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Merge pull request #12255 from Fox-McCloud/shards-glass-lights
Refactors Shards, Improved Light Replacer, Adds Plasmaspear
This commit is contained in:
@@ -41,160 +41,160 @@
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/obj/item/lightreplacer
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name = "light replacer"
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desc = "A device to automatically replace lights. Refill with working lightbulbs."
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desc = "A device to automatically replace lights. Refill with broken or working light bulbs, or sheets of glass."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "lightreplacer0"
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item_state = "electronic"
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w_class = WEIGHT_CLASS_SMALL
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flags = CONDUCT
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slot_flags = SLOT_BELT
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origin_tech = "magnets=3;engineering=4"
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force = 8
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var/emagged = FALSE
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var/max_uses = 20
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var/uses = 0
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var/shards = 0
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var/recycle = 3
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var/emagged = 0
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var/failmsg = ""
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var/uses = 10
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// How much to increase per each glass?
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var/increment = 5
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// How much to take from the glass?
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var/decrement = 1
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var/charge = 1
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/obj/item/lightreplacer/New()
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uses = max_uses / 2
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failmsg = "The [name]'s refill light blinks red."
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..()
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// Eating used bulbs gives us bulb shards
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var/bulb_shards = 0
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// when we get this many shards, we get a free bulb.
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var/shards_required = 4
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/obj/item/lightreplacer/examine(mob/user)
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if(..(user, 2))
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to_chat(user, "It has [uses] lights and [shards] shards remaining.")
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..()
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to_chat(user, status_string())
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/obj/item/lightreplacer/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = W
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if(G.amount - decrement >= 0 && uses < max_uses)
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var/remaining = max(G.amount - decrement, 0)
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if(!remaining && !(G.amount - decrement) == 0)
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to_chat(user, "There isn't enough glass.")
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return
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G.amount = remaining
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if(!G.amount)
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user.drop_item()
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qdel(G)
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AddUses(increment)
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to_chat(user, "You insert a piece of glass into the [src.name]. You have [uses] lights remaining.")
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/obj/item/lightreplacer/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/glass))
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var/obj/item/stack/sheet/glass/G = I
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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else if(G.use(decrement))
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AddUses(increment)
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to_chat(user, "<span class='notice'>You insert a piece of glass into [src]. You have [uses] light\s remaining.</span>")
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return
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else
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to_chat(user, "<span class='warning'>You need one sheet of glass to replace lights!</span>")
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return
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if(istype(W, /obj/item/light))
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var/obj/item/light/L = W
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if(istype(I, /obj/item/shard))
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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return
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if(!user.unEquip(I))
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return
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AddUses(round(increment * 0.75))
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to_chat(user, "<span class='notice'>You insert a shard of glass into [src]. You have [uses] light\s remaining.</span>")
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qdel(I)
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return
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if(istype(I, /obj/item/light))
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var/obj/item/light/L = I
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if(L.status == 0) // LIGHT OKAY
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if(!user.drop_item())
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to_chat(user, "[L] is stuck to your hand!")
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return
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if(uses < max_uses)
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if(!user.unEquip(L))
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return
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AddUses(1)
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to_chat(user, "You insert the [L.name] into the [src.name]. You have [uses] lights remaining.")
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user.drop_item()
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qdel(L)
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return
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else if(L.status == 2 || L.status == 3)
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if(!user.drop_item())
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to_chat(user, "[L] is stuck to your hand!")
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return
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else
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AddShards(1)
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to_chat(user, "You insert [L] into [src]. You have [shards] shards remaining.")
