Adds the Cleaving Saw as what will be the reward for killing a miniboss (#28565)
* Adds the Cleaving Saw as what will be a reward for killing a miniboss * slashslice * wowduh * some tweaks * bleed! * a little slower * Smaller cleave, higher damage * more info * saw icon * It's finally dooooone! * done
@@ -50,6 +50,8 @@
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#define STATUS_EFFECT_CRUSHERMARK /datum/status_effect/crusher_mark //if struck with a proto-kinetic crusher, takes a ton of damage
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#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
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/////////////
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// NEUTRAL //
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/////////////
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@@ -271,3 +271,75 @@
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/datum/status_effect/crusher_mark/be_replaced()
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owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
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..()
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/datum/status_effect/saw_bleed
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id = "saw_bleed"
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duration = -1 //removed under specific conditions
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tick_interval = 6
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alert_type = null
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var/mutable_appearance/bleed_overlay
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var/mutable_appearance/bleed_underlay
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var/bleed_amount = 3
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var/bleed_buildup = 3
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var/delay_before_decay = 5
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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QDEL_NULL(bleed_overlay)
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return ..()
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/datum/status_effect/saw_bleed/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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bleed_overlay.pixel_x = -owner.pixel_x
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bleed_overlay.pixel_y = Floor(icon_height * 0.25)
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bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
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bleed_underlay.pixel_x = -owner.pixel_x
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bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 4
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bleed_underlay.alpha = 40
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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return ..()
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/datum/status_effect/saw_bleed/tick()
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if(owner.stat == DEAD)
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qdel(src)
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else
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add_bleed(-1)
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/datum/status_effect/saw_bleed/proc/add_bleed(amount)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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needs_to_bleed = TRUE
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qdel(src)
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else
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if(amount > 0)
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tick_interval += delay_before_decay
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bleed_overlay.icon_state = "bleed[bleed_amount]"
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bleed_underlay.icon_state = "bleed[bleed_amount]"
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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else
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qdel(src)
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/datum/status_effect/saw_bleed/on_remove()
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if(needs_to_bleed)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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@@ -312,3 +312,30 @@
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pixel_x = rand(-4,4)
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pixel_y = rand(-4,4)
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animate(src, pixel_y = pixel_y + 32, alpha = 0, time = 25)
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/obj/effect/temp_visual/bleed
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name = "bleed"
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icon = 'icons/effects/bleed.dmi'
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icon_state = "bleed0"
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duration = 10
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var/shrink = TRUE
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/obj/effect/temp_visual/bleed/Initialize(mapload, atom/size_calc_target)
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. = ..()
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var/size_matrix = matrix()
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if(size_calc_target)
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layer = size_calc_target.layer + 0.01
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var/icon/I = icon(size_calc_target.icon, size_calc_target.icon_state, size_calc_target.dir)
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size_matrix = matrix() * (I.Height()/world.icon_size)
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transform = size_matrix //scale the bleed overlay's size based on the target's icon size
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var/matrix/M = transform
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if(shrink)
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M = size_matrix*0.1
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else
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M = size_matrix*2
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animate(src, alpha = 20, transform = M, time = duration, flags = ANIMATION_PARALLEL)
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/obj/effect/temp_visual/bleed/explode
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icon_state = "bleed10"
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duration = 12
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shrink = FALSE
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58
code/game/objects/items/weapons/melee/transforming.dm
Normal file
@@ -0,0 +1,58 @@
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/obj/item/weapon/melee/transforming //TODO: make transforming energy weapons a subtype of this
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var/active = FALSE
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var/force_on = 30 //force when active
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var/throwforce_on = 20
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var/icon_state_on = "axe1"
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var/hitsound_on = 'sound/weapons/blade1.ogg'
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/list/attack_verb_off = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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w_class = WEIGHT_CLASS_SMALL
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sharpness = IS_SHARP
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var/w_class_on = WEIGHT_CLASS_BULKY
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/obj/item/weapon/melee/transforming/Initialize()
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. = ..()
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if(active)
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if(attack_verb_on.len)
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attack_verb = attack_verb_on
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else
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if(attack_verb_off.len)
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attack_verb = attack_verb_off
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/obj/item/weapon/melee/transforming/attack_self(mob/living/carbon/user)
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if(transform_weapon(user))
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clumsy_transform_effect(user)
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/obj/item/weapon/melee/transforming/proc/transform_weapon(mob/living/user, supress_message_text)
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active = !active
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if(active)
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force = force_on
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throwforce = throwforce_on
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hitsound = hitsound_on
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throw_speed = 4
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if(attack_verb_on.len)
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attack_verb = attack_verb_on
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icon_state = icon_state_on
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w_class = w_class_on
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else
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force = initial(force)
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throwforce = initial(throwforce)
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hitsound = initial(hitsound)
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throw_speed = initial(throw_speed)
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if(attack_verb_off.len)
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attack_verb = attack_verb_off
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icon_state = initial(icon_state)
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w_class = initial(w_class)
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transform_messages(user, supress_message_text)
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add_fingerprint(user)
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return TRUE
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/obj/item/weapon/melee/transforming/proc/transform_messages(mob/living/user, supress_message_text)
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playsound(user, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
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if(!supress_message_text)
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to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
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/obj/item/weapon/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
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if(user.disabilities & CLUMSY && prob(50))
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_bodypart_damage(5,5)
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@@ -131,6 +131,8 @@
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soundin = pick('sound/machines/terminal_button01.ogg', 'sound/machines/terminal_button02.ogg', 'sound/machines/terminal_button03.ogg', \
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'sound/machines/terminal_button04.ogg', 'sound/machines/terminal_button05.ogg', 'sound/machines/terminal_button06.ogg', \
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'sound/machines/terminal_button07.ogg', 'sound/machines/terminal_button08.ogg')
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if ("desceration")
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soundin = pick('sound/misc/desceration-01.ogg', 'sound/misc/desceration-02.ogg', 'sound/misc/desceration-03.ogg')
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return soundin
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/proc/playsound_global(file, repeat=0, wait, channel, volume)
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@@ -528,8 +528,99 @@
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///Bosses
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//Miniboss Miner
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/obj/item/weapon/melee/transforming/cleaving_saw
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name = "cleaving saw"
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desc = "This saw, effective at drawing the blood of beasts, transforms into a long cleaver that makes use of centrifugal force."
