Merge pull request #4267 from Zuhayr/dev

Dev
This commit is contained in:
Zuhayr
2014-01-10 16:35:09 -08:00
4 changed files with 24 additions and 18 deletions
+17 -16
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@@ -69,12 +69,12 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
//=======//RIGHT CLICK TELEPORT//=======//
//Right click to teleport somewhere, almost exactly like admin jump to turf.
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
set name = "Phase Shift (1E)"
set name = "Phase Shift (400E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = null//So it does not show up on the panel but can still be right-clicked.
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
var/C = 200
var/C = 40
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
@@ -83,6 +83,7 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
cell.use(C*10)
handle_teleport_grab(T, U)
U.loc = T
@@ -92,19 +93,19 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
else
U << "\red You cannot teleport into solid walls or from solid matter"
U << "\red You cannot teleport into solid walls or from solid matter."
return
//=======//EM PULSE//=======//
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (1,000E)"
set name = "EM Burst (2,000E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 250
if(!ninjacost(C,100)) // EMP's now cost 1,000Energy about 30%
var/C = 200
if(!ninjacost(C,0)) // EMP's now cost 1,000Energy about 30%
var/mob/living/carbon/human/U = affecting
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
empulse(U, 2, 3) //Procs sure are nice. Slightly weaker than wizard's disable tch.
@@ -115,13 +116,13 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
//=======//ENERGY BLADE//=======//
//Summons a blade of energy in active hand.
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
set name = "Energy Blade (20E)"
set name = "Energy Blade (500E)"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
if(!ninjacost(C, 800)) //Same spawn cost but higher upkeep cost
if(!ninjacost(C,0)) //Same spawn cost but higher upkeep cost
var/mob/living/carbon/human/U = affecting
if(!kamikaze)
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
@@ -148,12 +149,12 @@ Not sure why this would be useful (it's not) but whatever. Ninjas need their smo
/*Shoots ninja stars at random people.
This could be a lot better but I'm too tired atm.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Energy Star (1,000E)"
set name = "Energy Star (800E)"
set desc = "Launches an energy star at a random living target."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 50
var/C = 80
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/targets[] = list()//So yo can shoot while yo throw dawg
@@ -173,7 +174,7 @@ This could be a lot better but I'm too tired atm.*/
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.use(C*100)// Ninja stars now cost 100 energy, stil la fair chunk to avoid spamming, will run out of power quickly if used 3 or more times
cell.use(C*10)
A.process()
else
U << "\red There are no targets in view."
@@ -183,13 +184,13 @@ This could be a lot better but I'm too tired atm.*/
/*Allows the ninja to capture people, I guess.
Must right click on a mob to activate.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
set name = "Energy Net (8,000E)"
set name = "Energy Net (7,000E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
var/C = 500
if(!ninjacost(C,80)&&iscarbon(M)) // Nets now cost 8,000
var/C = 700
if(!ninjacost(C,0)&&iscarbon(M))
var/mob/living/carbon/human/U = affecting
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//if(M)//DEBUG
@@ -200,7 +201,7 @@ Must right click on a mob to activate.*/
return
spawn(0)
U.Beam(M,"n_beam",,15)
M.anchored = 1//Anchors them so they can't move.
M.captured = 1
U.say("Get over here!")
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
@@ -210,7 +211,7 @@ Must right click on a mob to activate.*/
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.use(C*100) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
cell.use(C*10) // Nets now cost what should be most of a standard battery, since your taking someone out of the round
else
U << "They are already trapped inside an energy net."
else
@@ -1385,7 +1385,8 @@ It is possible to destroy the net by the occupant or someone else.
if(!isnull(master))//As long as they still exist.
master << "\blue <b>SUCCESS</b>: \black transport procedure of \the [affecting] complete."
M.anchored = 0//Important.
M.captured = 0 //Important.
M.anchored = initial(M.anchored) //Changes the mob's anchored status to the original one; this is not handled by the can_move proc.
else//And they are free.
M << "\blue You are free of the net!"
+4
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@@ -753,6 +753,10 @@ note dizziness decrements automatically in the mob's Life() proc.
else if( stunned )
// lying = 0
canmove = 0
else if(captured)
anchored = 1
canmove = 0
lying = 0
else
lying = !can_stand
canmove = has_limbs
+1 -1
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@@ -158,7 +158,7 @@
var/voice_name = "unidentifiable voice"
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/captured = 0 //Functionally, should give the same effect as being buckled into a chair when true.
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.