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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
104 lines
3.7 KiB
Plaintext
104 lines
3.7 KiB
Plaintext
/obj/item/shield/energy/imperial
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name = "energy scutum"
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desc = "It's really easy to mispronounce the name of this shield if you've only read it in books."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "impshield" // eshield1 for expanded
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item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi')
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/obj/item/shield/fluff/wolfgirlshield
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name = "Autumn Shield"
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desc = "A shiny silvery shield with a large red leaf symbol in the center."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "wolfgirlshield"
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slot_flags = SLOT_BACK | SLOT_OCLOTHING
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force = 5.0
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throwforce = 5.0
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throw_speed = 2
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throw_range = 6
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item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi', slot_back_str = 'icons/vore/custom_items_vr.dmi', slot_wear_suit_str = 'icons/vore/custom_items_vr.dmi')
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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allowed = list(/obj/item/melee/fluffstuff/wolfgirlsword)
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/obj/item/shield/riot/explorer
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name = "green away team shield"
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desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention."
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icon = 'icons/obj/weapons_vr.dmi'
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icon_state = "explorer_shield"
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item_icons = list(
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slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi',
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slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi'
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)
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base_block_chance = 40
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slot_flags = SLOT_BACK
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var/brightness_on
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brightness_on = 6
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var/on = 0
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var/light_applied
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//var/light_overlay
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//POURPEL WHY U NO COVER
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/obj/item/shield/riot/explorer/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(brightness_on)
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if(!isturf(user.loc))
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to_chat(user, "You cannot turn the light on while in this [user.loc]")
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return
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on = !on
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to_chat(user, "You [on ? "enable" : "disable"] the shield light.")
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update_flashlight(user)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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/obj/item/shield/riot/explorer/proc/update_flashlight(var/mob/user = null)
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if(on && !light_applied)
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set_light(brightness_on)
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light_applied = 1
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else if(!on && light_applied)
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set_light(0)
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light_applied = 0
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update_icon(user)
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user.update_mob_action_buttons()
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playsound(src, 'sound/weapons/empty.ogg', 15, 1, -3)
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/obj/item/shield/riot/explorer/update_icon()
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if(on)
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icon_state = "explorer_shield_lighted"
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else
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icon_state = "explorer_shield"
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/obj/item/shield/riot/explorer/purple
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name = "purple away team shield"
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desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention. This one is POURPEL"
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icon_state = "explorer_shield_P"
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/obj/item/shield/riot/explorer/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W, /obj/item/material/knife/machete))
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if(cooldown < world.time - 25)
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user.visible_message(span_warning("[user] bashes [src] with [W]!"))
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playsound(src, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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..()
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/obj/item/shield/riot/explorer/purple/update_icon()
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if(on)
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icon_state = "explorer_shield_P_lighted"
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else
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icon_state = "explorer_shield_P"
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/obj/item/shield/primitive
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name = "primitive shield"
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desc = "A defensive object that is little more than planks strapped your arm"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "buckler"
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w_class = ITEMSIZE_LARGE
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base_block_chance = 30
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