRUE)
|
||||
var/datum/enchantment/E = new new_enchant
|
||||
enchant = E
|
||||
E.on_gain(src, user)
|
||||
E.power *= power
|
||||
E.on_apply_to_blade(src)
|
||||
if(intentional)
|
||||
SSblackbox.record_feedback("nested tally", "spellblade_enchants", 1, list("[E.name]"))
|
||||
|
||||
/obj/item/melee/spellblade/examine(mob/user)
|
||||
. = ..()
|
||||
if(enchant && (iswizard(user) || IS_CULTIST(user))) // only wizards and cultists understand runes
|
||||
. += "The runes along the side read; [enchant.desc]."
|
||||
|
||||
/datum/enchantment
|
||||
/// used for blackbox logging
|
||||
var/name = "You shouldn't be seeing this, file an issue report."
|
||||
/// used for wizards/cultists examining the runes on the blade
|
||||
var/desc = "Someone messed up, file an issue report."
|
||||
/// used for damage values
|
||||
var/power = 1
|
||||
/// whether the enchant procs despite not being in proximity
|
||||
var/ranged = FALSE
|
||||
/// stores cooldown between activations.
|
||||
var/cooldown = 0
|
||||
/// If the spellblade has traits, has it applied them?
|
||||
var/applied_traits = FALSE
|
||||
COOLDOWN_DECLARE(enchant_cooldown)
|
||||
|
||||
/datum/enchantment/proc/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
if(!COOLDOWN_FINISHED(src, enchant_cooldown) || !istype(target) || target.stat == DEAD)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/enchantment/proc/pre_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
if(!ranged || !COOLDOWN_FINISHED(src, enchant_cooldown) || !istype(target) || target.stat == DEAD)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/enchantment/proc/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
return
|
||||
|
||||
/datum/enchantment/proc/toggle_traits(obj/item/I, mob/living/user)
|
||||
return
|
||||
|
||||
/datum/enchantment/proc/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
return
|
||||
|
||||
/datum/enchantment/lightning
|
||||
name = "lightning"
|
||||
desc = "this blade conducts arcane energy to arc between its victims. It also makes the user immune to shocks"
|
||||
// the damage of the first lighting arc.
|
||||
power = 20
|
||||
cooldown = 3 SECONDS
|
||||
|
||||
/datum/enchantment/lightning/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
..()
|
||||
RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits))
|
||||
if(user)
|
||||
toggle_traits(S, user)
|
||||
|
||||
/datum/enchantment/lightning/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
zap(target, user, list(user), power)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/lightning/toggle_traits(obj/item/I, mob/living/user)
|
||||
var/enchant_ID = UID() // so it only removes the traits applied by this specific enchant.
|
||||
if(applied_traits)
|
||||
REMOVE_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]")
|
||||
else
|
||||
ADD_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]")
|
||||
applied_traits = !applied_traits
|
||||
|
||||
/datum/enchantment/lightning/proc/zap(mob/living/target, mob/living/source, protected_mobs, voltage)
|
||||
source.Beam(target, "lightning[rand(1,12)]", 'icons/effects/effects.dmi', time = 2 SECONDS, maxdistance = 7, beam_type = /obj/effect/ebeam/chain)
|
||||
if(!target.electrocute_act(voltage, "lightning", flags = SHOCK_TESLA)) // if it fails to shock someone, break the chain
|
||||
return
|
||||
protected_mobs += target
|
||||
addtimer(CALLBACK(src, PROC_REF(arc), target, voltage, protected_mobs), 2.5 SECONDS)
|
||||
|
||||
/datum/enchantment/lightning/proc/arc(mob/living/source, voltage, protected_mobs)
|
||||
voltage = voltage - 4
|
||||
if(voltage <= 0)
|
||||
return
|
||||
|
||||
for(var/mob/living/L in oview(7, get_turf(source)))
|
||||
if(L in protected_mobs)
|
||||
continue
|
||||
zap(L, source, protected_mobs, voltage)
|
||||
break
|
||||
|
||||
/datum/enchantment/fire
|
||||
name = "fire"
|
||||
desc = "this blade ignites on striking a foe, releasing a ball of fire. It also makes the wielder immune to fire"
|
||||
cooldown = 8 SECONDS
|
||||
|
||||
/datum/enchantment/fire/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
..()
|
||||
RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits))
|
||||
if(user)
|
||||
toggle_traits(S, user)
|
||||
|
||||
/datum/enchantment/fire/toggle_traits(obj/item/I, mob/living/user)
|
||||
var/enchant_ID = UID() // so it only removes the traits applied by this specific enchant.
