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Polaris/code/game/objects/items/devices/flash.dm
Neerti ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00

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/obj/item/device/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
item_state = "flashtool"
throwforce = 5
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 10
flags = CONDUCT
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
var/max_flashes = 10 // How many times the flash can be used before needing to self recharge.
var/halloss_per_flash = 30
/obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>\The [src] slips out of your hand.</span>"
user.drop_item()
return 0
return 1
/obj/item/device/flash/proc/flash_recharge()
//Every ten seconds the flash doesn't get used, the times_used variable goes down by one, making the flash less likely to burn out,
// as well as being able to flash more before reaching max_flashes cap.
for(var/i=0, i < max_flashes, i++)
if(last_used + 10 SECONDS > world.time)
break
last_used += 10 SECONDS
times_used--
last_used = world.time
times_used = max(0,round(times_used)) //sanity
// Returns true if the device can flash.
/obj/item/device/flash/proc/check_capacitor(var/mob/user)
//spamming the flash before it's fully charged (60 seconds) increases the chance of it breaking
//It will never break on the first use.
if(times_used <= max_flashes)
last_used = world.time
if(prob( round(times_used / 2) )) //if you use it 10 times in a minute it has a 5% chance to break.
broken = 1
if(user)
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"
return FALSE
else
times_used++
return TRUE
else //can only use it 10 times a minute
if(user)
user << "<span class='warning'>*click* *click*</span>"
return FALSE
//attack_as_weapon
/obj/item/device/flash/attack(mob/living/M, mob/living/user, var/target_zone)
if(!user || !M) return //sanity
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
if(!clown_check(user)) return
if(broken)
user << "<span class='warning'>\The [src] is broken.</span>"
return
flash_recharge()
if(!check_capacitor(user))
return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
if(iscarbon(M))
var/mob/living/carbon/C = M
if(C.stat != DEAD)
var/safety = C.eyecheck()
if(safety <= 0)
var/flash_strength = 5
if(ishuman(C))
var/mob/living/carbon/human/H = C
flash_strength *= H.species.flash_mod
if(flash_strength > 0)
H.Confuse(flash_strength + 5)
H.Blind(flash_strength)
H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
H.flash_eyes()
H.adjustHalLoss(halloss_per_flash * (flash_strength / 5)) // Should take four flashes to stun.
else
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
else
flashfail = 1
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!flashfail)
flick("flash2", src)
if(!issilicon(M))
user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
else
user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
return
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(broken)
user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)
return
flash_recharge()
if(!check_capacitor(user))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("flash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
for(var/mob/living/carbon/C in oviewers(3, null))
var/safety = C.eyecheck()
if(!safety)
if(!C.blinded)
C.flash_eyes()
return
/obj/item/device/flash/emp_act(severity)
if(broken) return
flash_recharge()
if(!check_capacitor())
return
if(istype(loc, /mob/living/carbon))
var/mob/living/carbon/C = loc
var/safety = C.eyecheck()
if(safety <= 0)
C.adjustHalLoss(halloss_per_flash)
//C.Weaken(10)
C.flash_eyes()
for(var/mob/M in viewers(C, null))
M.show_message("<span class='disarm'>[C] is blinded by the flash!</span>")
..()
/obj/item/device/flash/synthetic
name = "synthetic flash"
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
//attack_as_weapon
/obj/item/device/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
..()
if(!broken)
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
user << "<span class='warning'>The bulb has burnt out!</span>"
icon_state = "flashburnt"