mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
Instead of 'x has been attacked with y by z' it now reads 'x has been 'y.attack_verb-ed' with y by z'!
Example:
Monkeyman has been bashed in the head with a riot shield by Nodrak!
or
Monkeyman has been stabbed in the chest with an energy sword by Nodrak!
- Every obj now has a list named "attack_verbs"
- When declaring an object, just use attack_verb = list("verb1", "verb2") and so on to initialize the list for that specific item.
- I've added a bunch of these to a ton of items already, feel free to modify or add more. Just try to stay away from gimmicky verbs (clown stuff being the exception.)
clothing.dm and spawner.dm only had a single definition in each of them, so their definitins have been moved to obj.dm and their original dm files deleted. I'm not sure about spawner but clothing had all of its other definitions removed recently.
radio.dm was a completely blank file, so it was removed.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4182 316c924e-a436-60f5-8080-3fe189b3f50e
392 lines
11 KiB
Plaintext
392 lines
11 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
|
|
|
|
/*
|
|
CONTAINS:
|
|
|
|
WRENCH
|
|
SCREWDRIVER
|
|
WELDINGTOOOL
|
|
WIRECUTTERS
|
|
*/
|
|
|
|
|
|
// WRENCH
|
|
/obj/item/weapon/wrench
|
|
name = "wrench"
|
|
desc = "A wrench with common uses. Can be found in your hand."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "wrench"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
force = 5.0
|
|
throwforce = 7.0
|
|
w_class = 2.0
|
|
m_amt = 150
|
|
origin_tech = "materials=1;engineering=1"
|
|
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
|
|
|
|
|
|
// SCREWDRIVER
|
|
/obj/item/weapon/screwdriver/New()
|
|
switch(pick("red","blue","purple","brown","green","cyan","yellow"))
|
|
if ("red")
|
|
icon_state = "screwdriver2"
|
|
item_state = "screwdriver"
|
|
if ("blue")
|
|
icon_state = "screwdriver"
|
|
item_state = "screwdriver_blue"
|
|
if ("purple")
|
|
icon_state = "screwdriver3"
|
|
item_state = "screwdriver_purple"
|
|
if ("brown")
|
|
icon_state = "screwdriver4"
|
|
item_state = "screwdriver_brown"
|
|
if ("green")
|
|
icon_state = "screwdriver5"
|
|
item_state = "screwdriver_green"
|
|
if ("cyan")
|
|
icon_state = "screwdriver6"
|
|
item_state = "screwdriver_cyan"
|
|
if ("yellow")
|
|
icon_state = "screwdriver7"
|
|
item_state = "screwdriver_yellow"
|
|
|
|
if (prob(75))
|
|
src.pixel_y = rand(0, 16)
|
|
return
|
|
|
|
/obj/item/weapon/screwdriver/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
|
|
if(!istype(M)) return ..()
|
|
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
|
|
return ..()
|
|
if((CLUMSY in user.mutations) && prob(50))
|
|
M = user
|
|
return eyestab(M,user)
|
|
|
|
|
|
|
|
// WELDING TOOL
|
|
/obj/item/weapon/weldingtool
|
|
name = "welding tool"
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "welder"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
|
|
//Amount of OUCH when it's thrown
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 1
|
|
throw_range = 5
|
|
w_class = 2.0
|
|
|
|
//Cost to make in the autolathe
|
|
m_amt = 70
|
|
g_amt = 30
|
|
|
|
//R&D tech level
|
|
origin_tech = "engineering=1"
|
|
|
|
//Welding tool specific stuff
|
|
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
|
|
var/status = 1 //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
|
|
var/max_fuel = 20 //The max amount of fuel the welder can hold
|
|
|
|
/obj/item/weapon/weldingtool/New()
|
|
// var/random_fuel = min(rand(10,20),max_fuel)
|
|
var/datum/reagents/R = new/datum/reagents(max_fuel)
|
|
reagents = R
|
|
R.my_atom = src
|
|
R.add_reagent("fuel", max_fuel)
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/examine()
|
|
set src in usr
|
|
usr << text("\icon[] [] contains []/[] units of fuel!", src, src.name, get_fuel(),src.max_fuel )
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/attackby(obj/item/W as obj, mob/user as mob)
|
|
if(istype(W,/obj/item/weapon/screwdriver))
|
|
if(welding)
|
|
user << "\red Stop welding first!"
|
|
return
|
|
status = !status
|
|
if(status)
|
|
user << "\blue You resecure the welder."
|
|
else
|
|
user << "\blue The welder can now be attached and modified."