|
||||
if(applied_traits)
|
||||
REMOVE_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]")
|
||||
REMOVE_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]")
|
||||
applied_traits = FALSE
|
||||
else
|
||||
ADD_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]")
|
||||
ADD_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]")
|
||||
applied_traits = TRUE
|
||||
|
||||
/datum/enchantment/fire/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
fireflash_s(target, 4, 8000 * power, 500)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/forcewall
|
||||
name = "forcewall"
|
||||
desc = "this blade will partially shield you against attacks and stuns for a short duration after striking a foe"
|
||||
cooldown = 4 SECONDS
|
||||
// multiplier for how much the cooldown is reduced by. A miner spellblade can only buff every 4 seconds, making it more vunerable, the wizard one is much more consistant.
|
||||
power = 2
|
||||
|
||||
/datum/enchantment/forcewall/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
cooldown /= power
|
||||
|
||||
/datum/enchantment/forcewall/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
user.apply_status_effect(STATUS_EFFECT_FORCESHIELD)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/bluespace
|
||||
name = "bluespace"
|
||||
desc = "this blade will cut through the fabric of space, transporting its wielder over medium distances to strike foes"
|
||||
cooldown = 2.5 SECONDS
|
||||
ranged = TRUE
|
||||
// the number of deciseconds of stun applied by the teleport strike
|
||||
power = 5
|
||||
|
||||
/datum/enchantment/bluespace/pre_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
var/turf/user_turf = get_turf(user)
|
||||
if(get_dist(user_turf, get_turf(target)) > 9) //blocks cameras without blocking xray or thermals
|
||||
return
|
||||
if(!((target in view(9, user)) || user.sight & SEE_MOBS))
|
||||
return
|
||||
var/list/turfs = list()
|
||||
for(var/turf/T in orange(1, get_turf(target)))
|
||||
if(T.is_blocked_turf(exclude_mobs = TRUE))
|
||||
continue
|
||||
turfs += T
|
||||
|
||||
var/target_turf = pick(turfs)
|
||||
user_turf.Beam(target_turf, "warp_beam", time = 0.3 SECONDS)
|
||||
user.forceMove(target_turf)
|
||||
S.melee_attack_chain(user, target)
|
||||
target.Weaken(power)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/bluespace/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
cooldown /= S.power
|
||||
|
||||
/datum/enchantment/time_slash
|
||||
name = "temporal"
|
||||
desc = "this blade will slice faster but weaker, and will curse the target, slashing them a few seconds after they have not been swinged at for each hit"
|
||||
power = 20 // This should come out to 32.5 damage per hit. However, delayed.
|
||||
|
||||
/datum/enchantment/time_slash/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
S.force /= 2
|
||||
|
||||
/datum/enchantment/time_slash/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
user.changeNext_move(CLICK_CD_MELEE * 0.5)
|
||||
. = ..()
|
||||
if(.)
