Files
Yogstation/code/modules/projectiles/ammunition/caseless/arrow.dm
nmajask 8d5235713c Bones, Bows, and Bamboo - Ports "Tribal crafting expansion", "Adds bamboo walls, stools, benches, recolours and resprites existing bamboo items" and other assorted Bee PRs [IDB IGNORE] (#13634)
* Add files via upload

* changed sigtech, tourist, and clerk icons

added more detail to sigtech icon
new tourist and clerk icons

* Some more icon changes

I uploaded the wrong file

* applied grimm-hollowknight requested changes

Adds new signal technician and paramedic hud icons and reverts clerk's back, all requested by grimm-hollowknight

* ah, so thats why you reverted that change

im dumb

* why cant i merge upstream

why github

* Adds brig physicians

Adds brig physicians as a new job. There are a lot of changes, but in short:
- Added the job and many required things for it to work
- Edited maps to add lockers, landmarks, and update the brig medbay
- Added new clothing, PDAs, IDs, ect.

* Fixed some stuff

- Fixed some stuff I forget to change on some maps
- Added new landmark icons

* Removed Brig Physician's ability to be an antag

Removed Brig Physician's ability to be antag and gave them a mindshield

* Many requested changes

- Removed the flash from the Brig Physician's starting equipment
- Removed security access for non-skeleton crew and weapon access from the Brig Physician
- Added skillcapes
- Updated the Infirmary in eclipse and omega
- Added a wall mounted flash on box
- Added an anesthetic tank and medical mask to the Brig Physician's locker
- Added icons for potential future support for the changes in #11744

* Another bunch of changes

- Fixed a bunch of typos and minor mistakes (thanks TheGamerdk for pointing most of them out)
- Added support for #11744 now that its merged
- Fixed a merge conflict

* Might fix one of the merge conflicts

ahhhhhhhhhhhhhhh
I had to redo ALL of the map changes, so that was fun

* Should finally bring this back to a functional state

Should fix some of the checks failing cause the Kilo file was messed up
- Re-did the changes to Kilo
- Fixed something I left in while testing stuff

* Thought I fixed this

- Fixes the Brig Physician's skill capes using the wrong job

* Should fix wejengin2's issues with the maps

Should fix most of wejengin2's issues with the map changes.
- Changes all the emergency wall meds to normal wall meds
- Might have fixed the APCs, but I don't know if I did it right
- MapMerged Kilo
- In Omega, I fixed the decals, added firelocks, and added vents/scrubbers in the brig infirmary
- In Box, I re-added some of the missing items
- In Delta, rearranged the lights and replaced them with tubes
- In Meta, I moved the morgue tray into the unused space, moved the blood freezer into the office, and added a shelf in the infirmary

* Bows, bamboo, and bones

Ports the stuff

* Before i get yelled at

* ack

* Some sprites I forgot to save

* Syndicate bow

* Map changes

* Other bee ports

This might be a bit too much to add

* Fixes invisible bows in Fastdmm2 and a build error

* oops

* Some tweeks/fixes

* More stuff

Added more footwraps, ported tribal skirts, and fixed hardlight bows

* merg

* oops

* aaa

* Gramger

Thanks Anvilman

Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>

* Revert "Merge branch 'yogstation13-master' into tribal-crafting-port"

This reverts commit b0396f5085, reversing
changes made to 3085d93160.

* Revert "Merge branch 'tribal-crafting-port' of https://github.com/nmajask/Yogstation-But-Worse into tribal-crafting-port"

This reverts commit 32967243c7, reversing
changes made to b0396f5085.

* Fix

* More fix

* removes some stuff

for now

* fixed dart guns

* Embed stuff

pain

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-authored-by: Theos <theubernyan@gmail.com>

* ADMIN LOG: A

* fixes

* pain

* less debug

* Readd the changes

* balance

* hardlight bow stuff

* bamboo

* starting recipes and stuff

* More clothes

Ports some stuff

* Adds the clothing to the map

* balance

* Slug fix

* MELEE!

