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Refactor and rework the staff of chaos (#23472)
* [WIP] Refactor and rework the staff of chaos * update lists * Add trick weapons * rename damaging effect, more stuff * add chaos wand * implement gift spawning, css, disco, wand * string tweaks, prank toys * tweaks + bonus soul * tweak * add prank revolver * fix * tweak * implement lethal effects + tweaks * string tweaks * implement negative effects * implement remaining effects * remove leftovers * non carbon handling * non-human handling * wand human check * clean up * Balance * remove test comment * remove debug chaos items * add message to dead check * clean leftovers * review suggestions * Update code/modules/projectiles/guns/chaos_bolt.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from review * oh and that one too * Update code/modules/projectiles/guns/projectile/revolver.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * documentation fix for some reason chaos_bolt has a bunch of changes not in the git * add css classes * recompile css, fix food * recompile tgui * Apply suggestions from code review Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> * invoke async proc ref * adress code review * fix conflict * rename var --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
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@@ -355,6 +355,14 @@
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icon_state = "shieldsparkles"
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duration = 6
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/obj/effect/temp_visual/impact_effect/chaos
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icon_state = "shieldsparkles"
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duration = 6
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/obj/effect/temp_visual/impact_effect/chaos/Initialize(mapload)
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. = ..()
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icon_state = pick("shieldsparkles", "purplesparkles", "bloodsparkles", "snowcloud")
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/obj/effect/temp_visual/bsg_kaboom
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name = "bluespace explosion"
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icon = 'icons/effects/96x96.dmi'
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@@ -225,6 +225,18 @@
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qdel(W)
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qdel(src)
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/obj/item/toy/sword/chaosprank
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name = "energy sword"
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/// Sets to TRUE once the character using it hits something and realises it's not a real energy sword
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var/pranked = FALSE
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/obj/item/toy/sword/chaosprank/afterattack(mob/living/target, mob/living/user, proximity)
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..()
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if(!pranked)
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to_chat(user, "<span class='chaosverybad'>Oh... it's a fake.</span>")
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name = "toy sword"
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pranked = TRUE
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/*
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* Subtype of Double-Bladed Energy Swords
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*/
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