|
||||
target.apply_status_effect(STATUS_EFFECT_TEMPORAL_SLASH, power)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash
|
||||
name = "temporal slash"
|
||||
desc = "A cut through spacetime"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "arcane_barrage"
|
||||
layer = FLY_LAYER
|
||||
plane = GRAVITY_PULSE_PLANE
|
||||
appearance_flags = PIXEL_SCALE|LONG_GLIDE
|
||||
duration = 0.5 SECONDS
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT // Let us not have this visual block clicks
|
||||
/// Who we are orbiting
|
||||
var/target
|
||||
/// A funky color matrix to recolor the slash to
|
||||
var/list/funky_color_matrix = list(0.4,0,0,0, 0,1.1,0,0, 0,0,1.65,0, -0.3,0.15,0,1, 0,0,0,0)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash/Initialize(mapload, new_target)
|
||||
. = ..()
|
||||
target = new_target
|
||||
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, orbit), target, 0, FALSE, 0, 0, FALSE, TRUE)
|
||||
var/matrix/M = matrix()
|
||||
M.Scale(1, 2)
|
||||
M.Turn(rand(0, 360))
|
||||
transform = M
|
||||
addtimer(CALLBACK(src, PROC_REF(animate_slash)), 0.25 SECONDS)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash/proc/animate_slash()
|
||||
plane = -1
|
||||
color = funky_color_matrix
|
||||
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
|
||||
|
||||
/obj/item/melee/spellblade/random
|
||||
power = 0.5
|
||||
|
||||
/obj/item/melee/spellblade/random/Initialize(mapload)
|
||||
. = ..()
|
||||
var/list/options = list(
|
||||
/datum/enchantment/lightning,
|
||||
/datum/enchantment/fire,
|
||||
/datum/enchantment/forcewall,
|
||||
/datum/enchantment/bluespace,
|
||||
/datum/enchantment/time_slash,
|
||||
)
|
||||
|
||||
var/datum/enchantment/E = pick(options)
|
||||
add_enchantment(E, intentional = FALSE)
|
||||
|
||||
@@ -0,0 +1,288 @@
|
||||
// MARK: SPELLBLADE
|
||||
/obj/item/melee/spellblade
|
||||
name = "spellblade"
|
||||
desc = "An enchanted blade with a series of runes along the side."
|
||||
icon = 'icons/obj/guns/magic.dmi'
|
||||
icon_state = "spellblade"
|
||||
item_state = "spellblade"
|
||||
hitsound = 'sound/weapons/rapierhit.ogg'
|
||||
resistance_flags = LAVA_PROOF | FIRE_PROOF
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
force = 25
|
||||
armour_penetration_flat = 50
|
||||
sharp = TRUE
|
||||
new_attack_chain = TRUE
|
||||
///enchantment holder, gives it unique on hit effects.
|
||||
var/datum/enchantment/enchant = null
|
||||
///the cooldown and power of enchantments are multiplied by this var when its applied
|
||||
var/power = 1
|
||||
|
||||
/obj/item/melee/spellblade/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
|
||||
|
||||
/obj/item/melee/spellblade/Destroy()
|
||||
QDEL_NULL(enchant)
|
||||
return ..()
|
||||
|
||||
/obj/item/melee/spellblade/ranged_interact_with_atom(atom/target, mob/living/user, list/modifiers)
|
||||
enchant?.pre_hit(target, user, src)
|
||||
|
||||
/obj/item/melee/spellblade/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
|
||||
. = ..()
|
||||
enchant?.on_hit(target, user, src)
|
||||
|
||||
/obj/item/melee/spellblade/activate_self(mob/user)
|
||||
if(..())
|
||||
return
|
||||
if(enchant)
|
||||
return
|
||||
|
||||
var/static/list/options = list(
|
||||
"Lightning" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "chain_lightning"),
|
||||
"Fire" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "fire"),
|
||||
"Bluespace" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "blink"),
|
||||
"Forcewall" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "shield"),
|
||||
"Temporal Slash" = image(icon = 'icons/effects/spellblade.dmi', icon_state = "spacetime"),
|
||||
)
|
||||
var/static/list/options_to_type = list(
|
||||
"Lightning" = /datum/enchantment/lightning,
|
||||
"Fire" = /datum/enchantment/fire,
|
||||
"Bluespace" = /datum/enchantment/bluespace,
|
||||
"Forcewall" = /datum/enchantment/forcewall,
|
||||
"Temporal Slash" = /datum/enchantment/time_slash,
|
||||
)
|
||||
|
||||
var/choice = show_radial_menu(user, src, options)
|
||||
if(!choice)
|
||||
return
|
||||
add_enchantment(options_to_type[choice], user)
|
||||
|
||||
/obj/item/melee/spellblade/proc/add_enchantment(new_enchant, mob/living/user, intentional = TRUE)
|
||||
var/datum/enchantment/E = new new_enchant
|
||||
enchant = E
|
||||
E.on_gain(src, user)
|
||||
E.power *= power
|
||||
E.on_apply_to_blade(src)
|
||||
if(intentional)
|
||||
SSblackbox.record_feedback("nested tally", "spellblade_enchants", 1, list("[E.name]"))
|
||||
|
||||
/obj/item/melee/spellblade/examine(mob/user)
|
||||
. = ..()
|
||||
if(enchant && (iswizard(user) || IS_CULTIST(user))) // only wizards and cultists understand runes
|
||||
. += "The runes along the side read; [enchant.desc]."
