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Merge pull request #6907 from FalseIncarnate/botany2
Don't Fear the Reaper
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@@ -488,18 +488,15 @@
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var/force = W.force
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if(istype(W, /obj/item/weapon/scythe))
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force = force * 4
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for(var/obj/effect/spacevine/B in orange(1,src))
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B.health = health - force
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if(B.health < 1)
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wither()
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health = health - force
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if(health < 1)
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wither()
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return
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var/obj/item/weapon/scythe/S = W
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if(S.extend) //so folded telescythes won't get damage boosts / insta-clears (they instead will instead be treated like non-scythes)
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force = force * 4
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for(var/obj/effect/spacevine/B in range(1,src))
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if(B.health > force) //this only is going to occur for woodening mutation vines (increased health) or if we nerf scythe damage/multiplier
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B.health -= force
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else
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B.wither()
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return
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if(is_sharp(W))
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force = force * 4
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@@ -510,7 +507,7 @@
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for(var/datum/spacevine_mutation/SM in mutations)
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force = SM.on_hit(src, user, W, force) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
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health = health - force
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health -= force
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if(health < 1)
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wither()
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@@ -120,6 +120,7 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharp = 1
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edge = 1
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var/extend = 1
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/obj/item/weapon/scythe/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beheading \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
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@@ -131,6 +132,64 @@
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playsound(loc, pick('sound/misc/desceration-01.ogg','sound/misc/desceration-02.ogg','sound/misc/desceration-01.ogg'), 50, 1, -1)
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return (BRUTELOSS)
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/obj/item/weapon/scythe/tele
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icon_state = "tscythe0"
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item_state = null //no sprite for folded version, like a tele-baton
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name = "telescopic scythe"
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desc = "A sharp and curved blade on a collapsable fibre metal handle, this tool is the pinnacle of covert reaping technology."
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force = 3
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sharp = 0
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edge = 0
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w_class = 2
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extend = 0
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slot_flags = SLOT_BELT
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origin_tech = "materials=3;combat=3"
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attack_verb = list("hit", "poked")
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hitsound = "swing_hit"
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/obj/item/weapon/scythe/tele/attack_self(mob/user)
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extend = !extend
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if(extend)
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to_chat(user, "<span class='warning'>With a flick of your wrist, you extend the scythe. It's reaping time!</span>")
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icon_state = "tscythe1"
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item_state = "scythe0" //use the normal scythe in-hands
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slot_flags = SLOT_BACK //won't fit on belt, but can be worn on belt when extended
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w_class = 4 //won't fit in backpacks while extended
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force = 15 //slightly better than normal scythe damage
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attack_verb = list("chopped", "sliced", "cut", "reaped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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//Extend sound (blade unsheath)
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playsound(src.loc, 'sound/weapons/blade_unsheath.ogg', 50, 1) //Sound credit to Qat of Freesound.org
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else
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to_chat(user, "<span class='notice'>You collapse the scythe, folding it away for easy storage.</span>")
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icon_state = "tscythe0"
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item_state = null //no sprite for folded version, like a tele-baton
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slot_flags = SLOT_BELT //can be worn on belt again, but no longer makes sense to wear on the back
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w_class = 2
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force = 3
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attack_verb = list("hit", "poked")
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hitsound = "swing_hit"
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//Collapse sound (blade sheath)
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playsound(src.loc, 'sound/weapons/blade_sheath.ogg', 50, 1) //Sound credit to Q.K. of Freesound.org
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sharp = extend
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edge = extend
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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if(!blood_DNA)
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return
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if(blood_overlay && (blood_DNA.len >= 1)) //updated blood overlay, if any
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overlays.Cut() //this might delete other item overlays as well but eeeeeh
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var/icon/I = new /icon(icon, icon_state)
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I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)), ICON_ADD)
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I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"), ICON_MULTIPLY)
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blood_overlay = I
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overlays += blood_overlay
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// *************************************
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// Nutrient defines for hydroponics
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// *************************************
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@@ -1003,7 +1003,7 @@
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if(istype(mover) && mover.checkpass(PASSTABLE))
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return 1
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else
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return 0
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return ..()
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/obj/machinery/hydroponics/attack_animal(mob/living/user)
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if(istype(user, /mob/living/simple_animal/diona))
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