diff --git a/code/game/gamemodes/events/ninja_abilities.dm b/code/game/gamemodes/events/ninja_abilities.dm index 641bdf77ce..11109af279 100644 --- a/code/game/gamemodes/events/ninja_abilities.dm +++ b/code/game/gamemodes/events/ninja_abilities.dm @@ -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 diff --git a/code/game/gamemodes/events/ninja_equipment.dm b/code/game/gamemodes/events/ninja_equipment.dm index d25dabe21b..d2bd2dbc7b 100644 --- a/code/game/gamemodes/events/ninja_equipment.dm +++ b/code/game/gamemodes/events/ninja_equipment.dm @@ -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 SUCCESS: \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!" diff --git a/code/modules/mob/mob.dm b/code/modules/mob/mob.dm index 8b690fc3d6..9814616034 100644 --- a/code/modules/mob/mob.dm +++ b/code/modules/mob/mob.dm @@ -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 diff --git a/code/modules/mob/mob_defines.dm b/code/modules/mob/mob_defines.dm index 612b2c6a06..06d8e9d02f 100644 --- a/code/modules/mob/mob_defines.dm +++ b/code/modules/mob/mob_defines.dm @@ -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.