mirror of
https://github.com/ParadiseSS13/Paradise.git
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263 lines
8.1 KiB
Plaintext
263 lines
8.1 KiB
Plaintext
// Dead Ratvar
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/obj/structure/dead_ratvar
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name = "hulking wreck"
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desc = "The remains of a monstrous war machine."
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icon = 'icons/obj/lavaland/dead_ratvar.dmi'
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icon_state = "dead_ratvar"
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flags = ON_BORDER
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appearance_flags = 0
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layer = FLY_LAYER
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anchored = TRUE
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density = TRUE
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bound_width = 416
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bound_height = 64
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pixel_y = -10
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/obj/effect/clockwork
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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// An "overlay" used by clockwork walls and floors to appear normal to mesons.
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/obj/effect/clockwork/overlay
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/atom/linked
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/obj/effect/clockwork/overlay/examine(mob/user)
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if(linked)
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return linked.examine(user)
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else
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. = ..()
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/obj/effect/clockwork/overlay/ex_act()
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return FALSE
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/obj/effect/clockwork/overlay/singularity_act()
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return
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/obj/effect/clockwork/overlay/singularity_pull()
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return
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/obj/effect/clockwork/overlay/singularity_pull(S, current_size)
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return
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/obj/effect/clockwork/overlay/Destroy()
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if(linked)
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linked = null
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. = ..()
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/obj/effect/clockwork/overlay/wall
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name = "clockwork wall"
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icon = 'icons/turf/walls/clockwork_wall.dmi'
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icon_state = "clockwork_wall"
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
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smoothing_flags = SMOOTH_CORNERS
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layer = CLOSED_TURF_LAYER
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/obj/effect/clockwork/overlay/wall/Initialize(mapload)
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. = ..()
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QUEUE_SMOOTH_NEIGHBORS(src)
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QUEUE_SMOOTH(src)
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/obj/effect/clockwork/overlay/wall/Destroy()
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/effect/clockwork/overlay/floor
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icon = 'icons/turf/floors.dmi'
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icon_state = "clockwork_floor"
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layer = TURF_LAYER
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plane = FLOOR_PLANE
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/obj/effect/clockwork/overlay/floor/bloodcult //this is used by BLOOD CULT, it shouldn't use such a path...
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icon_state = "cult"
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// Wall gears
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//A massive gear, effectively a girder for clocks.
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/obj/structure/clockwork/wall_gear
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name = "massive gear"
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "wall_gear"
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climbable = TRUE
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max_integrity = 100
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anchored = TRUE
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density = TRUE
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resistance_flags = FIRE_PROOF | ACID_PROOF
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desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
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/obj/structure/clockwork/wall_gear/displaced
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anchored = FALSE
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/obj/structure/clockwork/wall_gear/Initialize()
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. = ..()
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new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
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/obj/structure/clockwork/wall_gear/emp_act(severity)
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return
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/obj/structure/clockwork/wall_gear/screwdriver_act(mob/user, obj/item/I)
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. = TRUE
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if(anchored)
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to_chat(user, "<span class='warning'>[src] needs to be unsecured to disassemble it!</span>")
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return
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if(!I.tool_use_check(user, 0))
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return
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TOOL_ATTEMPT_DISMANTLE_MESSAGE
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if(I.use_tool(src, user, 30, volume = I.tool_volume))
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TOOL_DISMANTLE_SUCCESS_MESSAGE
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deconstruct(TRUE)
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/obj/structure/clockwork/wall_gear/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.tool_use_check(user, 0))
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return
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default_unfasten_wrench(user, I, 10)
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/obj/structure/clockwork/wall_gear/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/tile/brass))
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var/obj/item/stack/tile/brass/W = I
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if(W.get_amount() < 1)
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to_chat(user, "<span class='warning'>You need one brass sheet to do this!</span>")
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return
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var/turf/T = get_turf(src)
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if(iswallturf(T))
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to_chat(user, "<span class='warning'>There is already a wall present!</span>")
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return
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if(!isfloorturf(T))
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to_chat(user, "<span class='warning'>A floor must be present to build a [anchored ? "false ":""]wall!</span>")
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return
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if(locate(/obj/structure/falsewall) in T.contents)
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to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
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return
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to_chat(user, "<span class='notice'>You start adding [W] to [src]...</span>")
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if(do_after(user, 20, target = src))
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var/brass_floor = FALSE
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if(istype(T, /turf/simulated/floor/clockwork)) //if the floor is already brass, costs less to make(conservation of masssssss)
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brass_floor = TRUE
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if(W.use(2 - brass_floor))
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if(anchored)
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T.ChangeTurf(/turf/simulated/wall/clockwork)
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else
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T.ChangeTurf(/turf/simulated/floor/clockwork)
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new /obj/structure/falsewall/brass(T)
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qdel(src)
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else
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to_chat(user, "<span class='warning'>You need more brass to make a [anchored ? "false ":""]wall!</span>")
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return 1
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return ..()
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/obj/structure/clockwork/wall_gear/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT) && disassembled)
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new /obj/item/stack/tile/brass(loc, 3)
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return ..()
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//The base clockwork item. Can have an alternate desc and will show up in the list of clockwork objects.
