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Yogstation/code/modules/projectiles/projectile/special.dm
Joan Lung bea7bf9297 Adds Necropolis curses for cursed items in Necropolis ruins (#28992)
* Adds Necropolis curses for cursed items in Necropolis ruins

* Adds sounds credit @FuryMcFlurry

* stat tweak

* these are painful enough

* a bit stronger

* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't

* smart coder 2000

* bossed around
2017-07-06 11:14:26 -04:00

391 lines
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/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
..()
empulse(target, 1, 1)
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
..()
empulse(target, 0, 0)
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return 1
/obj/item/projectile/bullet/a84mm
name ="anti-armour rocket"
desc = "USE A WEEL GUN"
icon_state= "atrocket"
damage = 80
var/anti_armour_damage = 200
armour_penetration = 100
dismemberment = 100
/obj/item/projectile/bullet/a84mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 1, 3, 1, 0, flame_range = 4)
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
M.take_damage(anti_armour_damage)
if(issilicon(target))
var/mob/living/silicon/S = target
S.take_overall_damage(anti_armour_damage*0.75, anti_armour_damage*0.25)
return 1
/obj/item/projectile/bullet/srmrocket
name ="SRM-8 Rocket"
desc = "Boom"
icon_state = "missile"
damage = 30
/obj/item/projectile/bullet/srmrocket/on_hit(atom/target, blocked=0)
..()
if(!isliving(target)) //if the target isn't alive, so is a wall or something
explosion(target, 0, 1, 2, 4)
else
explosion(target, 0, 0, 2, 4)
return 1
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "ice_2"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 100
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
..()
if(isliving(target))
var/mob/M = target
M.bodytemperature = temperature
return 1
/obj/item/projectile/temp/hot
name = "heat beam"
temperature = 400
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "small1"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(!yes) //prevents multi bumps.
return
if(A == firer)
loc = A.loc
return
A.ex_act(2)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in urange(10, src))
if(!M.stat)
shake_camera(M, 3, 1)
qdel(src)
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = 0)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/C = target
if(C.dna.species.id == "pod")
C.randmuti()
C.randmut()
C.updateappearance()
C.domutcheck()
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = 0)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 3
var/obj/item/weapon/gun/energy/wormhole_projector/gun
color = "#33CCFF"
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
if(casing)
gun = casing.gun
/obj/item/ammo_casing/energy/wormhole/New(var/obj/item/weapon/gun/energy/wormhole_projector/wh)
gun = wh
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src, get_turf(src))
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 20
range = 4
dismemberment = 20
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
var/pressure_decrease_active = FALSE
var/pressure_decrease = 0.25
var/mine_range = 3 //mines this many additional tiles of rock
/obj/item/projectile/plasma/Initialize()
. = ..()
if(!lavaland_equipment_pressure_check(get_turf(src)))
name = "weakened [name]"
damage = damage * pressure_decrease
pressure_decrease_active = TRUE
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(ismineralturf(target))
var/turf/closed/mineral/M = target
M.gets_drilled(firer)
if(mine_range)
mine_range--
range++
if(range > 0)
return -1
/obj/item/projectile/plasma/adv
damage = 28
range = 5
mine_range = 5
/obj/item/projectile/plasma/adv/mech
damage = 40
range = 9
mine_range = 3
/obj/item/projectile/plasma/turret
//Between normal and advanced for damage, made a beam so not the turret does not destroy glass
name = "plasma beam"
damage = 24
range = 7
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
/obj/item/projectile/gravityrepulse
name = "repulsion bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#33CCFF"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityrepulse/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravityrepulse/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravityrepulse/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
A.throw_at(throwtarget,power+1,1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravityattract
name = "attraction bolt"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#FF6600"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravityattract/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravityattract/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravityattract/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(T, power+1, 1)
thrown_items[A] = A
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravitychaos
name = "gravitational blast"
icon = 'icons/effects/effects.dmi'
icon_state = "chronofield"
hitsound = 'sound/weapons/wave.ogg'
damage = 0
damage_type = BRUTE
nodamage = 1
color = "#101010"
var/turf/T
var/power = 4
var/list/thrown_items = list()
/obj/item/projectile/gravitychaos/Initialize()
. = ..()
var/obj/item/ammo_casing/energy/gravitychaos/C = loc
if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
power = min(C.gun.power, 15)
/obj/item/projectile/gravitychaos/on_hit()
. = ..()
T = get_turf(src)
for(var/atom/movable/A in range(T, power))
if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A])
continue
A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinal)), power+1, 1)
thrown_items[A] = A
for(var/turf/Z in range(T,power))
new /obj/effect/temp_visual/gravpush(Z)
/obj/effect/ebeam/curse_arm
name = "curse arm"
layer = LARGE_MOB_LAYER
/obj/item/projectile/curse_hand
name = "curse hand"
icon_state = "cursehand"
hitsound = 'sound/effects/curse4.ogg'
layer = LARGE_MOB_LAYER
damage_type = BURN
damage = 10
knockdown = 20
speed = 2
range = 16
forcedodge = TRUE
var/datum/beam/arm
var/handedness = 0
/obj/item/projectile/curse_hand/Initialize(mapload)
. = ..()
handedness = prob(50)
update_icon()
/obj/item/projectile/curse_hand/update_icon()
icon_state = "[icon_state][handedness]"
/obj/item/projectile/curse_hand/fire(setAngle)
if(starting)
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
..()
/obj/item/projectile/curse_hand/prehit(atom/target)
if(target == original)
forcedodge = FALSE
else if(!isturf(target))
return FALSE
return ..()
/obj/item/projectile/curse_hand/Destroy()
if(arm)
arm.End()
arm = null
if(forcedodge)
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
var/turf/T = get_step(src, dir)
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
for(var/b in D.elements)
var/obj/effect/ebeam/B = b
animate(B, alpha = 0, time = 32)
return ..()