mirror of
https://github.com/ParadiseSS13/Paradise.git
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Standardize CLUMSY
Conflicts: code/game/jobs/job/civilian.dm code/game/objects/items/weapons/defib.dm code/game/objects/items/weapons/stunbaton.dm code/modules/mob/living/silicon/robot/component.dm code/modules/reagents/reagent_containers/syringes.dm
This commit is contained in:
@@ -102,7 +102,7 @@
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if(5.0)
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size = "huge"
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else
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//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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//if ((M_CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item."
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if(src.desc)
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usr << src.desc
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@@ -548,7 +548,7 @@
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M.LAssailant = user
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src.add_fingerprint(user)
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//if((CLUMSY in user.mutations) && prob(50))
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//if((M_CLUMSY in user.mutations) && prob(50))
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// M = user
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/*
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M << "\red You stab yourself in the eye."
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@@ -15,7 +15,7 @@
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var/last_used = 0 //last world.time it was used.
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/obj/item/device/flash/proc/clown_check(var/mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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if(user && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red \The [src] slips out of your hand."
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user.drop_item()
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return 0
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@@ -49,7 +49,7 @@
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == "eyes")
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if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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if(((M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
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@@ -77,7 +77,7 @@ REAGENT SCANNER
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/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
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if (( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
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if (( (M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
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user << text("\red You try to analyze the floor's vitals!")
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)
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@@ -0,0 +1,159 @@
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/obj/item/weapon/melee/defibrilator
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name = "emergency defibrilator"
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desc = "A handheld emergency defibrilator, used to bring people back from the brink of death or put them there."
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icon_state = "defib_full"
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item_state = "defib"
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flags = FPRINT | TABLEPASS
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 5
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w_class = 3
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var/emagged = 0
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var/charges = 10
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var/status = 0
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread
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origin_tech = "biotech=3"
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suicide_act(mob/user)
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viewers(user) << "\red <b>[user] is putting the live paddles on \his chest! It looks like \he's trying to commit suicide.</b>"
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return (OXYLOSS)
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/obj/item/weapon/melee/defibrilator/update_icon()
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if(!status)
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if(charges >= 7)
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icon_state = "defib_full"
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if(charges <= 6 && charges >= 4)
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icon_state = "defib_half"
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if(charges <= 3 && charges >= 1)
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icon_state = "defib_low"
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if(charges <= 0)
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icon_state = "defib_empty"
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else
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if(charges >= 7)
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icon_state = "defibpaddleout_full"
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if(charges <= 6 && charges >= 4)
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icon_state = "defibpaddleout_half"
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if(charges <= 3 && charges >= 1)
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icon_state = "defibpaddleout_low"
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/obj/item/weapon/melee/defibrilator/attack_self(mob/user as mob)
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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spark_system.attach(user)
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spark_system.set_up(5, 0, src)
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spark_system.start()
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user << "\red You touch the paddles together shorting the device."
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user.Weaken(5)
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charges--
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if(charges < 1)
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status = 0
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update_icon()
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return
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if(charges > 0)
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status = !status
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user << "<span class='notice'>\The [src] is now [status ? "on" : "off"].</span>"
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playsound(get_turf(src), "sparks", 75, 1, -1)
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update_icon()
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else
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status = 0
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user << "<span class='warning'>\The [src] is out of charge.</span>"
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add_fingerprint(user)
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/obj/item/weapon/melee/defibrilator/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/card/emag))
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var/image/I = image("icon" = "icons/obj/weapons.dmi", "icon_state" = "defib_emag")
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if(emagged == 0)
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emagged = 1
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usr << "\red [W] unlocks [src]'s safety protocols"
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overlays += I
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else
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emagged = 0
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usr << "\blue [W] sets [src]'s safety protocols"
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overlays -= I
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/obj/item/weapon/melee/defibrilator/attack(mob/M as mob, mob/user as mob)
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var/tobehealed
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var/threshhold = -config.health_threshold_dead
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var/mob/living/carbon/human/H = M
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if(!ishuman(M))
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..()
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return
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if(status)
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if(user.a_intent == "hurt" && emagged)
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H.visible_message("<span class='danger'>[M.name] has been touched by the defibrilator paddles by [user]!</span>")
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if(charges >= 2)
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H.Weaken(10)
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H.adjustOxyLoss(10)
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else
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H.Weaken(5)
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H.adjustOxyLoss(5)
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H.updatehealth() //forces health update before next life tick
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spark_system.attach(M)
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spark_system.set_up(5, 0, M)
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spark_system.start()
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charges -= 2
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if(charges < 0)
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charges = 0
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if(!charges)
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status = 0
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update_icon()
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playsound(get_turf(src), 'sound/weapons/Egloves.ogg', 50, 1, -1)
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Defibrilated [H.name] ([H.ckey]) with [src.name]</font>"
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H.attack_log += "\[[time_stamp()]\]<font color='orange'> Defibrilated by [user.name] ([user.ckey]) with [src.name]</font>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) defibrilated [H.name] ([H.ckey]) with [src.name]</font>" )
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if(!iscarbon(user))
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M.LAssailant = null
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else
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M.LAssailant = user
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return
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H.visible_message("\blue [user] places the defibrilator paddles on [M.name]'s chest.", "\blue You place the defibrilator paddles on [M.name]'s chest.")