|
||||
|
||||
/datum/enchantment
|
||||
/// used for blackbox logging
|
||||
var/name = "You shouldn't be seeing this, file an issue report."
|
||||
/// used for wizards/cultists examining the runes on the blade
|
||||
var/desc = "Someone messed up, file an issue report."
|
||||
/// used for damage values
|
||||
var/power = 1
|
||||
/// whether the enchant procs despite not being in proximity
|
||||
var/ranged = FALSE
|
||||
/// stores cooldown between activations.
|
||||
var/cooldown = 0
|
||||
/// If the spellblade has traits, has it applied them?
|
||||
var/applied_traits = FALSE
|
||||
COOLDOWN_DECLARE(enchant_cooldown)
|
||||
|
||||
/datum/enchantment/proc/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
if(!COOLDOWN_FINISHED(src, enchant_cooldown) || !istype(target) || target.stat == DEAD)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/enchantment/proc/pre_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
if(!ranged || !COOLDOWN_FINISHED(src, enchant_cooldown) || !istype(target) || target.stat == DEAD)
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/enchantment/proc/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
return
|
||||
|
||||
/datum/enchantment/proc/toggle_traits(obj/item/I, mob/living/user)
|
||||
return
|
||||
|
||||
/datum/enchantment/proc/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
return
|
||||
|
||||
/datum/enchantment/lightning
|
||||
name = "lightning"
|
||||
desc = "this blade conducts arcane energy to arc between its victims. It also makes the user immune to shocks"
|
||||
// the damage of the first lighting arc.
|
||||
power = 20
|
||||
cooldown = 3 SECONDS
|
||||
|
||||
/datum/enchantment/lightning/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
..()
|
||||
RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits))
|
||||
if(user)
|
||||
toggle_traits(S, user)
|
||||
|
||||
/datum/enchantment/lightning/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
zap(target, user, list(user), power)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/lightning/toggle_traits(obj/item/I, mob/living/user)
|
||||
var/enchant_ID = UID() // so it only removes the traits applied by this specific enchant.
|
||||
if(applied_traits)
|
||||
REMOVE_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]")
|
||||
else
|
||||
ADD_TRAIT(user, TRAIT_SHOCKIMMUNE, "[enchant_ID]")
|
||||
applied_traits = !applied_traits
|
||||
|
||||
/datum/enchantment/lightning/proc/zap(mob/living/target, mob/living/source, protected_mobs, voltage)
|
||||
source.Beam(target, "lightning[rand(1,12)]", 'icons/effects/effects.dmi', time = 2 SECONDS, maxdistance = 7, beam_type = /obj/effect/ebeam/chain)
|
||||
if(!target.electrocute_act(voltage, "lightning", flags = SHOCK_TESLA)) // if it fails to shock someone, break the chain
|
||||
return
|
||||
protected_mobs += target
|
||||
addtimer(CALLBACK(src, PROC_REF(arc), target, voltage, protected_mobs), 2.5 SECONDS)
|
||||
|
||||
/datum/enchantment/lightning/proc/arc(mob/living/source, voltage, protected_mobs)
|
||||
voltage = voltage - 4
|
||||
if(voltage <= 0)
|
||||
return
|
||||
|
||||
for(var/mob/living/L in oview(7, get_turf(source)))
|
||||
if(L in protected_mobs)
|
||||
continue
|
||||
zap(L, source, protected_mobs, voltage)
|
||||
break
|
||||
|
||||
/datum/enchantment/fire
|
||||
name = "fire"
|
||||
desc = "this blade ignites on striking a foe, releasing a ball of fire. It also makes the wielder immune to fire"
|
||||
cooldown = 8 SECONDS
|
||||
|
||||
/datum/enchantment/fire/on_gain(obj/item/melee/spellblade/S, mob/living/user)
|
||||
..()
|
||||
RegisterSignal(S, list(COMSIG_ITEM_PICKUP, COMSIG_ITEM_DROPPED), PROC_REF(toggle_traits))
|
||||
if(user)
|
||||
toggle_traits(S, user)
|
||||
|
||||
/datum/enchantment/fire/toggle_traits(obj/item/I, mob/living/user)
|
||||
var/enchant_ID = UID() // so it only removes the traits applied by this specific enchant.