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user.drop_item()
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qdel(L)
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else
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if(!user.unEquip(L))
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return
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to_chat(user, "<span class='notice'>You insert [L] into [src].</span>")
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AddShards(1, user)
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qdel(L)
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return
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if(istype(W, /obj/item/storage))
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var/obj/item/storage/S = W
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var/found_lightbulbs = 0
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if(istype(I, /obj/item/storage))
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var/obj/item/storage/S = I
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var/found_lightbulbs = FALSE
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var/replaced_something = TRUE
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for(var/obj/item/I in S.contents)
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if(istype(I,/obj/item/light))
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var/obj/item/light/L = I
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found_lightbulbs = 1
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for(var/obj/item/IT in S.contents)
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if(istype(IT, /obj/item/light))
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var/obj/item/light/L = IT
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found_lightbulbs = TRUE
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if(uses >= max_uses)
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to_chat(user, "<span class='warning'>[src] is full!</span>")
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break
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if(L.status == 0)
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if(L.status == LIGHT_OK)
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replaced_something = TRUE
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AddUses(1)
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qdel(L)
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else if(L.status == 2 || L.status == 3)
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AddShards(1)
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else if(L.status == LIGHT_BROKEN || L.status == LIGHT_BURNED)
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replaced_something = TRUE
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AddShards(1, user)
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qdel(L)
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to_chat(user, "<span class='notice'>You fill [src] with lights from [S].")
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if(!found_lightbulbs)
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to_chat(user, "<span class='warning'>[S] contains no bulbs.</span>")
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return
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if(!replaced_something && uses == max_uses)
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to_chat(user, "<span class='warning'>[src] is full!</span>")
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return
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to_chat(user, "<span class='notice'>You fill [src] with lights from [S]. " + status_string() + "</span>")
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return
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return ..()
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/obj/item/lightreplacer/emag_act(user as mob)
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if(!emagged)
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Emag()
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/obj/item/lightreplacer/attack_self(mob/user)
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/* // This would probably be a bit OP. If you want it though, uncomment the code.
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if(isrobot(user))
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var/mob/living/silicon/robot/R = user
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if(R.emagged)
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src.Emag()
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to_chat(usr, "You shortcircuit the [src].")
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return
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*/
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to_chat(usr, "It has [uses] lights remaining.")
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for(var/obj/machinery/light/target in user.loc)
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ReplaceLight(target, user)
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to_chat(user, status_string())
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/obj/item/lightreplacer/update_icon()
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icon_state = "lightreplacer[emagged]"
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/obj/item/lightreplacer/proc/status_string()
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return "It has [uses] light\s remaining (plus [bulb_shards] fragment\s)."
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/obj/item/lightreplacer/proc/Use(var/mob/user)
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playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
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/obj/item/lightreplacer/proc/Use(mob/user)
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playsound(loc, 'sound/machines/click.ogg', 50, TRUE)
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AddUses(-1)
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return 1
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// Negative numbers will subtract
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/obj/item/lightreplacer/proc/AddUses(var/amount = 1)
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uses = min(max(uses + amount, 0), max_uses)
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/obj/item/lightreplacer/proc/AddUses(amount = 1)
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uses = Clamp(uses + amount, 0, max_uses)
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/obj/item/lightreplacer/proc/AddShards(amount = 1)
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shards += amount
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var/recycled_lights = round(shards / recycle)
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if(recycled_lights > 0)
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AddUses(recycled_lights)
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shards = shards % recycle
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return recycled_lights
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/obj/item/lightreplacer/proc/AddShards(amount = 1, user)
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bulb_shards += amount
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var/new_bulbs = round(bulb_shards / shards_required)
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if(new_bulbs > 0)
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AddUses(new_bulbs)
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bulb_shards = bulb_shards % shards_required
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if(new_bulbs != 0)
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to_chat(user, "<span class='notice'>[src] has fabricated a new bulb from the broken glass it has stored. It now has [uses] uses.</span>")
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playsound(loc, 'sound/machines/ding.ogg', 50, TRUE)
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return new_bulbs
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/obj/item/lightreplacer/proc/Charge(var/mob/user)
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charge += 1
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if(charge > 7)
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if(charge > 3)
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AddUses(1)
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charge = 1
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/obj/item/lightreplacer/proc/ReplaceLight(var/obj/machinery/light/target, var/mob/living/U)
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/obj/item/lightreplacer/proc/ReplaceLight(obj/machinery/light/target, mob/living/U)
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if(target.status != LIGHT_OK)
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if(CanUse(U))
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if(!Use(U)) return
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to_chat(U, "<span class='notice'>You replace the [target.fitting] with the [src].</span>")
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if(!Use(U))
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return
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to_chat(U, "<span class='notice'>You replace [target.fitting] with [src].</span>")
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if(target.status != LIGHT_EMPTY)
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var/obj/item/light/L1 = new target.light_type(target.loc)
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L1.status = target.status
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L1.rigged = target.rigged
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L1.brightness_range = target.brightness_range
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L1.brightness_power = target.brightness_power
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L1.brightness_color = target.brightness_color
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L1.switchcount = target.switchcount
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target.switchcount = 0
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L1.update()
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AddShards(1, U)
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target.status = LIGHT_EMPTY
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target.update()
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@@ -215,37 +215,54 @@
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return
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else
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to_chat(U, failmsg)
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to_chat(U, "[src]'s refill light blinks red.")
