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@@ -133,8 +133,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
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///Skills vars
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var/used_skills //path/s of skill/s exercised when using this item.
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var/skill_flags = NONE //better defines which tasks the the skill/s is/are exercised on.
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var/list/used_skills //list of skills exercised when using this item. An associated bitfield indicates how the skill is exercised.
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var/skill_difficulty = THRESHOLD_COMPETENT //how difficult it's to use this item in general.
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var/skill_gain = DEF_SKILL_GAIN //base skill value gain from using this item.
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@@ -801,8 +800,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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play_tool_sound(target, volume)
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if(delay)
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if(user.mind && used_skills && skill_flags & SKILL_USE_TOOL)
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LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, delay, skill_difficulty)
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if(user.mind && used_skills)
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LIST_SKILL_MODIFIER(used_skills, user.mind.skill_holder, delay, skill_difficulty, SKILL_USE_TOOL, NONE)
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// Create a callback with checks that would be called every tick by do_after.
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var/datum/callback/tool_check = CALLBACK(src, .proc/tool_check_callback, user, amount, extra_checks)
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@@ -828,12 +827,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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if(delay >= MIN_TOOL_SOUND_DELAY)
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play_tool_sound(target, volume)
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if(user.mind && used_skills && skill_flags & SKILL_TRAINING_TOOL && skill_gain_mult)
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if(!islist(used_skills))
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user.mind.skill_holder.boost_skill_value_to(used_skills, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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else
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for(var/skill in used_skills)
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user.mind.skill_holder.boost_skill_value_to(skill, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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if(user.mind && used_skills && skill_gain_mult)
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for(var/skill in used_skills)
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if(!(used_skills[skill] & SKILL_TRAINING_TOOL))
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continue
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user.mind.skill_holder.auto_gain_experience(skill, skill_gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
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return TRUE
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@@ -325,7 +325,7 @@
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else
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target.LAssailant = WEAKREF(user)
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cooldown_check = world.time + cooldown
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
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else
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var/wait_desc = get_wait_description()
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if(wait_desc)
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@@ -163,7 +163,7 @@
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if(status)
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if(baton_stun(M, user, disarming))
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user.do_attack_animation(M)
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user.adjustStaminaLossBuffered(getweight()) //CIT CHANGE - makes stunbatonning others cost stamina
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user.adjustStaminaLossBuffered(getweight(user, STAM_COST_BATON_MOB_MULT))
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else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
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M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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@@ -241,11 +241,13 @@
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playsound(user, activation_sound, transform_volume, 1)
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w_class = WEIGHT_CLASS_BULKY
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AddElement(/datum/element/sword_point)
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total_mass = total_mass_on
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else
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to_chat(user, "<span class='notice'>[deactivation_message]</span>")
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playsound(user, deactivation_sound, transform_volume, 1)
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w_class = WEIGHT_CLASS_SMALL
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RemoveElement(/datum/element/sword_point)
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total_mass = initial(total_mass)
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update_icon()
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add_fingerprint(user)
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@@ -287,9 +289,6 @@
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else
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return ..()
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/obj/item/toy/sword/getweight()
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return (active ? total_mass_on : total_mass) || w_class *1.25
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/obj/item/toy/sword/cx
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name = "\improper DX Non-Euplastic LightSword"
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desc = "A deluxe toy replica of an energy sword. Realistic visuals and sounds! Ages 8 and up."
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