|
||||
if(applied_traits)
|
||||
REMOVE_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]")
|
||||
REMOVE_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]")
|
||||
applied_traits = FALSE
|
||||
else
|
||||
ADD_TRAIT(user, TRAIT_RESISTHEAT, "[enchant_ID]")
|
||||
ADD_TRAIT(user, TRAIT_NOFIRE, "[enchant_ID]")
|
||||
applied_traits = TRUE
|
||||
|
||||
/datum/enchantment/fire/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
fireflash_s(target, 4, 8000 * power, 500)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/forcewall
|
||||
name = "forcewall"
|
||||
desc = "this blade will partially shield you against attacks and stuns for a short duration after striking a foe"
|
||||
cooldown = 4 SECONDS
|
||||
// multiplier for how much the cooldown is reduced by. A miner spellblade can only buff every 4 seconds, making it more vunerable, the wizard one is much more consistant.
|
||||
power = 2
|
||||
|
||||
/datum/enchantment/forcewall/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
cooldown /= power
|
||||
|
||||
/datum/enchantment/forcewall/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
user.apply_status_effect(STATUS_EFFECT_FORCESHIELD)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/bluespace
|
||||
name = "bluespace"
|
||||
desc = "this blade will cut through the fabric of space, transporting its wielder over medium distances to strike foes"
|
||||
cooldown = 2.5 SECONDS
|
||||
ranged = TRUE
|
||||
// the number of deciseconds of stun applied by the teleport strike
|
||||
power = 5
|
||||
|
||||
/datum/enchantment/bluespace/pre_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
. = ..()
|
||||
if(.)
|
||||
var/turf/user_turf = get_turf(user)
|
||||
if(get_dist(user_turf, get_turf(target)) > 9) //blocks cameras without blocking xray or thermals
|
||||
return
|
||||
if(!((target in view(9, user)) || user.sight & SEE_MOBS))
|
||||
return
|
||||
var/list/turfs = list()
|
||||
for(var/turf/T in orange(1, get_turf(target)))
|
||||
if(T.is_blocked_turf(exclude_mobs = TRUE))
|
||||
continue
|
||||
turfs += T
|
||||
|
||||
var/target_turf = pick(turfs)
|
||||
user_turf.Beam(target_turf, "warp_beam", time = 0.3 SECONDS)
|
||||
user.forceMove(target_turf)
|
||||
S.melee_attack_chain(user, target)
|
||||
target.Weaken(power)
|
||||
COOLDOWN_START(src, enchant_cooldown, cooldown)
|
||||
|
||||
/datum/enchantment/bluespace/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
cooldown /= S.power
|
||||
|
||||
/datum/enchantment/time_slash
|
||||
name = "temporal"
|
||||
desc = "this blade will slice faster but weaker, and will curse the target, slashing them a few seconds after they have not been swinged at for each hit"
|
||||
power = 20 // This should come out to 32.5 damage per hit. However, delayed.
|
||||
|
||||
/datum/enchantment/time_slash/on_apply_to_blade(obj/item/melee/spellblade/S)
|
||||
S.force /= 2
|
||||
|
||||
/datum/enchantment/time_slash/on_hit(mob/living/target, mob/living/user, obj/item/melee/spellblade/S)
|
||||
user.changeNext_move(CLICK_CD_MELEE * 0.5)
|
||||
. = ..()
|
||||
if(.)
