Minor ninja tweaks and stealth nerf.
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@@ -8,7 +8,7 @@ Contents:
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/obj/item/clothing/suit/space/space_ninja/proc/toggle_stealth()
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if(!affecting)
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if(!affecting || stealth_cooldown > world.time)
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return
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if(stealth)
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cancel_stealth()
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@@ -16,26 +16,34 @@ Contents:
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if(cell.charge <= 0)
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to_chat(affecting, "<span class='warning'>You don't have enough power to enable Stealth!</span>")
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return
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stealth = !stealth
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animate(affecting, alpha = 10,time = 15)
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stealth = TRUE
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stealth_cooldown = world.time + 5 SECONDS
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animate(affecting, alpha = 15, time = 3 SECONDS)
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affecting.visible_message("<span class='warning'>[affecting.name] vanishes into thin air!</span>", \
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"<span class='notice'>You are now mostly invisible to normal detection.</span>")
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RegisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY), .proc/reduce_stealth)
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RegisterSignal(affecting, COMSIG_MOVABLE_BUMP, .proc/bumping_stealth)
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addtimer(CALLBACK(src, .proc/enable_signals), 3 SECONDS)
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/obj/item/clothing/suit/space/space_ninja/proc/reduce_stealth()
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affecting.alpha = min(affecting.alpha + 30, 80)
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/obj/item/clothing/suit/space/space_ninja/proc/enable_signals()
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if(!affecting)
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return
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RegisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY, COMSIG_MOVABLE_TELEPORTED, COMSIG_LIVING_GUN_PROCESS_FIRE), .proc/reduce_stealth)
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RegisterSignal(affecting, COMSIG_MOVABLE_BUMP, .proc/bumping_stealth)
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/obj/item/clothing/suit/space/space_ninja/proc/reduce_stealth(datum/source)
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affecting.alpha = min(affecting.alpha + 40, 100)
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/obj/item/clothing/suit/space/space_ninja/proc/bumping_stealth(datum/source, atom/A)
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if(isliving(A))
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affecting.alpha = min(affecting.alpha + 15, 80)
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affecting.alpha = min(affecting.alpha + 20, 100)
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/obj/item/clothing/suit/space/space_ninja/proc/cancel_stealth()
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if(!affecting || !stealth)
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return FALSE
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stealth = !stealth
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UnregisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY, COMSIG_MOVABLE_BUMP))
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animate(affecting, alpha = 255, time = 15)
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stealth_cooldown = world.time + 5 SECONDS
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UnregisterSignal(affecting, list(COMSIG_MOB_ITEM_ATTACK, COMSIG_MOB_ATTACK_RANGED, COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_THROW, COMSIG_PARENT_ATTACKBY, COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_TELEPORTED, COMSIG_LIVING_GUN_PROCESS_FIRE))
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animate(affecting, alpha = 255, time = 3 SECONDS)
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affecting.visible_message("<span class='warning'>[affecting.name] appears from thin air!</span>", \
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"<span class='notice'>You are now visible.</span>")
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return TRUE
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@@ -49,6 +49,7 @@ Contents:
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//Support function variables.
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var/stealth = FALSE//Stealth off.
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var/stealth_cooldown = 0
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var/s_busy = FALSE//Is the suit busy with a process? Like AI hacking. Used for safety functions.
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//Ability function variables.
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@@ -7,7 +7,7 @@
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s_coold--//Checks for ability s_cooldown first.
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cell.charge -= s_cost//s_cost is the default energy cost each tick, usually 5.
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if(stealth)//If stealth is active.
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if(stealth && stealth_cooldown <= world.time)//If stealth is active.
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cell.charge -= s_acost
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affecting.alpha = max(affecting.alpha - 10, 10)
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