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force = 12
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force_on = 20 //force when active
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throwforce = 20
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throwforce_on = 20
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icon = 'icons/obj/lavaland/artefacts.dmi'
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lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
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inhand_x_dimension = 64
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inhand_y_dimension = 64
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icon_state = "cleaving_saw"
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icon_state_on = "cleaving_saw_open"
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slot_flags = SLOT_BELT
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attack_verb_off = list("attacked", "sawed", "sliced", "torn", "ripped", "diced", "cut")
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attack_verb_on = list("cleaved", "swiped", "slashed", "chopped")
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hitsound = 'sound/weapons/bladeslice.ogg'
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hitsound_on = 'sound/weapons/bladeslice.ogg'
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w_class = WEIGHT_CLASS_BULKY
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sharpness = IS_SHARP
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var/transform_cooldown
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var/swiping = FALSE
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var/beast_force_bonus = 30
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/obj/item/weapon/melee/transforming/cleaving_saw/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>It is [active ? "open, and will cleave enemies in a wide arc":"closed, and can be used for rapid consecutive attacks that cause beastly enemies to bleed"].<br>\
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Both modes will build up existing bleed effects, doing a burst of high damage if the bleed is built up high enough.<br>\
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Transforming it immediately after an attack causes the next attack to come out faster.</span>")
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/obj/item/weapon/melee/transforming/cleaving_saw/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is [active ? "closing [src] on [user.p_their()] neck" : "opening [src] into [user.p_their()] chest"]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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transform_cooldown = 0
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transform_weapon(user, TRUE)
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return BRUTELOSS
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/obj/item/weapon/melee/transforming/cleaving_saw/transform_weapon(mob/living/user, supress_message_text)
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if(transform_cooldown > world.time)
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return FALSE
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. = ..()
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if(.)
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transform_cooldown = world.time + (CLICK_CD_MELEE * 0.5)
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user.changeNext_move(CLICK_CD_MELEE * 0.25)
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/obj/item/weapon/melee/transforming/cleaving_saw/transform_messages(mob/living/user, supress_message_text)
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if(!supress_message_text)
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if(active)
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to_chat(user, "<span class='notice'>You open [src]. It will now cleave enemies in a wide arc.</span>")
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else
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to_chat(user, "<span class='notice'>You close [src]. It will now attack rapidly and cause beastly enemies to bleed.</span>")
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playsound(user, 'sound/magic/clockwork/fellowship_armory.ogg', 35, TRUE, frequency = 90000 - (active * 30000))
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/obj/item/weapon/melee/transforming/cleaving_saw/clumsy_transform_effect(mob/living/user)
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if(user.disabilities & CLUMSY && prob(50))
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_bodypart_damage(10)
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/obj/item/weapon/melee/transforming/cleaving_saw/melee_attack_chain(mob/user, atom/target, params)
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..()
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if(!active)
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user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
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/obj/item/weapon/melee/transforming/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
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if(!active || swiping || !target.density || get_turf(target) == get_turf(user))
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var/beast_bonus_active = FALSE
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var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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if(istype(target, /mob/living/simple_animal/hostile/asteroid) || ismegafauna(target))
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if(!active)
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if(!B)
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
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else
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B.add_bleed(B.bleed_buildup)
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else
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force += beast_force_bonus //we do bonus damage against beastly creatures
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||||
beast_bonus_active = TRUE
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..()
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if(beast_bonus_active)
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if(B)
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||||
B.add_bleed(B.bleed_buildup)
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force -= beast_force_bonus
|
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return
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var/turf/user_turf = get_turf(user)
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var/dir_to_target = get_dir(user_turf, get_turf(target))
|
||||
swiping = TRUE
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||||
for(var/i in 1 to 3)
|
||||
var/turf/T = get_step(user_turf, turn(dir_to_target, 90 - (45 * i)))
|
||||
for(var/mob/living/L in T)
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if(user.Adjacent(L) && L.density)
|
||||
melee_attack_chain(user, L)
|
||||
swiping = FALSE
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//Dragon
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BIN
icons/effects/bleed.dmi
Normal file
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After Width: | Height: | Size: 425 B |
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Before Width: | Height: | Size: 6.2 KiB After Width: | Height: | Size: 8.6 KiB |
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Before Width: | Height: | Size: 6.2 KiB After Width: | Height: | Size: 8.7 KiB |
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 20 KiB |
@@ -858,6 +858,7 @@
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#include "code\game\objects\items\weapons\implants\implantuplink.dm"
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#include "code\game\objects\items\weapons\melee\energy.dm"
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#include "code\game\objects\items\weapons\melee\misc.dm"
|
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#include "code\game\objects\items\weapons\melee\transforming.dm"
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#include "code\game\objects\items\weapons\storage\backpack.dm"
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#include "code\game\objects\items\weapons\storage\bags.dm"
|
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#include "code\game\objects\items\weapons\storage\belt.dm"
|
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|
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