The Defib Nerf (Defibs are no longer a 10 second paralyze) (#47675)
* hardstuns? nostuns* * WELCOME TO THE HAPPY HOTEL * YOU'RE GOING TO LOVE IT HERE * whoops i accidentally a status effect and a new item * skog alert * Update code/game/objects/items/defib.dm Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com> * Update code/game/objects/items/defib.dm Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
@@ -74,6 +74,8 @@
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#define STATUS_EFFECT_NECKSLICE /datum/status_effect/neck_slice //Creates the flavor messages for the neck-slice
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#define STATUS_EFFECT_CONVULSING /datum/status_effect/convulsing
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#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
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#define STATUS_EFFECT_HIVEMIND_CURSE /datum/status_effect/necropolis_curse/hivemind
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#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured
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@@ -523,6 +523,29 @@
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owner.log_message("threw [I] due to a Muscle Spasm", LOG_ATTACK)
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owner.throw_item(pick(targets))
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/datum/status_effect/convulsing
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id = "convulsing"
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duration = 150
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status_type = STATUS_EFFECT_REFRESH
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alert_type = /obj/screen/alert/status_effect/convulsing
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/datum/status_effect/convulsing/on_creation(mob/living/zappy_boy)
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. = ..()
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to_chat(zappy_boy, "<span class='boldwarning'>You feel a shock moving through your body! Your hands start shaking!</span>")
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/datum/status_effect/convulsing/tick()
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var/mob/living/carbon/H = owner
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if(prob(40))
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var/obj/item/I = H.get_active_held_item()
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if(I && H.dropItemToGround(I))
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H.visible_message("<span class='notice'>[H]'s hand convulses, and they drop their [I.name]!</span>","<span class='userdanger'>Your hand convulses violently, and you drop what you were holding!</span>")
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H.jitteriness += 5
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/obj/screen/alert/status_effect/convulsing
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name = "Shaky Hands"
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desc = "You've been zapped with something and your hands can't stop shaking! You can't seem to hold on to anything."
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icon_state = "convulsing"
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/datum/status_effect/dna_melt
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id = "dna_melt"
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duration = 600
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@@ -281,6 +281,13 @@
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update_icon()
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return
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/obj/item/defibrillator/compact/combat/loaded/nanotrasen
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name = "elite nanotrasen defibrillator"
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desc = "A belt-equipped state-of-the-art defibrillator. Can revive through spacesuits, has an experimental self-recharging battery, and can be utilized in combat via applying the paddles in a disarming or agressive manner."
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icon_state = "defibnt" //needs defib inhand sprites
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item_state = "defibnt"
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paddle_type = /obj/item/twohanded/shockpaddles/syndicate/nanotrasen
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//paddles
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/obj/item/twohanded/shockpaddles
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@@ -483,12 +490,14 @@
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busy = TRUE
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M.visible_message("<span class='danger'>[user] has touched [M] with [src]!</span>", \
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"<span class='userdanger'>[user] has touched [M] with [src]!</span>")
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M.adjustStaminaLoss(50)
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M.Paralyze(100)
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M.updatehealth() //forces health update before next life tick //isn't this done by adjustStaminaLoss anyway?
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M.adjustStaminaLoss(60)
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M.Knockdown(75)
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M.Jitter(50)
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M.apply_status_effect(STATUS_EFFECT_CONVULSING)
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playsound(src, 'sound/machines/defib_zap.ogg', 50, TRUE, -1)
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M.emote("gasp")
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log_combat(user, M, "stunned", src)
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if(HAS_TRAIT(M,MOB_ORGANIC))
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M.emote("gasp")
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log_combat(user, M, "zapped", src)
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if(req_defib)
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defib.deductcharge(revivecost)
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cooldown = TRUE
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@@ -508,7 +517,7 @@
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"<span class='warning'>You overcharge the paddles and begin to place them onto [H]'s chest...</span>")
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busy = TRUE
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update_icon()
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if(do_after(user, 30, target = H))
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if(do_after(user, 15, target = H))
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user.visible_message("<span class='notice'>[user] places [src] on [H]'s chest.</span>",
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"<span class='warning'>You place [src] on [H]'s chest and begin to charge them.</span>")
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var/turf/T = get_turf(defib)
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@@ -517,7 +526,7 @@
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T.audible_message("<span class='warning'>\The [defib] lets out an urgent beep and lets out a steadily rising hum...</span>")
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else
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user.audible_message("<span class='warning'>[src] let out an urgent beep.</span>")
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if(do_after(user, 30, target = H)) //Takes longer due to overcharging
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if(do_after(user, 15, target = H)) //Takes longer due to overcharging
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if(!H)
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busy = FALSE
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update_icon()
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@@ -678,13 +687,20 @@
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/obj/item/twohanded/shockpaddles/syndicate
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name = "syndicate defibrillator paddles"
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desc = "A pair of paddles used to revive deceased operatives. It possesses both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
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desc = "A pair of paddles used to revive deceased operatives. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
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combat = TRUE
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icon = 'icons/obj/defib.dmi'
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icon_state = "syndiepaddles0"
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item_state = "syndiepaddles0"
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base_icon_state = "syndiepaddles"
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/obj/item/twohanded/shockpaddles/syndicate/nanotrasen
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name = "elite nanotrasen defibrillator paddles"
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desc = "A pair of paddles used to revive deceased ERT members. They possess both the ability to penetrate armor and to deliver powerful or disabling shocks offensively."
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icon_state = "ntpaddles0"
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item_state = "ntpaddles0"
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base_icon_state = "ntpaddles"
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/obj/item/twohanded/shockpaddles/syndicate/cyborg
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req_defib = FALSE
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@@ -46,7 +46,7 @@
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new /obj/item/storage/firstaid/fire(src)
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new /obj/item/storage/firstaid/brute(src)
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new /obj/item/storage/firstaid/regular(src)
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new /obj/item/defibrillator/compact/combat/loaded(src)
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new /obj/item/defibrillator/compact/combat/loaded/nanotrasen(src)
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new /mob/living/simple_animal/bot/medbot(src)
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/obj/structure/closet/secure_closet/ertEngi
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@@ -3,8 +3,6 @@
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//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
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// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
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///Set the jitter of a mob
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/mob/proc/Jitter(amount)
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jitteriness = max(jitteriness,amount,0)
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