* Crossbows

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Update code/modules/projectiles/projectile/reusable/arrow.dm

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Hardlight bow arrow embedding

* Ashwalker nest tweaks

* Balance

Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>

* Bow fixes and minor balance changes

* Im dum

* fix

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

* reorganized crafting menu

aaaaaa

* huh

* fex

* removed broken code

Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>
Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: Skrem_7 <98909416+Skrem7@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
2022-06-11 14:58:17 +01:00

199 lines
7.6 KiB
Plaintext

/obj/item/ammo_casing/caseless/arrow
name = "arrow"
desc = "An arrow, typically fired from a bow."
projectile_type = /obj/item/projectile/bullet/reusable/arrow
caliber = "arrow"
icon_state = "arrow"
force = 5
throwforce = 5 //good luck hitting someone with the pointy end of the arrow
throw_speed = 3
sharpness = SHARP_POINTY
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/wood
name = "wooden arrow"
desc = "An arrow made of wood, typically fired from a bow."
projectile_type = /obj/item/projectile/bullet/reusable/arrow/wood
/obj/item/ammo_casing/caseless/arrow/ash
name = "ashen arrow"
desc = "An arrow made from wood, hardened by fire"
icon_state = "ashenarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/ash
embedding = list("embed_chance" = 30, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/bone_tipped
name = "bone tipped arrow"
desc = "An arrow made of bone, wood, and sinew. The tip is sharp enough to pierce goliath hide."
icon_state = "bonetippedarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone_tipped
embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/bone
name = "bone arrow"
desc = "A flimsy arrow made of bone. Not strong or durable, but is easy to make."
icon_state = "bonearrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone
embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/chitin
name = "chitin tipped arrow"
desc = "A sharp arrow made of the guts of lavaland monsters. The tip is sharp and jagged, making it easier to get stuck into your target."
icon_state = "chitinarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/chitin
embedding = list("embed_chance" = 10, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/bamboo
name = "bamboo arrow"
desc = "A flimsy arrow made of bamboo. Not strong or durable, but is easy to make."
icon_state = "bambooarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bamboo
embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/bronze
name = "bronze arrow"
desc = "An arrow made from wood. tipped with bronze."
icon_state = "bronzearrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bronze
embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
/obj/item/ammo_casing/caseless/arrow/glass
name = "glass arrow"
desc = "An arrow made from a metal rod, wrapped in wires, and tipped with glass."
icon_state = "glassarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/glass
variance = 10
/obj/item/ammo_casing/caseless/arrow/glass/plasma
name = "plasma glass arrow"
desc = "An arrow made from a metal rod, wrapped in wires, and tipped with plasma glass."
icon_state = "plasmaglassarrow"
projectile_type = /obj/item/projectile/bullet/reusable/arrow/glass/plasma
variance = 10
/obj/item/ammo_casing/caseless/arrow/bola
name = "bola arrow"
desc = "An arrow made from wood. a bola is wrapped around it."
projectile_type = /obj/item/projectile/bullet/reusable/arrow/bola
/obj/item/ammo_casing/caseless/arrow/bola/Initialize()
..()
var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
if(istype(A))
icon = A.icon
icon_state = A.icon_state
var/obj/item/projectile/bullet/reusable/arrow/AA = A.BB
var/obj/item/projectile/bullet/reusable/arrow/BBB = BB
if(istype(AA) && istype(BBB))
BBB.damage = AA.damage * 0.5