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return
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else
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to_chat(U, "There is a working [target.fitting] already inserted.")
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to_chat(U, "<span class='warning'>There is a working [target.fitting] already inserted!</span>")
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return
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/obj/item/lightreplacer/proc/Emag()
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emagged = !emagged
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playsound(src.loc, "sparks", 100, 1)
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playsound(loc, "sparks", 100, TRUE)
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if(emagged)
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name = "Shortcircuited [initial(name)]"
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name = "shortcircuited [initial(name)]"
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else
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name = initial(name)
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update_icon()
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//Can you use it?
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/obj/item/lightreplacer/proc/CanUse(mob/living/user)
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add_fingerprint(user)
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/lightreplacer/afterattack(atom/T, mob/U, proximity)
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if(!proximity)
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return
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if(!isturf(T))
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return
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var/used = FALSE
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for(var/atom/A in T)
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if(!CanUse(U))
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break
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used = TRUE
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if(istype(A, /obj/machinery/light))
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ReplaceLight(A, U)
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if(!used)
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to_chat(U, "[src]'s refill light blinks red.")
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/obj/item/lightreplacer/proc/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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J.put_in_cart(src, user)
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J.myreplacer = src
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J.update_icon()
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/obj/item/lightreplacer/proc/CanUse(var/mob/living/user)
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src.add_fingerprint(user)
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//Not sure what else to check for. Maybe if clumsy?
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if(uses > 0)
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return 1
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else
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return 0
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/obj/item/lightreplacer/cyborg/janicart_insert(mob/user, obj/structure/janitorialcart/J)
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return
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#undef LIGHT_OK
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#undef LIGHT_EMPTY
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#undef LIGHT_BROKEN
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#undef LIGHT_BURNED
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#undef LIGHT_BURNED
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@@ -1,27 +1,30 @@
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// Glass shards
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/obj/item/shard
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name = "glass shard"
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name = "shard"
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desc = "A nasty looking shard of glass."
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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sharp = TRUE
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desc = "Could probably be used as ... a throwing weapon?"
