mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
@@ -460,6 +460,12 @@
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desc = "Here's your chance, do your dance at the Space Jam."
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w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
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/obj/item/beach_ball/holoball/baseball
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icon_state = "baseball"
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name = "baseball"
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item_state = "baseball"
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desc = "Take me out to the ball game."
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/obj/structure/holohoop
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name = "basketball hoop"
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desc = "Boom, Shakalaka!"
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@@ -331,7 +331,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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else
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return ..()
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/proc/hit_reaction(mob/living/carbon/human/owner, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, atom/movable/AM)
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SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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@@ -157,6 +157,8 @@
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icon = 'icons/obj/items.dmi'
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icon_state = "baseball_bat"
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item_state = "baseball_bat"
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var/deflectmode = FALSE // deflect small/medium thrown objects
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var/lastdeflect
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force = 10
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throwforce = 12
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attack_verb = list("beat", "smacked")
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@@ -169,14 +171,54 @@
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desc = "This thing looks dangerous... Dangerously good at baseball, that is."
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homerun_able = 1
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/obj/item/melee/baseball_bat/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type, atom/movable/AM)
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. = ..()
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if(!istype(AM, /obj/item) || attack_type != THROWN_PROJECTILE_ATTACK)
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return FALSE
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var/obj/item/I = AM
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if(I.w_class <= WEIGHT_CLASS_NORMAL || istype(I, /obj/item/beach_ball)) // baseball bat deflecting
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if(deflectmode)
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if(prob(10))
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visible_message("<span class='boldwarning'>[owner] Deflects [I] directly back at the thrower! It's a home run!</span>", "<span class='boldwarning'>You deflect the [I] directly back at the thrower! It's a home run!</span>")
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playsound(get_turf(owner), 'sound/weapons/homerun.ogg', 100, 1)
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do_attack_animation(I, ATTACK_EFFECT_DISARM)
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I.throw_at(I.thrownby, 20, 20, owner)
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deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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lastdeflect = world.time + 3000
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return TRUE
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else if(prob(30))
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visible_message("<span class='warning'>[owner] swings! And [p_they()] miss[p_es()]! How embarassing.</span>", "<span class='warning'>You swing! You miss! Oh no!</span>")
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playsound(get_turf(owner), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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do_attack_animation(get_step(owner, pick(alldirs)), ATTACK_EFFECT_DISARM)
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deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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lastdeflect = world.time + 3000
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return FALSE
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else
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visible_message("<span class='warning'>[owner] swings and deflects [I]!</span>", "<span class='warning'>You swing and deflect the [I]!</span>")
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playsound(get_turf(owner), 'sound/weapons/baseball_hit.ogg', 50, 1, -1)
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do_attack_animation(I, ATTACK_EFFECT_DISARM)
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I.throw_at(get_edge_target_turf(owner, pick(cardinal)), rand(8,10), 14, owner)
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deflectmode = FALSE
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if(!istype(I, /obj/item/beach_ball))
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lastdeflect = world.time + 3000
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return TRUE
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/obj/item/melee/baseball_bat/attack_self(mob/user)
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if(!homerun_able)
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..()
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return
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if(!deflectmode && world.time >= lastdeflect)
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to_chat(user, "<span class='notice'>You prepare to deflect objects thrown at you. You cannot attack during this time.</span>")
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deflectmode = TRUE
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else if(deflectmode && world.time >= lastdeflect)
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to_chat(user, "<span class='notice'>You no longer deflect objects thrown at you. You can attack during this time</span>")
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deflectmode = FALSE
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else
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to_chat(user, "<span class='warning'>You need to wait until you can deflect again. The ability will be ready in [time2text(lastdeflect - world.time, "m:ss")]</span>")
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return ..()
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if(homerun_ready)
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to_chat(user, "<span class='notice'>You're already ready to do a home run!</span>")
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..()
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return
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return ..()
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to_chat(user, "<span class='warning'>You begin gathering strength...</span>")
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playsound(get_turf(src), 'sound/magic/lightning_chargeup.ogg', 65, 1)
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if(do_after(user, 90, target = user))
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@@ -185,6 +227,9 @@
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..()
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/obj/item/melee/baseball_bat/attack(mob/living/target, mob/living/user)
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if(deflectmode)
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to_chat(user, "<span class='warning'>You cannot attack in deflect mode!</span>")
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return
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. = ..()
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var/atom/throw_target = get_edge_target_turf(target, user.dir)
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if(homerun_ready)
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@@ -141,19 +141,19 @@ emp_act
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if(l_hand && !istype(l_hand, /obj/item/clothing))
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var/final_block_chance = l_hand.block_chance - (Clamp((armour_penetration-l_hand.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(l_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(r_hand && !istype(r_hand, /obj/item/clothing))
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var/final_block_chance = r_hand.block_chance - (Clamp((armour_penetration-r_hand.armour_penetration)/2,0,100)) + block_chance_modifier //Need to reset the var so it doesn't carry over modifications between attempts
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if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(r_hand.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (Clamp((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(wear_suit.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (Clamp((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type))
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if(w_uniform.hit_reaction(src, attack_text, final_block_chance, damage, attack_type, AM))
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return 1
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return 0
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@@ -525,4 +525,4 @@ emp_act
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if(head)
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to_chat(src, "<span class='danger'>Your [head.name] protects you from the [hot ? "hot" : "cold"] liquid!</span>")
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return FALSE
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return TRUE
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return TRUE
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