BBB.armour_penetration = AA.armour_penetration * 0.5
BBB.embed_chance = AA.embed_chance * 0.5
BBB.ammo_type = AA.ammo_type
var/obj/item/restraints/legcuffs/bola/bola = locate(/obj/item/restraints/legcuffs/bola) in contents
var/obj/item/projectile/bullet/reusable/arrow/bola/bola_arrow = BB
if(!istype(bola))
bola = new(src)
if(istype(bola) && istype(bola_arrow))
bola_arrow.bola = bola
add_overlay(mutable_appearance(icon, "arrow_bola"), TRUE)
/*
/obj/item/ammo_casing/caseless/arrow/explosive
name = "explosive arrow"
desc = "An arrow made from wood. an explosive is attached to it."
projectile_type = /obj/item/projectile/bullet/reusable/arrow/explosive
/obj/item/ammo_casing/caseless/arrow/explosive/Initialize()
..()
var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
if(istype(A))
icon = A.icon
icon_state = A.icon_state
var/obj/item/projectile/bullet/reusable/AA = A.BB
var/obj/item/projectile/bullet/reusable/BBB = BB
if(istype(AA) && istype(BBB))
BBB.damage = AA.damage * 0.5
BBB.armour_penetration = AA.armour_penetration * 0.5
BBB.ammo_type = AA.ammo_type
var/obj/item/grenade/explosive = locate(/obj/item/grenade) in contents
var/obj/item/projectile/bullet/reusable/arrow/explosive/explosive_arrow = BB
if(!istype(explosive))
explosive = new /obj/item/grenade/plastic/c4(src)
if(istype(explosive) && istype(explosive_arrow))
explosive_arrow.explosive = explosive
add_overlay(mutable_appearance(icon, "arrow_explosive"), TRUE)
*/
/obj/item/ammo_casing/caseless/arrow/flaming
name = "flaming arrow"
desc = "An arrow made from wood. lit on fire."
projectile_type = /obj/item/projectile/bullet/reusable/arrow/flaming
/obj/item/ammo_casing/caseless/arrow/flaming/Initialize()
..()
var/obj/item/ammo_casing/caseless/arrow/A = locate(/obj/item/ammo_casing/caseless/arrow) in contents
if(istype(A))
icon = A.icon
icon_state = A.icon_state
var/obj/item/projectile/bullet/reusable/arrow/AA = A.BB
var/obj/item/projectile/bullet/reusable/arrow/BBB = BB
if(istype(AA) && istype(BBB))
BBB.damage = AA.damage * 0.5
BBB.armour_penetration = AA.armour_penetration * 0.5
BBB.embed_chance = AA.embed_chance * 0.5
BBB.ammo_type = AA.ammo_type
add_overlay(mutable_appearance(icon, "arrow_fire"), TRUE)
// Energy Arrows //
/obj/item/ammo_casing/caseless/arrow/energy
name = "energy bolt"
desc = "An arrow made from hardlight."
icon_state = "arrow_energy"
item_flags = DROPDEL
embedding = list("embedded_pain_chance" = 0, "embedded_pain_multiplier" = 0, "embedded_unsafe_removal_pain_multiplier" = 0, "embedded_pain_chance" = 0, "embedded_fall_chance" = 0)
projectile_type = /obj/item/projectile/energy/arrow
var/overlay_state = "redlight"
var/ticks = 0
var/tick_max = 10
var/tick_damage = 1
var/tick_damage_type = FIRE
var/tick_sound = 'sound/effects/sparks4.ogg'
/obj/item/ammo_casing/caseless/arrow/energy/on_embed_removal(mob/living/carbon/human/embedde)
qdel(src)
/obj/item/ammo_casing/caseless/arrow/energy/embed_tick(mob/living/carbon/human/embedde, obj/item/bodypart/part)
if(ticks >= tick_max)
embedde.remove_embedded_object(src, , TRUE, TRUE)
return
ticks++
playsound(embedde, tick_sound , 10, 0)
embedde.apply_damage(tick_damage, BB.damage_type, part.body_zone)
/obj/item/ammo_casing/caseless/arrow/energy/disabler
name = "disabler bolt"
desc = "An arrow made from hardlight. This one stuns the victim in a non-lethal way."
icon_state = "arrow_disable"
overlay_state = "disable"
projectile_type = /obj/item/projectile/energy/arrow/disabler
harmful = FALSE
tick_damage_type = STAMINA
/obj/item/ammo_casing/caseless/arrow/energy/xray
name = "X-ray bolt"
desc = "An arrow made from hardlight. This one can pass through obstructions."
icon_state = "arrow_xray"
overlay_state = "xray"
projectile_type = /obj/item/projectile/energy/arrow/xray
tick_damage_type = TOX
/obj/item/ammo_casing/caseless/arrow/energy/clockbolt
name = "redlight bolt"
desc = "An arrow made from a strange energy."
projectile_type = /obj/item/projectile/energy/arrow/clockbolt