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
if((!status) && (istype(W,/obj/item/stack/rods)))
|
|
var/obj/item/stack/rods/R = W
|
|
R.use(1)
|
|
var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
|
|
src.loc = F
|
|
F.weldtool = src
|
|
if (user.client)
|
|
user.client.screen -= src
|
|
if (user.r_hand == src)
|
|
user.u_equip(src)
|
|
else
|
|
user.u_equip(src)
|
|
src.master = F
|
|
src.layer = initial(src.layer)
|
|
user.u_equip(src)
|
|
if (user.client)
|
|
user.client.screen -= src
|
|
src.loc = F
|
|
src.add_fingerprint(user)
|
|
return
|
|
|
|
..()
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/process()
|
|
switch(welding)
|
|
//If off
|
|
if(0)
|
|
if(src.icon_state != "welder") //Check that the sprite is correct, if it isnt, it means toggle() was not called
|
|
src.force = 3
|
|
src.damtype = "brute"
|
|
src.icon_state = "welder"
|
|
src.welding = 0
|
|
processing_objects.Remove(src)
|
|
return
|
|
//Welders left on now use up fuel, but lets not have them run out quite that fast
|
|
if(1)
|
|
if(src.icon_state != "welder1") //Check that the sprite is correct, if it isnt, it means toggle() was not called
|
|
src.force = 15
|
|
src.damtype = "fire"
|
|
src.icon_state = "welder1"
|
|
if(prob(5))
|
|
remove_fuel(1)
|
|
|
|
//If you're actually actively welding, use fuel faster.
|
|
//Is this actually used or set anywhere? - Nodrak
|
|
if(2)
|
|
if(prob(75))
|
|
remove_fuel(1)
|
|
|
|
|
|
//I'm not sure what this does. I assume it has to do with starting fires...
|
|
//...but it doesnt check to see if the welder is on or not.
|
|
var/turf/location = src.loc
|
|
if(istype(location, /mob/))
|
|
var/mob/M = location
|
|
if(M.l_hand == src || M.r_hand == src)
|
|
location = get_turf(M)
|
|
if (istype(location, /turf))
|
|
location.hotspot_expose(700, 5)
|
|
|
|
|
|
/obj/item/weapon/weldingtool/afterattack(obj/O as obj, mob/user as mob)
|
|
if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && !src.welding)
|
|
O.reagents.trans_to(src, max_fuel)
|
|
user << "\blue Welder refueled"
|
|
playsound(src.loc, 'refill.ogg', 50, 1, -6)
|
|
return
|
|
else if (istype(O, /obj/structure/reagent_dispensers/fueltank) && get_dist(src,O) <= 1 && src.welding)
|
|
message_admins("[key_name_admin(user)] triggered a fueltank explosion.")
|
|
log_game("[key_name(user)] triggered a fueltank explosion.")
|
|
user << "\red That was stupid of you."
|
|
explosion(O.loc,-1,0,2)
|
|
if(O)
|
|
del(O)
|
|
return
|
|
if (src.welding)
|
|
remove_fuel(1)
|
|
var/turf/location = get_turf(user)
|
|
if (istype(location, /turf))
|
|
location.hotspot_expose(700, 50, 1)
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/attack_self(mob/user as mob)
|
|
toggle()
|
|
return
|
|
|
|
//Returns the amount of fuel in the welder
|
|
/obj/item/weapon/weldingtool/proc/get_fuel()
|
|
return reagents.get_reagent_amount("fuel")
|
|
|
|
|
|
//Removes fuel from the welding tool. If a mob is passed, it will perform an eyecheck on the mob. This should probably be renamed to use()
|
|
/obj/item/weapon/weldingtool/proc/remove_fuel(var/amount = 1, var/mob/M = null)
|
|
if(!welding || !check_fuel())
|
|
return 0
|
|
if(get_fuel() >= amount)
|
|
reagents.remove_reagent("fuel", amount)
|
|
check_fuel()
|
|
if(M)
|
|
eyecheck(M)
|
|
return 1
|
|
else
|
|
if(M)
|
|
M << "\blue You need more welding fuel to complete this task."
|
|
return 0
|
|
|
|
//Returns whether or not the welding tool is currently on.
|
|
/obj/item/weapon/weldingtool/proc/isOn()
|
|
return src.welding
|
|
|
|
//Sets the welding state of the welding tool. If you see W.welding = 1 anywhere, please change it to W.setWelding(1)
|
|
//so that the welding tool updates accordingly
|
|
/obj/item/weapon/weldingtool/proc/setWelding(var/temp_welding)
|
|
//If we're turning it on
|
|
if(temp_welding > 0)
|
|
if (remove_fuel(1))
|
|
usr << "\blue The [src] switches on."
|
|
src.force = 15
|
|
src.damtype = "fire"
|
|
src.icon_state = "welder1"
|
|
processing_objects.Add(src)
|
|
else
|
|
usr << "\blue Need more fuel!"
|
|
src.welding = 0
|
|
return
|
|
//Otherwise
|
|
else
|
|
usr << "\blue The [src] switches off."
|
|
src.force = 3
|
|
src.damtype = "brute"
|
|
src.icon_state = "welder"
|
|
src.welding = 0
|
|
|
|
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
|
|
/obj/item/weapon/weldingtool/proc/check_fuel()
|
|
if((get_fuel() <= 0) && welding)
|
|
toggle(1)
|
|
return 0
|
|
return 1
|
|
|
|
|
|
//Toggles the welder off and on
|
|
/obj/item/weapon/weldingtool/proc/toggle(var/message = 0)
|
|
if(!status) return
|
|
src.welding = !( src.welding )
|
|
if (src.welding)
|
|
if (remove_fuel(1))
|
|
usr << "\blue You switch the [src] on."