|
||||
target.apply_status_effect(STATUS_EFFECT_TEMPORAL_SLASH, power)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash
|
||||
name = "temporal slash"
|
||||
desc = "A cut through spacetime"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "arcane_barrage"
|
||||
layer = FLY_LAYER
|
||||
plane = GRAVITY_PULSE_PLANE
|
||||
appearance_flags = PIXEL_SCALE|LONG_GLIDE
|
||||
duration = 0.5 SECONDS
|
||||
mouse_opacity = MOUSE_OPACITY_TRANSPARENT // Let us not have this visual block clicks
|
||||
/// Who we are orbiting
|
||||
var/target
|
||||
/// A funky color matrix to recolor the slash to
|
||||
var/list/funky_color_matrix = list(0.4,0,0,0, 0,1.1,0,0, 0,0,1.65,0, -0.3,0.15,0,1, 0,0,0,0)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash/Initialize(mapload, new_target)
|
||||
. = ..()
|
||||
target = new_target
|
||||
INVOKE_ASYNC(src, TYPE_PROC_REF(/atom/movable, orbit), target, 0, FALSE, 0, 0, FALSE, TRUE)
|
||||
var/matrix/M = matrix()
|
||||
M.Scale(1, 2)
|
||||
M.Turn(rand(0, 360))
|
||||
transform = M
|
||||
addtimer(CALLBACK(src, PROC_REF(animate_slash)), 0.25 SECONDS)
|
||||
|
||||
/obj/effect/temp_visual/temporal_slash/proc/animate_slash()
|
||||
plane = -1
|
||||
color = funky_color_matrix
|
||||
animate(src, alpha = 0, time = duration, easing = EASE_OUT)
|
||||
|
||||
/obj/item/melee/spellblade/random
|
||||
power = 0.5
|
||||
|
||||
/obj/item/melee/spellblade/random/Initialize(mapload)
|
||||
. = ..()
|
||||
var/list/options = list(
|
||||
/datum/enchantment/lightning,
|
||||
/datum/enchantment/fire,
|
||||
/datum/enchantment/forcewall,
|
||||
/datum/enchantment/bluespace,
|
||||
/datum/enchantment/time_slash,
|
||||
)
|
||||
|
||||
var/datum/enchantment/E = pick(options)
|
||||
add_enchantment(E, intentional = FALSE)
|
||||
@@ -435,147 +435,6 @@
|
||||
mounted_head = null
|
||||
qdel(src)
|
||||
|
||||
// DIY CHAINSAW
|
||||
/obj/item/chainsaw
|
||||
name = "chainsaw"
|
||||
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
|
||||
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
|
||||
icon = 'icons/obj/weapons/melee.dmi'
|
||||
icon_state = "gchainsaw_off"
|
||||
flags = CONDUCT
|
||||
force = 13
|
||||
var/force_on = 24
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
throwforce = 13
|
||||
throw_speed = 2
|
||||
throw_range = 4
|
||||
materials = list(MAT_METAL = 13000)
|
||||
origin_tech = "materials=3;engineering=4;combat=2"
|
||||
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
|
||||
hitsound = "swing_hit"
|
||||
sharp = TRUE
|
||||
actions_types = list(/datum/action/item_action/startchainsaw)
|
||||
var/on = FALSE
|
||||
|
||||
/obj/item/chainsaw/Initialize(mapload)
|
||||
. = ..()
|
||||
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
|
||||
|
||||
|
||||
/obj/item/chainsaw/attack_self__legacy__attackchain(mob/user)
|
||||
on = !on
|
||||
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
|
||||
if(on)
|
||||
playsound(loc, 'sound/weapons/chainsawstart.ogg', 50, 1)
|
||||
force = on ? force_on : initial(force)
|
||||
throwforce = on ? force_on : initial(throwforce)
|
||||
icon_state = "gchainsaw_[on ? "on" : "off"]"
|
||||
|
||||
if(hitsound == "swing_hit")
|
||||
hitsound = 'sound/weapons/chainsaw.ogg'
|
||||
else
|
||||
hitsound = "swing_hit"
|
||||
|
||||
if(src == user.get_active_hand()) //update inhands
|
||||
user.update_inv_l_hand()
|
||||
user.update_inv_r_hand()
|
||||
update_action_buttons()
|
||||
|
||||
/obj/item/chainsaw/attack_hand(mob/user)
|
||||
. = ..()
|
||||
force = on ? force_on : initial(force)
|
||||
throwforce = on ? force_on : initial(throwforce)
|
||||
|
||||
/obj/item/chainsaw/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
|
||||
. = ..()
|
||||
force = on ? force_on : initial(force)
|
||||
throwforce = on ? force_on : initial(throwforce)
|
||||
|
||||
/obj/item/chainsaw/doomslayer
|
||||
name = "OOOH BABY"
|
||||
desc = "<span class='warning'>VRRRRRRR!!!</span>"
|
||||
armour_penetration_percentage = 100
|
||||
force_on = 30
|
||||
|
||||
/obj/item/chainsaw/doomslayer/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(attack_type == PROJECTILE_ATTACK)
|
||||
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
|
||||
playsound(src, pick('sound/weapons/bulletflyby.ogg','sound/weapons/bulletflyby2.ogg','sound/weapons/bulletflyby3.ogg'), 75, 1)
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
///CHAINSAW///
|
||||
/obj/item/butcher_chainsaw
|
||||
name = "chainsaw"
|
||||
desc = "Perfect for felling trees or fellow spacemen."
