Files
Paradise/code/game/objects/items/weapons/swords_axes_etc.dm
Ren Erthilo dd2b3cc816 TG: Added two new variables, "canstun" and "canweaken". They can be modified in
runtime to prevent mobs from ever being weakened and stunned by
tasers/batons/electrified doors.

Xenos are immune to stunning and weakening. This basically means you cannot run
up to a xeno and shoot them with a taser and game over. This makes them a lot
more dangerous. To compensate, I've added in a xeno-exclusive variable
controlling movement delay addition. When a xeno is stunned, its movement speed
goes down. The speed is recovered in the life() proc.

Modifications to critter.dmi (manhacks). Added a new lighting icon, floor
lights. Possible implementation later. r2886
2012-03-26 23:51:00 +01:00

223 lines
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/*
CONTAINS:
SWORD
BLADE
AXE
STUN BATON
*/
// SWORD
/obj/item/weapon/melee/energy/sword/IsShield()
if(active)
return 1
return 0
/obj/item/weapon/melee/energy/sword/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/sword/New()
color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red You accidentally cut yourself with [src]."
user.take_organ_damage(5,5)
active = !active
if (active)
force = 30
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass1"
else
icon_state = "sword[color]"
w_class = 4
playsound(user, 'saberon.ogg', 50, 1)
user << "\blue [src] is now active."
else
force = 3
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass0"
else
icon_state = "sword0"
w_class = 2
playsound(user, 'saberoff.ogg', 50, 1)
user << "\blue [src] can now be concealed."
add_fingerprint(user)
user.update_clothing()
return
/obj/item/weapon/melee/energy/sword/green
New()
color = "green"
/obj/item/weapon/melee/energy/sword/red
New()
color = "red"
// BLADE
//Most of the other special functions are handled in their own files.
/obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
return
/obj/item/weapon/melee/energy/blade/dropped()
del(src)
return
/obj/item/weapon/melee/energy/blade/proc/throw()
del(src)
return
// AXE
/obj/item/weapon/melee/energy/axe/attack(target as mob, mob/user as mob)
..()
/obj/item/weapon/melee/energy/axe/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The axe is now energised."
src.force = 150
src.icon_state = "axe1"
src.w_class = 5
else
user << "\blue The axe can now be concealed."
src.force = 40
src.icon_state = "axe0"
src.w_class = 5
src.add_fingerprint(user)
return
// STUN BATON
/obj/item/weapon/melee/baton/update_icon()
if(src.status)
icon_state = "stunbaton_active"
else
icon_state = "stunbaton"
/obj/item/weapon/melee/baton/attack_self(mob/user as mob)
src.status = !( src.status )
if ((usr.mutations & CLUMSY) && prob(50))
usr << "\red You grab the stunbaton on the wrong side."
usr.Paralyse(60)
return
if (src.status)
user << "\blue The baton is now on."
playsound(src.loc, "sparks", 75, 1, -1)
else
user << "\blue The baton is now off."
playsound(src.loc, "sparks", 75, 1, -1)
update_icon()
src.add_fingerprint(user)
return
/obj/item/weapon/melee/baton/attack(mob/M as mob, mob/user as mob)
if ((usr.mutations & CLUMSY) && prob(50))
usr << "\red You grab the stunbaton on the wrong side."
usr.Weaken(30)
return
src.add_fingerprint(user)
var/mob/living/carbon/human/H = M
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey]) (INTENT: [uppertext(user.a_intent)])</font>")
log_admin("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
if(isrobot(M))
..()
return
if (status == 0 || (status == 1 && charges ==0))
if(user.a_intent == "hurt")
if(!..()) return
M.Weaken(5)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been beaten with the stun baton by [user]!</B>", 1)
if(status == 1 && charges == 0)
user << "\red Not enough charge"
return
else
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been prodded with the stun baton by [user]! Luckily it was off.</B>", 1)
if(status == 1 && charges == 0)
user << "\red Not enough charge"
return
if((charges > 0 && status == 1) && (istype(H, /mob/living/carbon)))
flick("baton_active", src)
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, 'Genhit.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
charges--
if (M.stuttering < 1 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 1
M.Stun(1)
M.Weaken(1)
else
playsound(src.loc, 'Egloves.ogg', 50, 1, -1)
if(isrobot(user))
var/mob/living/silicon/robot/R = user
R.cell.charge -= 20
else
charges--
if (M.stuttering < 10 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
user.lastattacked = M
M.lastattacker = user
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been stunned with the stun baton by [user]!</B>", 1, "\red You hear someone fall", 2)
/obj/item/weapon/melee/baton/emp_act(severity)
switch(severity)
if(1)
src.charges = 0
if(2)
charges -= 5
/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
if ((user.mutations & CLUMSY) && prob(50))
user << "\red You club yourself over the head."
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
src.add_fingerprint(user)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_admin("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
if (M.stuttering < 8 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 8
M.Stun(8)
M.Weaken(8)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been beaten with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
else
playsound(src.loc, 'Genhit.ogg', 50, 1, -1)
M.Stun(5)
M.Weaken(5)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been stunned with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)