|
|
src.force = 15
|
|
src.damtype = "fire"
|
|
src.icon_state = "welder1"
|
|
processing_objects.Add(src)
|
|
else
|
|
usr << "\blue Need more fuel!"
|
|
src.welding = 0
|
|
return
|
|
else
|
|
if(!message)
|
|
usr << "\blue You switch the [src] off."
|
|
else
|
|
usr << "\blue The [src] shuts off!"
|
|
src.force = 3
|
|
src.damtype = "brute"
|
|
src.icon_state = "welder"
|
|
src.welding = 0
|
|
|
|
//Decides whether or not to damage a player's eyes based on what they're wearing as protection
|
|
//Note: This should probably be moved to mob
|
|
/obj/item/weapon/weldingtool/proc/eyecheck(mob/user as mob)
|
|
if(!iscarbon(user)) return 1
|
|
var/safety = user:eyecheck()
|
|
switch(safety)
|
|
if(1)
|
|
usr << "\red Your eyes sting a little."
|
|
user.eye_stat += rand(1, 2)
|
|
if(user.eye_stat > 12)
|
|
user.eye_blurry += rand(3,6)
|
|
if(0)
|
|
usr << "\red Your eyes burn."
|
|
user.eye_stat += rand(2, 4)
|
|
if(user.eye_stat > 10)
|
|
user.eye_blurry += rand(4,10)
|
|
if(-1)
|
|
usr << "\red Your thermals intensify the welder's glow. Your eyes itch and burn severely."
|
|
user.eye_blurry += rand(12,20)
|
|
user.eye_stat += rand(12, 16)
|
|
if(user.eye_stat > 10 && safety < 2)
|
|
user << "\red Your eyes are really starting to hurt. This can't be good for you!"
|
|
if (prob(user.eye_stat - 25 + 1))
|
|
user << "\red You go blind!"
|
|
user.sdisabilities |= BLIND
|
|
else if (prob(user.eye_stat - 15 + 1))
|
|
user << "\red You go blind!"
|
|
user.eye_blind = 5
|
|
user.eye_blurry = 5
|
|
user.disabilities |= NEARSIGHTED
|
|
spawn(100)
|
|
user.disabilities &= ~NEARSIGHTED
|
|
return
|
|
|
|
|
|
/obj/item/weapon/weldingtool/largetank
|
|
name = "Industrial Welding Tool"
|
|
max_fuel = 40
|
|
m_amt = 70
|
|
g_amt = 60
|
|
origin_tech = "engineering=2"
|
|
|
|
/obj/item/weapon/weldingtool/hugetank
|
|
name = "Upgraded Welding Tool"
|
|
max_fuel = 80
|
|
w_class = 3.0
|
|
m_amt = 70
|
|
g_amt = 120
|
|
origin_tech = "engineering=3"
|
|
|
|
/obj/item/weapon/weldingtool/experimental
|
|
name = "Experimental Welding Tool"
|
|
max_fuel = 40
|
|
w_class = 3.0
|
|
m_amt = 70
|
|
g_amt = 120
|
|
origin_tech = "engineering=4;plasma=3"
|
|
icon_state = "ewelder"
|
|
var/last_gen = 0
|
|
|
|
|
|
|
|
/obj/item/weapon/weldingtool/experimental/proc/fuel_gen()//Proc to make the experimental welder generate fuel, optimized as fuck -Sieve
|
|
var/gen_amount = ((world.time-last_gen)/25)
|
|
reagents += (gen_amount)
|
|
if(reagents > max_fuel)
|
|
reagents = max_fuel
|
|
|
|
|
|
|
|
//WIRECUTTERS
|
|
/obj/item/weapon/wirecutters
|
|
name = "wirecutters"
|
|
desc = "This cuts wires."
|
|
icon = 'icons/obj/items.dmi'
|
|
icon_state = "cutters"
|
|
flags = FPRINT | TABLEPASS| CONDUCT
|
|
slot_flags = SLOT_BELT
|
|
force = 6.0
|
|
throw_speed = 2
|
|
throw_range = 9
|
|
w_class = 2.0
|
|
m_amt = 80
|
|
origin_tech = "materials=1;engineering=1"
|
|
attack_verb = list("pinched", "nipped")
|
|
|
|
/obj/item/weapon/wirecutters/New()
|
|
if(prob(50))
|
|
icon_state = "cutters-y"
|
|
item_state = "cutters_yellow"
|
|
|
|
/obj/item/weapon/wirecutters/attack(mob/M as mob, mob/user as mob)
|
|
if((M.handcuffed) && (istype(M:handcuffed, /obj/item/weapon/handcuffs/cable)))
|
|
usr.visible_message("\The [usr] cuts \the [M]'s restraints with \the [src]!",\
|
|
"You cut \the [M]'s restraints with \the [src]!",\
|
|
"You hear cable being cut.")
|
|
M.handcuffed = null
|
|
M.update_inv_handcuffed()
|
|
return
|
|
else
|
|
..() |