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w_class = WEIGHT_CLASS_TINY
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force = 5
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throwforce = 10
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item_state = "shard-glass"
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materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
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materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0)
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sharp = TRUE
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var/cooldown = 0
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var/icon_prefix
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var/obj/item/stack/sheet/welded_type = /obj/item/stack/sheet/glass
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/obj/item/shard/suicide_act(mob/user)
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to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",
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"<span class='danger'>[user] is slitting [user.p_their()] throat with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>"))
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return BRUTELOSS
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/obj/item/shard/New()
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..()
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/obj/item/shard/Initialize(mapload)
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. = ..()
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icon_state = pick("large", "medium", "small")
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switch(icon_state)
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if("small")
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@@ -33,6 +36,8 @@
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if("large")
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pixel_x = rand(-5, 5)
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pixel_y = rand(-5, 5)
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if(icon_prefix)
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icon_state = "[icon_prefix][icon_state]"
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/obj/item/shard/afterattack(atom/movable/AM, mob/user, proximity)
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if(!proximity || !(src in user))
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@@ -48,15 +53,17 @@
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if(affecting.is_robotic())
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return
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to_chat(H, "<span class='warning'>[src] cuts into your hand!</span>")
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if(affecting.receive_damage(force*0.5))
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if(affecting.receive_damage(force * 0.5))
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H.UpdateDamageIcon()
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/obj/item/shard/attackby(obj/item/I, mob/user, params)
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if(iswelder(I))
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var/obj/item/weldingtool/WT = I
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/glass/NG = new (user.loc)
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for(var/obj/item/stack/sheet/glass/G in user.loc)
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var/obj/item/stack/sheet/NG = new welded_type(user.loc)
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for(var/obj/item/stack/sheet/G in user.loc)
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if(!istype(G, welded_type))
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continue
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if(G == NG)
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continue
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if(G.amount >= G.max_amount)
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@@ -64,64 +71,48 @@
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G.attackby(NG, user)
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to_chat(user, "<span class='notice'>You add the newly-formed glass to the stack. It now contains [NG.amount] sheet\s.</span>")
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qdel(src)
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else
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return ..()
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return
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if(istype(I, /obj/item/lightreplacer))
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I.attackby(src, user)
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return
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return ..()
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/obj/item/shard/Crossed(AM as mob|obj, oldloc)
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if(isliving(AM))
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var/mob/living/M = AM
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if(M.incorporeal_move || M.flying || M.throwing)//you are incorporal or flying or being thrown ..no shard stepping!
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/obj/item/shard/Crossed(mob/living/L, oldloc)
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if(istype(L) && has_gravity(loc))
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if(L.incorporeal_move || L.flying)
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return
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to_chat(M, "<span class='danger'>You step on \the [src]!</span>")
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playsound(loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
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if(!affecting)
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return
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if(affecting.is_robotic())
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return
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var/feetCover = (H.wear_suit && H.wear_suit.body_parts_covered & FEET) || (H.w_uniform && H.w_uniform.body_parts_covered & FEET)
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if(H.shoes || feetCover || H.buckled)
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return
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if(affecting.receive_damage(force, 0))
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H.UpdateDamageIcon()
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if( !H.shoes && ( !H.wear_suit || !(H.wear_suit.body_parts_covered & FEET) ) )
|
||||
var/obj/item/organ/external/affecting = H.get_organ(pick("l_foot", "r_foot"))
|
||||
if(!affecting)
|
||||
return
|
||||
if(affecting.is_robotic())
|
||||
return
|
||||
H.Weaken(3)
|
||||
if(affecting.receive_damage(5, 0))
|
||||
H.UpdateDamageIcon()
|
||||
..()
|
||||
if(cooldown < world.time - 10) //cooldown to avoid message spam.
|
||||
if(!H.incapacitated(ignore_restraints = TRUE))
|
||||
H.visible_message("<span class='danger'>[H] steps on [src]!</span>", \
|
||||
"<span class='userdanger'>You step on [src]!</span>")
|
||||
else
|
||||
H.visible_message("<span class='danger'>[H] slides on [src]!</span>", \
|
||||
"<span class='userdanger'>You slide on [src]!</span>")
|
||||
|
||||
cooldown = world.time
|
||||
H.Weaken(3)
|
||||
return ..()
|
||||
|
||||
/obj/item/shard/plasma
|
||||
name = "plasma shard"
|
||||
desc = "A shard of plasma glass. Considerably tougher then normal glass shards. Apparently not tough enough to be a window."
