/obj/item/flash name = "flash" desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production." icon = 'icons/obj/device.dmi' icon_state = "flash" item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang) belt_icon = "flash" throwforce = 0 w_class = WEIGHT_CLASS_TINY throw_speed = 3 throw_range = 7 flags = CONDUCT materials = list(MAT_METAL = 300, MAT_GLASS = 300) origin_tech = "magnets=2;combat=1" var/times_used = 0 //Number of times it's been used. var/broken = FALSE //Is the flash burnt out? var/last_used = 0 //last world.time it was used. var/battery_panel = FALSE //whether the flash can be modified with a cell or not var/overcharged = FALSE //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them). var/can_overcharge = TRUE //set this to FALSE if you don't want your flash to be overcharge capable ///This tracks the world.time until the flash can be used again var/cooldown ///This is the duration of the cooldown var/cooldown_duration = 5 SECONDS var/use_sound = 'sound/weapons/flash.ogg' /obj/item/flash/proc/clown_check(mob/user) if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) flash_carbon(user, user, 30 SECONDS, 0) return 0 return 1 /obj/item/flash/attackby(obj/item/I, mob/user, params) if(can_overcharge) if(battery_panel && !overcharged) if(istype(I, /obj/item/stock_parts/cell)) to_chat(user, "You jam [I] into the battery compartment on [src].") qdel(I) overcharged = TRUE add_overlay("overcharge") /obj/item/flash/screwdriver_act(mob/living/user, obj/item/I) if(!can_overcharge) return if(battery_panel) to_chat(user, "You close the battery compartment on [src].") else to_chat(user, "You open the battery compartment on [src].") battery_panel = !battery_panel return TRUE /obj/item/flash/random/New() ..() if(prob(25)) broken = TRUE icon_state = "[initial(icon_state)]burnt" /obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something. broken = TRUE icon_state = "[initial(icon_state)]burnt" visible_message("[src] burns out!") /obj/item/flash/proc/flash_recharge(mob/user) if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break! burn_out() return 0 var/deciseconds_passed = world.time - last_used for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds times_used-- last_used = world.time times_used = max(0, times_used) //sanity /obj/item/flash/proc/try_use_flash(mob/user) if(broken) return FALSE if(cooldown >= world.time && user) to_chat(user, "Your [name] is still too hot to use again!") return FALSE cooldown = world.time + cooldown_duration flash_recharge(user) playsound(loc, use_sound, 100, 1) flick("[initial(icon_state)]2", src) set_light(2, 1, COLOR_WHITE) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2) times_used++ if(user && !clown_check(user)) return FALSE return TRUE /obj/item/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 10 SECONDS, targeted = 1) if(user) add_attack_logs(user, M, "Flashed with [src]") if(targeted) if(M.flash_eyes(1, 1)) M.AdjustConfused(power) revolution_conversion(M, user) M.drop_l_hand() M.drop_r_hand() visible_message("[user] blinds [M] with [src]!") to_chat(user, "You blind [M] with [src]!") to_chat(M, "[user] blinds you with [src]!") else visible_message("[user] fails to blind [M] with [src]!") to_chat(user, "You fail to blind [M] with [src]!") to_chat(M, "[user] fails to blind you with [src]!") return if(M.flash_eyes()) M.AdjustConfused(power) /obj/item/flash/attack(mob/living/M, mob/user) if(!try_use_flash(user)) return 0 if(iscarbon(M)) flash_carbon(M, user, 10 SECONDS, 1) if(overcharged) M.adjust_fire_stacks(6) M.IgniteMob() burn_out() return 1 else if(issilicon(M)) add_attack_logs(user, M, "Flashed with [src]") if(M.flash_eyes(affect_silicon = 1)) M.Weaken(rand(8 SECONDS, 12 SECONDS)) user.visible_message("[user] overloads [M]'s sensors with [src]!", "You overload [M]'s sensors with [src]!") return 1 user.visible_message("[user] fails to blind [M] with [src]!", "You fail to blind [M] with [src]!") /obj/item/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0) if(!try_use_flash(user)) return 0 user.visible_message("[user]'s [name] emits a blinding light!", "Your [name] emits a blinding light!") for(var/mob/living/carbon/M in oviewers(3, null)) flash_carbon(M, user, 6 SECONDS, 0) /obj/item/flash/emp_act(severity) if(!try_use_flash()) return 0 for(var/mob/living/carbon/M in viewers(3, null)) flash_carbon(M, null, 20 SECONDS, 0) burn_out() ..() /obj/item/flash/proc/revolution_conversion(mob/M, mob/user) if(!ishuman(M) || !(user.mind in SSticker.mode.head_revolutionaries)) return if(M.stat != CONSCIOUS) to_chat(user, "They must be conscious before you can convert [M.p_them()]!") else if(SSticker.mode.add_revolutionary(M.mind)) times_used-- //Flashes less likely to burn out for headrevs when used for conversion else to_chat(user, "This mind seems resistant to [src]!") /obj/item/flash/cyborg origin_tech = null /obj/item/flash/cyborg/attack(mob/living/M, mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/flash/cyborg/attack_self(mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/flash/cyborg/cyborg_recharge(coeff, emagged) if(broken) broken = FALSE times_used = 0 icon_state = "flash" /obj/item/flash/cameraflash name = "camera" icon = 'icons/obj/items.dmi' desc = "A polaroid camera. 10 photos left." icon_state = "camera" item_state = "electropack" //spelling, a coders worst enemy. This part gave me trouble for a while. w_class = WEIGHT_CLASS_SMALL slot_flags = SLOT_BELT can_overcharge = FALSE var/flash_max_charges = 5 var/flash_cur_charges = 5 var/charge_tick = 0 use_sound = 'sound/items/polaroid1.ogg' /obj/item/flash/cameraflash/burn_out() //stops from burning out return /obj/item/flash/cameraflash/New() ..() START_PROCESSING(SSobj, src) /obj/item/flash/cameraflash/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system. charge_tick++ if(charge_tick < 10) return FALSE charge_tick = 0 flash_cur_charges = min(flash_cur_charges+1, flash_max_charges) return TRUE /obj/item/flash/cameraflash/try_use_flash(mob/user = null) if(!flash_cur_charges) to_chat(user, "[src] needs time to recharge!") return FALSE . = ..() if(.) flash_cur_charges-- to_chat(user, "[src] now has [flash_cur_charges] charge\s.") /obj/item/flash/memorizer name = "memorizer" desc = "If you see this, you're not likely to remember it any time soon." icon_state = "memorizer" item_state = "nullrod" /obj/item/flash/armimplant name = "photon projector" desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out." cooldown_duration = 2 SECONDS var/obj/item/organ/internal/cyberimp/arm/implant = null /obj/item/flash/armimplant/burn_out() if(implant?.owner) to_chat(implant.owner, "Your [name] implant overheats and deactivates!") implant.Retract() /obj/item/flash/armimplant/Destroy() implant = null return ..() /obj/item/flash/synthetic //just a regular flash now