Merge pull request #10762 from kevinz000/one_last_taser_attempt
One last attempt at balancing tasers (and some adv egun stuff)
This commit is contained in:
@@ -56,11 +56,12 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define CRAWLING (1<<5) //Applied if you're crawling around on the ground/resting.
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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@@ -46,7 +46,9 @@
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#define STATUS_EFFECT_SLEEPING /datum/status_effect/incapacitating/sleeping //the affected is asleep
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#define STATUS_EFFECT_TASED /datum/status_effect/no_combat_mode/electrode/ //the affected has been tased, preventing fine muscle control
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#define STATUS_EFFECT_TASED_WEAK /datum/status_effect/electrode //not as crippling, just slows down
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#define STATUS_EFFECT_TASED /datum/status_effect/electrode/no_combat_mode //the affected has been tased, preventing fine muscle control
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#define STATUS_EFFECT_PACIFY /datum/status_effect/pacify //the affected is pacified, preventing direct hostile actions
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@@ -33,7 +33,6 @@
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if(owner.getStaminaLoss())
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owner.adjustStaminaLoss(-0.3) //reduce stamina loss by 0.3 per tick, 6 per 2 seconds
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//UNCONSCIOUS
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/datum/status_effect/incapacitating/unconscious
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id = "unconscious"
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@@ -80,11 +79,11 @@
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desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
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icon_state = "asleep"
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/datum/status_effect/no_combat_mode/
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/datum/status_effect/no_combat_mode
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id = "no_combat_mode"
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blocks_combatmode = TRUE
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alert_type = null
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status_type = STATUS_EFFECT_REPLACE
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blocks_combatmode = TRUE
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/datum/status_effect/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration))
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@@ -113,31 +112,54 @@
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icon = 'icons/mob/actions/bloodsucker.dmi'
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icon_state = "power_mez"
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/datum/status_effect/no_combat_mode/electrode
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/datum/status_effect/electrode
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id = "tased"
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var/slowdown = 1.5
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var/slowdown_priority = 50 //to make sure the stronger effect overrides
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var/affect_crawl = FALSE
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var/nextmove_modifier = 1
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var/stamdmg_per_ds = 1 //a 20 duration would do 20 stamdmg, disablers do 24 or something
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var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
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/datum/status_effect/no_combat_mode/electrode/on_creation(mob/living/new_owner, set_duration)
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/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration)) //TODO, figure out how to grab from subtype
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duration = set_duration
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. = ..()
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last_tick = world.time
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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C.add_movespeed_modifier("[MOVESPEED_ID_TASED_STATUS]_[id]", TRUE, priority = slowdown_priority, override = TRUE, multiplicative_slowdown = slowdown, blacklisted_movetypes = affect_crawl? NONE : CRAWLING)
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/datum/status_effect/electrode/on_remove()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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C.remove_movespeed_modifier("[MOVESPEED_ID_TASED_STATUS]_[id]")
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. = ..()
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/datum/status_effect/electrode/tick()
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var/diff = world.time - last_tick
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if(owner)
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owner.adjustStaminaLoss(max(0, stamdmg_per_ds * diff)) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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last_tick = world.time
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/datum/status_effect/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return nextmove_modifier
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/datum/status_effect/electrode/no_combat_mode
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id = "tased_strong"
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slowdown = 8
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slowdown_priority = 100
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nextmove_modifier = 2
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blocks_combatmode = TRUE
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/datum/status_effect/electrode/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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if(C.combatmode)
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C.toggle_combat_mode(TRUE)
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C.add_movespeed_modifier(MOVESPEED_ID_TASED_STATUS, TRUE, override = TRUE, multiplicative_slowdown = 8)
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/datum/status_effect/no_combat_mode/electrode/on_remove()
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if(iscarbon(owner))
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var/mob/living/carbon/C = owner
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C.remove_movespeed_modifier(MOVESPEED_ID_TASED_STATUS)
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. = ..()
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/datum/status_effect/no_combat_mode/electrode/tick()
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if(owner)
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owner.adjustStaminaLoss(5) //if you really want to try to stamcrit someone with a taser alone, you can, but it'll take time and good timing.
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/datum/status_effect/no_combat_mode/electrode/nextmove_modifier() //why is this a proc. its no big deal since this doesnt get called often at all but literally w h y
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return 2
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//OTHER DEBUFFS
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/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
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@@ -1094,6 +1094,10 @@
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fall(forced = 1)
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canmove = !(ko || recoveringstam || pinned || IsStun() || IsFrozen() || chokehold || buckled || (!has_legs && !ignore_legs && !has_arms)) //Cit change - makes it plausible to move while resting, adds pinning and stamina crit
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density = !lying
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if(resting)
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ENABLE_BITFIELD(movement_type, CRAWLING)
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else
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DISABLE_BITFIELD(movement_type, CRAWLING)
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if(lying)
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if(layer == initial(layer)) //to avoid special cases like hiding larvas.
