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* Fixes reviver runtime * Confusion status effect * Dizzy status effect * Drowsiness status effect * decaying -> transient * Drunkenness status effect * why use timer when SSfastprocessing work good * stuns (mostly) * weaken and immobalise * stun/weaken times * update_flags redundancies. * Slowed() * Silence + fixes transient decay * Jittery * sleeping * Paralyze -> weaken * Cult sluring * paralyse * Stammer * slurring + projectile cleanups * losebreath * Hallucination * forgor this * eyeblurry * eye blind * Druggy * affected didn't like my spacing * review pass * second review pass * some cleanups * documentation and signal framework * confusion fix * Fixes spec_stun * rejuv fix * removes a TODO * conflicted myself * fixes * self review * review * removes TODOs * adminfreeze * TM fixes * hallucination fix + others * tones down alchol and runtime fixes * confusion overlay suggestion * more fixes * runtime fix * losebreath fix * clamp => directional bounded sum * steel review * oops Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * reduces the dizziness cycle rate * borg hotfix * sanctified decursening Co-authored-by: mochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
110 lines
3.8 KiB
Plaintext
110 lines
3.8 KiB
Plaintext
//Wrench
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/obj/item/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'icons/obj/tools.dmi'
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icon_state = "wrench"
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belt_icon = "wrench"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 5
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throwforce = 7
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usesound = 'sound/items/ratchet.ogg'
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w_class = WEIGHT_CLASS_SMALL
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materials = list(MAT_METAL=150)
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drop_sound = 'sound/items/handling/wrench_drop.ogg'
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pickup_sound = 'sound/items/handling/wrench_pickup.ogg'
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origin_tech = "materials=1;engineering=1"
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attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
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toolspeed = 1
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
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tool_behaviour = TOOL_WRENCH
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/obj/item/wrench/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1)
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return BRUTELOSS
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/obj/item/wrench/cyborg
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name = "automatic wrench"
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desc = "An advanced robotic wrench. Can be found in construction cyborgs."
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toolspeed = 0.5
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/obj/item/wrench/brass
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name = "brass wrench"
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desc = "A brass wrench. It's faintly warm to the touch."
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icon_state = "wrench_brass"
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toolspeed = 0.5
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/wrench/abductor
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name = "alien wrench"
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desc = "A polarized wrench. It causes anything placed between the jaws to turn."
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icon = 'icons/obj/abductor.dmi'
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icon_state = "wrench"
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usesound = 'sound/effects/empulse.ogg'
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toolspeed = 0.1
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origin_tech = "materials=5;engineering=5;abductor=3"
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/obj/item/wrench/power
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name = "hand drill"
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desc = "A simple powered drill with a bolt bit."
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icon_state = "drill_bolt"
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item_state = "drill"
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belt_icon = "hand_drill"
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usesound = 'sound/items/drill_use.ogg'
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materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
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origin_tech = "materials=2;engineering=2" //done for balance reasons, making them high value for research, but harder to get
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force = 8 //might or might not be too high, subject to change
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throwforce = 8
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attack_verb = list("drilled", "screwed", "jabbed")
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toolspeed = 0.25
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/obj/item/wrench/power/attack_self(mob/user)
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playsound(get_turf(user),'sound/items/change_drill.ogg', 50, 1)
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var/obj/item/wirecutters/power/s_drill = new /obj/item/screwdriver/power
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to_chat(user, "<span class='notice'>You attach the screwdriver bit to [src].</span>")
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qdel(src)
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user.put_in_active_hand(s_drill)
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/obj/item/wrench/power/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is pressing [src] against [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!")
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return BRUTELOSS
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/obj/item/wrench/medical
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name = "medical wrench"
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desc = "A medical wrench with common (medical?) uses. Can be found in your hand."
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icon_state = "wrench_medical"
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force = 2 //MEDICAL
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throwforce = 4
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origin_tech = "materials=1;engineering=1;biotech=3"
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attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
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/obj/item/wrench/medical/suicide_act(mob/living/user)
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user.visible_message("<span class='suicide'>[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!</span>")
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// TODO Make them glow with the power of the M E D I C A L W R E N C H
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// during their ascension
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// Stun stops them from wandering off
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user.Stun(10 SECONDS)
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playsound(loc, 'sound/effects/pray.ogg', 50, 1, -1)
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// Let the sound effect finish playing
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sleep(20)
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if(!user)
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return
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for(var/obj/item/W in user)
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user.unEquip(W)
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var/obj/item/wrench/medical/W = new /obj/item/wrench/medical(loc)
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W.add_fingerprint(user)
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W.desc += " For some reason, it reminds you of [user.name]."
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if(!user)
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return
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user.dust()
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return OBLITERATION
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