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VOREStation/code/game/objects/items/weapons/weaponry.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/obj/item/weapon/nullrod
name = "null rod"
desc = "A rod of pure obsidian, its very presence disrupts and dampens the powers of paranormal phenomenae."
icon_state = "nullrod"
item_state = "nullrod"
slot_flags = SLOT_BELT
force = 15
throw_speed = 1
throw_range = 4
throwforce = 10
w_class = ITEMSIZE_SMALL
suicide_act(mob/user)
viewers(user) << "<span class='danger'>[user] is impaling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS|FIRELOSS)
/obj/item/weapon/nullrod/attack(mob/M as mob, mob/living/user as mob) //Paste from old-code to decult with a null rod.
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<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 (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
user << "<span class='danger'>You don't have the dexterity to do this!</span>"
return
if ((CLUMSY in user.mutations) && prob(50))
user << "<span class='danger'>The rod slips out of your hand and hits your head.</span>"
user.take_organ_damage(10)
user.Paralyse(20)
return
if (M.stat !=2)
if(cult && (M.mind in cult.current_antagonists) && prob(33))
M << "<span class='danger'>The power of [src] clears your mind of the cult's influence!</span>"
user << "<span class='danger'>You wave [src] over [M]'s head and see their eyes become clear, their mind returning to normal.</span>"
cult.remove_antagonist(M.mind)
M.visible_message("<span class='danger'>\The [user] waves \the [src] over \the [M]'s head.</span>")
else if(prob(10))
user << "<span class='danger'>The rod slips in your hand.</span>"
..()
else
user << "<span class='danger'>The rod appears to do nothing.</span>"
M.visible_message("<span class='danger'>\The [user] waves \the [src] over \the [M]'s head.</span>")
return
/obj/item/weapon/nullrod/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity)
return
if (istype(A, /turf/simulated/floor))
user << "<span class='notice'>You hit the floor with the [src].</span>"
call(/obj/effect/rune/proc/revealrunes)(src)
/obj/item/weapon/energy_net
name = "energy net"
desc = "It's a net made of green energy."
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
throwforce = 0
force = 0
var/net_type = /obj/effect/energy_net
/obj/item/weapon/energy_net/dropped()
spawn(10)
if(src) qdel(src)
/obj/item/weapon/energy_net/throw_impact(atom/hit_atom)
..()
var/mob/living/M = hit_atom
if(!istype(M) || locate(/obj/effect/energy_net) in M.loc)
qdel(src)
return 0
var/turf/T = get_turf(M)
if(T)
var/obj/effect/energy_net/net = new net_type(T)
net.layer = M.layer+1
M.captured = 1
net.affecting = M
T.visible_message("[M] was caught in an energy net!")
qdel(src)
// If we miss or hit an obstacle, we still want to delete the net.
spawn(10)
if(src) qdel(src)
/obj/effect/energy_net
name = "energy net"
desc = "It's a net made of green energy."
icon = 'icons/effects/effects.dmi'
icon_state = "energynet"
density = 1
opacity = 0
mouse_opacity = 1
anchored = 1
var/health = 25
var/mob/living/affecting = null //Who it is currently affecting, if anyone.
var/mob/living/master = null //Who shot web. Will let this person know if the net was successful.
var/countdown = -1
/obj/effect/energy_net/teleport
countdown = 60
/obj/effect/energy_net/New()
..()
processing_objects |= src
/obj/effect/energy_net/Destroy()
if(affecting)
var/mob/living/carbon/M = affecting
M.anchored = initial(affecting.anchored)
M.captured = 0
M << "You are free of the net!"
processing_objects -= src
..()
/obj/effect/energy_net/proc/healthcheck()
if(health <=0)
density = 0
src.visible_message("The energy net is torn apart!")
qdel(src)
return
/obj/effect/energy_net/process()
if(isnull(affecting) || affecting.loc != loc)
qdel(src)
return
// Countdown begin set to -1 will stop the teleporter from firing.
// Clientless mobs can be netted but they will not teleport or decrement the timer.
var/mob/living/M = affecting
if(countdown == -1 || (istype(M) && !M.client))
return
if(countdown > 0)
countdown--
return
// TODO: consider removing or altering this; energy nets are useful on their own
// merits and the teleportation was never properly implemented; it's halfassed.
density = 0
invisibility = 101 //Make the net invisible so all the animations can play out.
health = INFINITY //Make the net invincible so that an explosion/something else won't kill it during anims.
playsound(affecting.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(affecting.loc,affecting,'icons/mob/mob.dmi',,"phaseout",,affecting.dir)
affecting.visible_message("[affecting] vanishes in a flare of light!")
if(holdingfacility.len)
affecting.loc = pick(holdingfacility)
affecting << "You appear in a strange place!"
playsound(affecting.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(affecting.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(affecting.loc,affecting,'icons/mob/mob.dmi',,"phasein",,affecting.dir)
qdel(src)
/obj/effect/energy_net/bullet_act(var/obj/item/projectile/Proj)
health -= Proj.get_structure_damage()
healthcheck()
return 0
/obj/effect/energy_net/ex_act()
health = 0
healthcheck()
/obj/effect/energy_net/attack_hand(var/mob/user)
var/mob/living/carbon/human/H = user
if(istype(H))
if(H.species.can_shred(H))
playsound(src.loc, 'sound/weapons/slash.ogg', 80, 1)
health -= rand(10, 20)
else
health -= rand(1,3)
else if (HULK in user.mutations)
health = 0
else
health -= rand(5,8)
H << "<span class='danger'>You claw at the energy net.</span>"
healthcheck()
return
/obj/effect/energy_net/attackby(obj/item/weapon/W as obj, mob/user as mob)
health -= W.force
healthcheck()
..()