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* IT WORKS UP UNTIL THIS POINT * Consolidates SLOT_FLAG and SLOT_HUD into one * Remove cover_both_ears * SLOT_HUD to ITEM_SLOT * Remove clothing_trait changes for the time being * Remove accidental copy-paste * Re-add no-slip var * More failure to copy-paste correctly * Leftover flag * Combine left and right slot flags where possible * UNGOOF MY DEFINES, PHAND IS NOT A THING * Minor spacing changes * Some more fixes from merge * Seperates ITEM SLOT AMOUNT into two defines * ON SECOND THOUGHT LETS NOT DO THAT. * Addresses Contra's review * Thank you GREP * Rename ITEM_SLOT_FEET to ITEM_SLOT_SHOES * Added a comment to the bitmasks in clothing defines * Rename ITEM_SLOT_TIE to ITEM_SLOT_ACCESSORY * These are for a seperate PR. * Magboot fixes * Requested changes * Re-add accidental removal * Wrong flags * Update code/__DEFINES/clothing_defines.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: Chap <erwin@lombok.demon.nl> * Requested changes * Merge fixes * Fix double headset * Fixes multiple accessories --------- Signed-off-by: Chap <erwin@lombok.demon.nl> Co-authored-by: Adrer <adrermail@gmail.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
53 lines
1.8 KiB
Plaintext
53 lines
1.8 KiB
Plaintext
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//Highlander Style Martial Art
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// Prevents use of guns, but makes the highlander impervious to ranged attacks. Their bravery in battle shields them from the weapons of COWARDS!
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/datum/martial_art/highlander
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name = "Highlander Style"
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deflection_chance = 100
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no_guns = TRUE
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no_guns_message = "You'd never stoop so low as to use the weapon of a COWARD!"
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//Highlander Claymore
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// Grants the wielder the Highlander Style Martial Art
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/obj/item/claymore/highlander
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name = "\improper Highlander claymore"
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desc = "Imbues the wielder with legendary martial prowress and a nigh-unquenchable thirst for glorious battle!"
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var/datum/martial_art/highlander/style = new
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/obj/item/claymore/highlander/Destroy()
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if(ishuman(loc)) //just in case it gets destroyed while in someone's possession, such as due to acid or something?
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var/mob/living/carbon/human/H = loc
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style.remove(H)
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QDEL_NULL(style)
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return ..()
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/obj/item/claymore/highlander/equipped(mob/user, slot)
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if(!ishuman(user) || !user.mind)
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return
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var/mob/living/carbon/human/H = user
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if(slot & ITEM_SLOT_BOTH_HANDS)
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if(H.mind.martial_art != style)
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style.teach(H, TRUE)
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to_chat(H, "<span class='notice'>THERE CAN ONLY BE ONE!</span>")
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else if(H.mind.martial_art && H.mind.martial_art == style)
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style.remove(H)
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var/obj/item/claymore/highlander/sword = H.is_in_hands(/obj/item/claymore/highlander)
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if(sword)
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//if we have a highlander sword in the other hand, relearn the style from that sword.
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sword.style.teach(H, TRUE)
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/obj/item/claymore/highlander/dropped(mob/user)
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..()
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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if(H.mind.martial_art == style)
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style.remove(H)
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var/obj/item/claymore/highlander/sword = H.is_in_hands(/obj/item/claymore/highlander)
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if(sword)
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//if we have a highlander sword in the other hand, relearn the style from that sword.
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sword.style.teach(H, TRUE)
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