|
||||
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
|
||||
icon = 'icons/obj/weapons/melee.dmi'
|
||||
base_icon_state = "chainsaw"
|
||||
icon_state = "chainsaw0"
|
||||
force = 15
|
||||
throwforce = 15
|
||||
throw_speed = 1
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_BULKY // can't fit in backpacks
|
||||
hitsound = null // Handled in the snowflaked attack proc
|
||||
armour_penetration_percentage = 50
|
||||
armour_penetration_flat = 10
|
||||
origin_tech = "materials=6;syndicate=4"
|
||||
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
|
||||
sharp = TRUE
|
||||
flags_2 = RANDOM_BLOCKER_2
|
||||
|
||||
/obj/item/butcher_chainsaw/Initialize(mapload)
|
||||
. = ..()
|
||||
AddElement(/datum/element/butchers_humans)
|
||||
AddComponent(/datum/component/two_handed, \
|
||||
force_wielded = 40, \
|
||||
force_unwielded = force, \
|
||||
icon_wielded = "[base_icon_state]1", \
|
||||
wieldsound = 'sound/weapons/chainsawstart.ogg', \
|
||||
wield_callback = CALLBACK(src, PROC_REF(wield)), \
|
||||
unwield_callback = CALLBACK(src, PROC_REF(unwield)))
|
||||
|
||||
/obj/item/butcher_chainsaw/update_icon_state()
|
||||
icon_state = "[base_icon_state]0"
|
||||
|
||||
/obj/item/butcher_chainsaw/attack__legacy__attackchain(mob/living/target, mob/living/user)
|
||||
. = ..()
|
||||
if(HAS_TRAIT(src, TRAIT_WIELDED))
|
||||
playsound(loc, 'sound/weapons/chainsaw.ogg', 100, TRUE, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
|
||||
if(isnull(.)) //necessary check, successful attacks return null, without it target will drop any shields they may have before they get a chance to block
|
||||
target.KnockDown(8 SECONDS)
|
||||
|
||||
/obj/item/butcher_chainsaw/afterattack__legacy__attackchain(mob/living/target, mob/living/user, proximity)
|
||||
if(!proximity) //only works on adjacent targets, no telekinetic chainsaws
|
||||
return
|
||||
if(!HAS_TRAIT(src, TRAIT_WIELDED))
|
||||
return
|
||||
if(isrobot(target)) //no buff from attacking robots
|
||||
return
|
||||
if(!isliving(target)) //no buff from attacking inanimate objects
|
||||
return
|
||||
if(user.reagents.get_reagent_amount("mephedrone") > 15) // No patrick, you do not get to be chainsaw stun immune and bullet immune at once
|
||||
return
|
||||
if(target.stat != DEAD) //no buff from attacking dead targets
|
||||
user.apply_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING)
|
||||
|
||||
/obj/item/butcher_chainsaw/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(attack_type == PROJECTILE_ATTACK)
|
||||
final_block_chance = 0 //It's a chainsaw, you try blocking bullets with it
|
||||
else if(owner.has_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING))
|
||||
final_block_chance = 80 //Need to be ready to ruuuummbllleeee
|
||||
return ..()
|
||||
|
||||
/obj/item/butcher_chainsaw/proc/wield() //you can't disarm an active chainsaw, you crazy person.
|
||||
set_nodrop(TRUE, loc)
|
||||
|
||||
/obj/item/butcher_chainsaw/proc/unwield()
|
||||
set_nodrop(FALSE, loc)
|
||||
|
||||
// SINGULOHAMMER
|
||||
/obj/item/singularityhammer
|
||||
name = "singularity hammer"
|
||||
|
||||
Reference in New Issue
Block a user