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https://github.com/ParadiseSS13/Paradise.git
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86 lines
2.4 KiB
Plaintext
86 lines
2.4 KiB
Plaintext
/obj/item/weapon/shield
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name = "shield"
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/obj/item/weapon/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "riot"
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flags = FPRINT | TABLEPASS| CONDUCT
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slot_flags = SLOT_BACK
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force = 5.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 4
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w_class = 4.0
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g_amt = 7500
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m_amt = 1000
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origin_tech = "materials=2"
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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IsShield()
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return 1
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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..()
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/obj/item/weapon/shield/riot/roman
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name = "roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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/obj/item/weapon/shield/energy
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name = "energy combat shield"
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desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 4
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w_class = 1
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origin_tech = "materials=4;magnets=3;syndicate=4"
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/weapon/cloaking_device
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name = "cloaking device"
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desc = "Use this to become invisible to the human eyesocket."
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icon = 'icons/obj/device.dmi'
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icon_state = "shield0"
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var/active = 0.0
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flags = FPRINT | TABLEPASS| CONDUCT
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item_state = "electronic"
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throwforce = 10.0
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throw_speed = 2
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throw_range = 10
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w_class = 2.0
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origin_tech = "magnets=3;syndicate=4"
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/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "\blue The cloaking device is now active."
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src.icon_state = "shield1"
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else
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user << "\blue The cloaking device is now inactive."
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src.icon_state = "shield0"
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src.add_fingerprint(user)
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return
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/obj/item/weapon/cloaking_device/emp_act(severity)
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active = 0
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icon_state = "shield0"
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if(ismob(loc))
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loc:update_icons()
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..()
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