|
||||
force = 8
|
||||
throwforce = 15
|
||||
force = 6
|
||||
throwforce = 11
|
||||
icon_state = "plasmalarge"
|
||||
sharp = TRUE
|
||||
|
||||
/obj/item/shard/plasma/New()
|
||||
..()
|
||||
icon_state = pick("plasmalarge", "plasmamedium", "plasmasmall")
|
||||
switch(icon_state)
|
||||
if("plasmasmall")
|
||||
pixel_x = rand(-12, 12)
|
||||
pixel_y = rand(-12, 12)
|
||||
if("plasmamedium")
|
||||
pixel_x = rand(-8, 8)
|
||||
pixel_y = rand(-8, 8)
|
||||
if("plasmalarge")
|
||||
pixel_x = rand(-5, 5)
|
||||
pixel_y = rand(-5, 5)
|
||||
|
||||
/obj/item/shard/plasma/attackby(obj/item/W, mob/user, params)
|
||||
if(iswelder(W))
|
||||
var/obj/item/weldingtool/WT = W
|
||||
if(WT.remove_fuel(0, user))
|
||||
var/obj/item/stack/sheet/plasmaglass/NG = new (user.loc)
|
||||
for(var/obj/item/stack/sheet/plasmaglass/G in user.loc)
|
||||
if(G == NG)
|
||||
continue
|
||||
if(G.amount >= G.max_amount)
|
||||
continue
|
||||
G.attackby(NG, user, params)
|
||||
to_chat(usr, "You add the newly-formed plasma glass to the stack. It now contains [NG.amount] sheets.")
|
||||
qdel(src)
|
||||
else
|
||||
return ..()
|
||||
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
||||
icon_prefix = "plasma"
|
||||
welded_type = /obj/item/stack/sheet/plasmaglass
|
||||
@@ -337,14 +337,23 @@
|
||||
sharp = TRUE
|
||||
no_spin_thrown = TRUE
|
||||
var/obj/item/grenade/explosive = null
|
||||
var/icon_prefix = "spearglass"
|
||||
|
||||
/obj/item/twohanded/spear/update_icon()
|
||||
if(explosive)
|
||||
icon_state = "spearbomb[wielded]"
|
||||
else
|
||||
icon_state = "spearglass[wielded]"
|
||||
icon_state = "[icon_prefix][wielded]"
|
||||
|
||||
/obj/item/twohanded/spear/CheckParts(list/parts_list)
|
||||
var/obj/item/shard/tip = locate() in parts_list
|
||||
if(istype(tip, /obj/item/shard/plasma))
|
||||
force_wielded = 19
|
||||
force_unwielded = 11
|
||||
throwforce = 21
|
||||
icon_prefix = "spearplasma"
|
||||
update_icon()
|
||||
qdel(tip)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity)
|
||||
if(!proximity)
|
||||
return
|
||||
@@ -370,9 +379,7 @@
|
||||
force_wielded = 20 //I have no idea how to balance
|
||||
throwforce = 22
|
||||
armour_penetration = 15 //Enhanced armor piercing
|
||||
|
||||
/obj/item/twohanded/spear/bonespear/update_icon()
|
||||
icon_state = "bone_spear[wielded]"
|
||||
icon_prefix = "bone_spear"
|
||||
|
||||
//GREY TIDE
|
||||
/obj/item/twohanded/spear/grey_tide
|
||||
|
||||
@@ -105,7 +105,12 @@
|
||||
..()
|
||||
if(istype(I, /obj/item/shard))
|
||||
var/obj/item/twohanded/spear/S = new /obj/item/twohanded/spear
|
||||
|
||||
if(istype(I, /obj/item/shard/plasma))
|
||||
S.force_wielded = 19
|
||||
S.force_unwielded = 11
|
||||
S.throwforce = 21
|
||||
S.icon_prefix = "spearplasma"
|
||||
S.update_icon()
|
||||
if(!remove_item_from_storage(user))
|
||||
user.unEquip(src)
|
||||
user.unEquip(I)
|
||||
|
||||
Reference in New Issue
Block a user