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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 15:45:25 +01:00
Cell Changes and other Stuff
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@@ -872,7 +872,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
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M.equip_if_possible(pda, slot_r_store)
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M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
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M.equip_if_possible(new /obj/item/weapon/gun/energy(M), slot_belt)
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M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
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var/obj/item/weapon/card/id/centcom/W = new(M)
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W.name = "[M.real_name]'s ID Card"
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@@ -154,44 +154,13 @@
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if(w_uniform)
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w_uniform.add_fingerprint(M)
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var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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if (istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun))
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var/obj/item/weapon/gun/W = null
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var/chance = 0
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if (istype(l_hand,/obj/item/weapon/gun))
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W = l_hand
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chance = hand ? 40 : 20
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if (istype(r_hand,/obj/item/weapon/gun))
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W = r_hand
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chance = !hand ? 40 : 20
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if (prob(chance))
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visible_message("<spawn class=danger>[src]'s [W] goes off during struggle!")
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var/list/turfs = list()
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for(var/turf/T in view())
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turfs += T
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var/turf/target = pick(turfs)
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return W.afterattack(target,src)
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var/randn = rand(1, 100)
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if(!src.handcuffed) // Bone White - disarm knockdown only occurs if you have an aggressive grab on the target, Longer duration (8) to allow handcuffing.
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//check for an aggressive grab
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for (var/obj/item/weapon/grab/G in src.grabbed_by)
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if (G.assailant == M && G.state >= GRAB_AGGRESSIVE)
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randn -= 30 // this value is the % chance of knockdown if you disarm someone whilst you have an aggressive grab.
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else
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//if target is handcuffed, always push them over
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randn = 0
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if (randn <= 0)
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apply_effect(4, WEAKEN, run_armor_check(affecting, "melee")) // first var here is the length of the knockdown
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if (randn <= 25)
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apply_effect(2, WEAKEN, run_armor_check(affecting, "melee"))
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("\red <B>[M] has floored [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Floored [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been floored by [M.name] ([M.ckey])</font>")
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visible_message("\red <B>[M] has pushed [src]!</B>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Pushed [src.name] ([src.ckey])</font>")
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been pushed by [M.name] ([M.ckey])</font>")
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if(!iscarbon(M))
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LAssailant = null
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else
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@@ -199,6 +168,7 @@
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log_attack("[M.name] ([M.ckey]) pushed [src.name] ([src.ckey])")
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return
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if(randn <= 45 && !lying)
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if(head)
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var/obj/item/clothing/head/H = head
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@@ -93,11 +93,12 @@
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/obj/item/weapon/pen/paralysis/New()
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var/datum/reagents/R = new/datum/reagents(50)
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var/datum/reagents/R = new/datum/reagents(55)
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reagents = R
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R.my_atom = src
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R.add_reagent("stoxin", 30)
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R.add_reagent("mutetoxin", 15)
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R.add_reagent("tirizene", 10)
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..()
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return
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@@ -108,5 +109,5 @@
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..()
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msg_admin_attack("[user.name] ([user.ckey]) Used the [name] to stab [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(reagents.total_volume)
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if(M.reagents) reagents.trans_to(M, 50) //used to be 150
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if(M.reagents) reagents.trans_to(M, 55) //used to be 150
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return
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@@ -54,7 +54,7 @@
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var/areastring = null
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var/obj/item/weapon/cell/cell
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var/start_charge = 90 // initial cell charge %
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var/cell_type = 5000 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
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var/cell_type = 2500 // 0=no cell, 1=regular, 2=high-cap (x5) <- old, now it's just 0=no cell, otherwise dictate cellcapacity by changing this value. 1 used to be 1000, 2 was 2500
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var/opened = 0 //0=closed, 1=opened, 2=cover removed
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var/shorted = 0
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var/lighting = 3
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@@ -4,6 +4,7 @@
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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charge_cost = 830
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w_class = 3.0
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m_amt = 2000
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origin_tech = "combat=3;magnets=2"
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@@ -39,10 +40,10 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/laser/captain/process()
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charge_tick++
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if(charge_tick < 4)
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if(charge_tick < 4)
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return 0
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charge_tick = 0
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if(!power_supply)
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if(!power_supply)
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return 0
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power_supply.give(1000)
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update_icon()
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@@ -53,7 +54,7 @@ obj/item/weapon/gun/energy/laser/retro
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desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
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/obj/item/weapon/gun/energy/laser/cyborg/process()
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return 1
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return 1
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/obj/item/weapon/gun/energy/laser/cyborg/process_chambered()
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if(in_chamber)
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@@ -77,7 +78,6 @@ obj/item/weapon/gun/energy/laser/retro
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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origin_tech = "combat=4;materials=3;powerstorage=3"
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projectile_type = "/obj/item/projectile/beam/heavylaser"
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charge_cost = 1250
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isHandgun()
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return 0
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@@ -109,7 +109,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "bluetag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/lastertag/blue"
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projectile_type = "/obj/item/projectile/lasertag/blue"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -146,7 +146,7 @@ obj/item/weapon/gun/energy/laser/retro
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name = "laser tag gun"
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icon_state = "redtag"
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desc = "Standard issue weapon of the Imperial Guard"
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projectile_type = "/obj/item/projectile/lastertag/red"
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projectile_type = "/obj/item/projectile/lasertag/red"
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origin_tech = "combat=1;magnets=2"
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clumsy_check = 0
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var/charge_tick = 0
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@@ -5,7 +5,7 @@
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item_state = null //so the human update icon uses the icon_state instead.
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force = 10
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fire_sound = 'sound/weapons/pulse.ogg'
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charge_cost = 2000
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charge_cost = 200
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projectile_type = "/obj/item/projectile/beam/pulse"
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cell_type = "/obj/item/weapon/cell/super"
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var/mode = 2
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@@ -35,8 +35,8 @@
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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stutter = 5
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/obj/item/projectile/beam/xray
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name = "xray beam"
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icon_state = "xray"
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@@ -75,7 +75,7 @@
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var/mob/living/carbon/human/M = target
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if(istype(M.wear_suit))
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if(M.wear_suit.type in suit_types)
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M.Weaken(34)
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M.adjustHalLoss(34)
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return 1
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/obj/item/projectile/lasertag/omni
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@@ -2079,6 +2079,19 @@ datum
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M.silent += REM + 1
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..()
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staminatoxin
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name = "Tirizene"
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id = "tirizene"
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description = "A toxin that affects the stamina of a person when injected into the bloodstream."
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reagent_state = LIQUID
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color = "#6E2828"
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data = 13
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on_mob_life(var/mob/living/M)
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M.adjustHalLoss(REM * data)
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data = max(data - 1, 3)
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..()
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mindbreaker
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name = "Mindbreaker Toxin"
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id = "mindbreaker"
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