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layer = LYING_MOB_LAYER //so mob lying always appear behind standing mobs
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@@ -5,6 +5,10 @@
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e_cost = 200
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harmful = FALSE
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/obj/item/ammo_casing/energy/electrode/security
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projectile_type = /obj/item/projectile/energy/electrode/security
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/spec
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e_cost = 100
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@@ -13,6 +17,7 @@
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e_cost = 100
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/obj/item/ammo_casing/energy/electrode/hos
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projectile_type = /obj/item/projectile/energy/electrode/security/hos
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e_cost = 200
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/obj/item/ammo_casing/energy/electrode/old
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@@ -27,4 +32,4 @@
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click_cooldown_override = 3.5
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/obj/item/ammo_casing/energy/disabler/secborg
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e_cost = 50
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e_cost = 50
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@@ -236,7 +236,7 @@
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return
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/obj/item/gun/proc/on_cooldown()
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return busy_action || firing || (last_fire + fire_delay > world.time)
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return busy_action || firing || ((last_fire + fire_delay) > world.time)
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/obj/item/gun/proc/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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add_fingerprint(user)
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@@ -97,7 +97,7 @@
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pin = null
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can_charge = 0
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ammo_x_offset = 1
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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selfcharge = EGUN_SELFCHARGE
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var/fail_tick = 0
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var/fail_chance = 0
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@@ -113,18 +113,21 @@
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..()
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/obj/item/gun/energy/e_gun/nuclear/proc/failcheck()
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if(prob(fail_chance) && isliving(loc))
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var/mob/living/M = loc
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if(prob(fail_chance))
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switch(fail_tick)
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if(0 to 200)
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fail_tick += (2*(fail_chance))
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M.rad_act(400)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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radiation_pulse(src, 50)
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc) //thank you short circuiting. if you powergame and nest these guns deeply you get to suffer no-warning radiation death.
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name] feels warmer.</span>")
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if(201 to INFINITY)
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SSobj.processing.Remove(src)
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M.rad_act(800)
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crit_fail = 1
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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radiation_pulse(src, 200)
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crit_fail = TRUE
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var/mob/M = (ismob(loc) && loc) || (ismob(loc.loc) && loc.loc)
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if(M)
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to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
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/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
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. = ..()
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@@ -18,10 +18,23 @@
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/obj/item/gun/energy/e_gun/advtaser
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name = "hybrid taser"
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
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desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>"
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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode/security = FALSE)
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ammo_x_offset = 2
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// Not enough guns have altfire systems like this yet for this to be a universal framework.
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var/last_altfire = 0
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var/altfire_delay = 15
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/obj/item/gun/energy/e_gun/advtaser/altafterattack(atom/target, mob/user, proximity_flag, params)
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. = TRUE
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if(last_altfire + altfire_delay > world.time)
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return
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var/current_index = current_firemode_index
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set_firemode_to_type(/obj/item/ammo_casing/energy/electrode)
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process_afterattack(target, user, proximity_flag, params)
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set_firemode_index(current_index)
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last_altfire = world.time
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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name = "cyborg taser"
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@@ -299,27 +299,17 @@
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if(istype(object, /obj/screen) && !istype(object, /obj/screen/click_catcher))
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return
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process_aim()
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if(aiming_time_left <= aiming_time_fire_threshold && check_user())
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if(aiming_time_left <= aiming_time_fire_threshold && check_user() && ((lastfire + delay) <= world.time))
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sync_ammo()
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afterattack(M.client.mouseObject, M, FALSE, M.client.mouseParams, passthrough = TRUE)
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do_fire(M.client.mouseObject, M, FALSE, M.client.mouseParams, M.zone_selected)
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stop_aiming()
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QDEL_LIST(current_tracers)
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return ..()
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/obj/item/gun/energy/beam_rifle/afterattack(atom/target, mob/living/user, flag, params, passthrough = FALSE)
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if(flag) //It's adjacent, is the user, or is on the user's person
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if(target in user.contents) //can't shoot stuff inside us.
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return
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if(!ismob(target) || user.a_intent == INTENT_HARM) //melee attack
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return
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if(target == user && user.zone_selected != BODY_ZONE_PRECISE_MOUTH) //so we can't shoot ourselves (unless mouth selected)
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return
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if(!passthrough && (aiming_time > aiming_time_fire_threshold))
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return
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if(lastfire > world.time + delay)
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return
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lastfire = world.time
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/obj/item/gun/energy/beam_rifle/do_fire(atom/target, mob/living/user, message = TRUE, params, zone_override = "", bonus_spread = 0)
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. = ..()
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if(.)
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lastfire = world.time
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stop_aiming()
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/obj/item/gun/energy/beam_rifle/proc/sync_ammo()
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@@ -2,11 +2,11 @@
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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nodamage = TRUE
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knockdown = 60
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knockdown_stamoverride = 36
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knockdown_stam_max = 50
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stutter = 5
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stutter = 10
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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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range = 7
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@@ -14,6 +14,7 @@
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muzzle_type = /obj/effect/projectile/muzzle/stun
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impact_type = /obj/effect/projectile/impact/stun
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var/tase_duration = 50
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var/strong_tase = TRUE
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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -26,10 +27,24 @@
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C.IgniteMob()
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if(C.dna && C.dna.check_mutation(HULK))
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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else if((C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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C.apply_status_effect(STATUS_EFFECT_TASED, tase_duration)
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else if(tase_duration && (C.status_flags & CANKNOCKDOWN) && !HAS_TRAIT(C, TRAIT_STUNIMMUNE))
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C.apply_status_effect(strong_tase? STATUS_EFFECT_TASED : STATUS_EFFECT_TASED_WEAK, tase_duration)
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addtimer(CALLBACK(C, /mob/living/carbon.proc/do_jitter_animation, jitter), 5)
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/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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do_sparks(1, TRUE, src)
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..()
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/obj/item/projectile/energy/electrode/security
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tase_duration = 30
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knockdown = 0
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stamina = 10
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knockdown_stamoverride = 0
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knockdown_stam_max = 0
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strong_tase = FALSE
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range = 12
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/obj/item/projectile/energy/electrode/security/hos
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knockdown = 100
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knockdown_stamoverride = 30
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knockdown_stam_max = null
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Block a user