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/obj/item/clockwork
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resistance_flags = FIRE_PROOF | ACID_PROOF
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//Shards of Alloy, suitable only as a source of power for a replica fabricator.
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/obj/item/clockwork/alloy_shards
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name = "replicant alloy shards"
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desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "alloy_shards"
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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var/randomsinglesprite = FALSE
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var/randomspritemax = 2
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var/sprite_shift = 9
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/obj/item/clockwork/alloy_shards/Initialize()
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. = ..()
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if(randomsinglesprite)
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replace_name_desc()
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icon_state = "[icon_state][rand(1, randomspritemax)]"
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pixel_x = rand(-sprite_shift, sprite_shift)
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pixel_y = rand(-sprite_shift, sprite_shift)
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/obj/item/clockwork/alloy_shards/proc/replace_name_desc()
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name = "replicant alloy shard"
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desc = "A broken shard of some oddly malleable metal. It occasionally moves and seems to glow."
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/obj/item/clockwork/alloy_shards/clockgolem_remains
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name = "clockwork golem scrap"
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desc = "A pile of scrap metal. It seems damaged beyond repair."
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icon_state = "clockgolem_dead"
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sprite_shift = 0
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/obj/item/clockwork/alloy_shards/large
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w_class = WEIGHT_CLASS_TINY
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randomsinglesprite = TRUE
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icon_state = "shard_large"
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sprite_shift = 9
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/obj/item/clockwork/alloy_shards/medium
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w_class = WEIGHT_CLASS_TINY
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randomsinglesprite = TRUE
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icon_state = "shard_medium"
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sprite_shift = 10
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/obj/item/clockwork/alloy_shards/medium/gear_bit
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randomspritemax = 4
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icon_state = "gear_bit"
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sprite_shift = 12
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/obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc()
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name = "gear bit"
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desc = "A broken chunk of a gear. You want it."
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/obj/item/clockwork/alloy_shards/medium/gear_bit/large //gives more power
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/obj/item/clockwork/alloy_shards/medium/gear_bit/large/replace_name_desc()
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..()
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name = "complex gear bit"
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/obj/item/clockwork/alloy_shards/small
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w_class = WEIGHT_CLASS_TINY
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randomsinglesprite = TRUE
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randomspritemax = 3
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icon_state = "shard_small"
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sprite_shift = 12
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/obj/item/clockwork/alloy_shards/pinion_lock
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name = "pinion lock"
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desc = "A dented and scratched gear. It's very heavy."
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icon_state = "pinion_lock"
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//Components: Used in scripture.
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/obj/item/clockwork/component
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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/obj/item/clockwork/component/belligerent_eye
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name = "belligerent eye"
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desc = "A brass construct with a rotating red center. It's as though it's looking for something to hurt."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "belligerent_eye"
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/obj/item/clockwork/component/belligerent_eye/blind_eye
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name = "blind eye"
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desc = "A heavy brass eye, its red iris fallen dark."
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icon_state = "blind_eye"
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/clockwork/component/geis_capacitor/fallen_armor
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name = "fallen armor"
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desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "fallen_armor"
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w_class = WEIGHT_CLASS_NORMAL
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//Ratvarian spear
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/obj/item/clockwork/weapon/ratvarian_spear
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name = "ratvarian spear"
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desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon_state = "ratvarian_spear"
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item_state = "ratvarian_spear"
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force = 15 //Extra damage is dealt to targets in attack()
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throwforce = 25
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armour_penetration_percentage = 15
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sharp = TRUE
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attack_verb = list("stabbed", "poked", "slashed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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w_class = WEIGHT_CLASS_BULKY
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var/bonus_burn = 5
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