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if(do_after(user, 10))
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if(H.stat == 2 || H.stat == DEAD)
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var/uni = 0
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var/armor = 0
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var/health = H.health
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for(var/obj/item/carried_item in H.contents)
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if(istype(carried_item, /obj/item/clothing/under))
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uni = 1
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if(istype(carried_item, /obj/item/clothing/suit/armor))
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armor = 1
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if(uni && armor)
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if(prob(30))
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spark_system.attach(M)
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spark_system.start()
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if(prob(30))
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tobehealed = health + threshhold
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tobehealed -= 5 //They get 5 health in crit to heal the person or inject stabalizers
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H.adjustOxyLoss(tobehealed)
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else if(uni || armor)
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if(prob(30))
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spark_system.attach(M)
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spark_system.start()
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if(prob(60))
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tobehealed = health + threshhold
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tobehealed -= 5 //They get 5 health in crit to heal the person or inject stabalizers
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H.adjustOxyLoss(tobehealed)
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else
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if(prob(90))
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tobehealed = health + threshhold
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tobehealed -= 5 //They get 5 health in crit to heal the person or inject stabalizers
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H.adjustOxyLoss(tobehealed)
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H.updatehealth() //forces a health update, otherwise the oxyloss adjustment wouldnt do anything
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M.visible_message("\red [M]'s body convulses a bit.")
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var/datum/organ/external/temp = H.get_organ("head")
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if(H.health > -100 && !(temp.status & ORGAN_DESTROYED) && !(NOCLONE in H.mutations) && !H.suiciding)
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viewers(M) << "\blue [src] beeps: Resuscitation successful."
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spawn(0)
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H.stat = 1
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dead_mob_list -= H
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living_mob_list |= H
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H.emote("gasp")
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else
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viewers(M) << "\blue [src] beeps: Resuscitation failed."
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charges--
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if(charges < 1)
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charges = 0
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status = 0
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update_icon()
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else
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user.visible_message("\blue [src] beeps: Patient is not in a valid state.")
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@@ -13,7 +13,7 @@
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var/det_time = 50
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>Huh? How does this thing work?</span>"
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active = 1
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icon_state = initial(icon_state) + "_active"
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@@ -30,7 +30,7 @@
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C.update_inv_handcuffed()
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else
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if ((CLUMSY in usr.mutations) && prob(50))
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if ((M_CLUMSY in usr.mutations) && prob(50))
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usr << "\red Uh ... how do those things work?!"
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if (istype(C, /mob/living/carbon/human))
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if(!C.handcuffed)
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@@ -73,7 +73,7 @@
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src.icon_state = "fork"
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return
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -101,7 +101,7 @@
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src.icon_state = "fork"
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return
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -122,7 +122,7 @@
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return (BRUTELOSS)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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@@ -137,7 +137,7 @@
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throwforce = 10.0
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You somehow managed to cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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@@ -220,7 +220,7 @@
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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@@ -307,7 +307,7 @@
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sleep(rand(2,4))
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if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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if((M_CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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M << "\red You accidentally slam yourself with the [src]!"
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M.Weaken(1)
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user.take_organ_damage(2)
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@@ -56,7 +56,7 @@
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user.take_organ_damage(0,10)
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return
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(20)
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@@ -16,7 +16,7 @@
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/obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob)
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//..()
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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@@ -176,7 +176,7 @@
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//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
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/*attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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@@ -77,8 +77,8 @@
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..()
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return
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/obj/item/weapon/melee/baton/attack_self(mob/user as mob)
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if(status && (CLUMSY in user.mutations) && prob(50))
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/obj/item/weapon/melee/baton/attack_self(mob/user)
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red You grab the [src] on the wrong side."
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user.Weaken(stunforce*3)
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deductcharge(hitcost)
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@@ -100,9 +100,9 @@
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user << "<span class='warning'>[src] is out of charge.</span>"
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add_fingerprint(user)
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/obj/item/weapon/melee/baton/attack(mob/M as mob, mob/user as mob)
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if(status && (CLUMSY in user.mutations) && prob(50))
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user << "<span class='danger'>You accidentally hit yourself with the [src]!</span>"
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/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
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user.Weaken(stunforce*3)
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deductcharge(hitcost)
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return
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@@ -401,7 +401,7 @@ LOOK FOR SURGERY.DM*/
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//if(M.mutations & HUSK) return ..()
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -645,7 +645,7 @@ LOOK FOR SURGERY.DM*/
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if(!istype(M))
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return ..()
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -27,7 +27,7 @@
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_color = pick("red","blue","green","purple")
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with [src]."
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user.take_organ_damage(5,5)
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active = !active
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@@ -82,7 +82,7 @@
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You club yourself over the head."
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user.Weaken(3 * force)
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if(ishuman(user))
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@@ -181,7 +181,7 @@
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/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
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if(on)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You club yourself over the head."
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user.Weaken(3 * force)
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if(ishuman(user))
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@@ -272,7 +272,7 @@
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return 0
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You beat yourself in the head with [src]."
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user.take_organ_damage(5)
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active = !active
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@@ -86,7 +86,7 @@
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if(!istype(M)) return ..()
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if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
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return ..()
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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||||
|
||||
|
||||
@@ -161,7 +161,7 @@
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||
..()
|
||||
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||
if((M_CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
|
||||
user.take_organ_damage(20,25)
|
||||
return
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
user << "\red You don't have the dexterity to do this!"
|
||||
return
|
||||
|
||||
if ((CLUMSY in user.mutations) && prob(50))
|
||||
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||
user << "\red The rod slips out of your hand and hits your head."
|
||||
user.take_organ_damage(10)
|
||||
user.Paralyse(20)
|
||||
|
||||
Reference in New Issue
Block a user