the one where i make it work
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@@ -637,23 +637,6 @@
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changeling.chem_recharge_slowdown += recharge_slowdown
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return TRUE
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/obj/effect/proc_holder/changeling/gloves/vulture
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name = "Jagged Claws"
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desc = "We turn our hands into grotesque claws, which are better at prying things off our victims."
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helptext = "These grotesque, bird-like claws are better at stealing things off of people, and cannot be used in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
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chemical_cost = 15
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dna_cost = 1
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loudness = 1
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req_human = 1
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action_icon = 'icons/mob/actions/actions_changeling.dmi'
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action_icon_state = "ling_armor"
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action_background_icon_state = "bg_ling"
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glove_type = /obj/item/clothing/gloves/claws/vulture // prying shit off dead/soon to be dead dudes!
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glove_name_simple = "jagged claws"
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/obj/item/clothing/gloves/claws
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name = "claws of doing nothing"
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desc = "These shouldn't be here."
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@@ -673,54 +656,84 @@
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/obj/item/clothing/gloves/claws/vulture // prying shit off dead/soon to be dead dudes!
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name = "jagged claws"
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desc = "Good for prying things off of people and looking incredibly creepy."
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strip_mod = 3
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strip_mod = 2
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/obj/effect/proc_holder/changeling/gloves/gauntlets
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name = "Bone Gauntlets"
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desc = "We turn our hands into solid bone and chitin, sacrificing dexterity for raw strength."
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helptext = "These grotesque, bone-and-chitin gauntlets are remarkably good at beating victims senseless, and cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
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chemical_cost = 20
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chemical_cost = 10 // same cost as armblade because its a sidegrade (sacrifice utility for punching people violently)
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dna_cost = 2
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loudness = 2
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req_human = 1
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action_icon = 'icons/mob/actions/actions_changeling.dmi'
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action_icon_state = "ling_armor"
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action_icon_state = "ling_gauntlets"
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action_background_icon_state = "bg_ling"
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glove_type = /obj/item/clothing/gloves/claws/bone_gauntlets // just punch his head off dude
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glove_type = /obj/item/clothing/gloves/fingerless/pugilist/bone // just punch his head off dude
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glove_name_simple = "bone gauntlets"
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/obj/item/clothing/gloves/claws/bone_gauntlets // should i have just made these a subtype of armwraps?
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name = "hewn bone gauntlets"
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desc = "Rough bone and chitin, pulsing with an abomination barely called \"life\". Good for punching the shit out of people, not so much for wielding firearms."
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var/enhancement = 15 // it's not an armblade but it's Violence, alright
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var/inherited_trait = TRAIT_NOGUNS // how do you expect to shove your fingers into a trigger guard with BONE HANDS
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var/secondary_trait = TRAIT_STRONG_GRABBER // if you're beating the shit out of dudes u might as well grab em too man...
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/obj/item/clothing/gloves/fingerless/pugilist/bone
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name = "hewn bone claws"
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icon_state = "ling_gauntlets"
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item_state = "ling_gauntlets"
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desc = "Rough bone and chitin, pulsing with an abomination barely called \"life\". Good for punching the shit out of people, but perhaps not so much for firearms."
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transfer_prints = TRUE
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body_parts_covered = ARMS|HANDS
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cold_protection = ARMS|HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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enhancement = 15 // it's not an armblade but it's Violence, alright
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var/wound_enhancement = 20
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inherited_trait = TRAIT_CHUNKYFINGERS // dummy thicc bone hands
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secondary_trait = TRAIT_STRONG_GRABBER // grab them and then punch their head off
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var/fasthands = TRUE
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/obj/item/clothing/gloves/claws/bone_gauntlets/equipped(mob/user, slot)
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/obj/item/clothing/gloves/fingerless/pugilist/bone/examine(mob/user)
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. = ..()
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. += " [src] are throwing [fasthands ? "fast, precise strikes" : "crippling, damaging blows"]."
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. += " Alt-click them to change between rapid strikes and strong blows."
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/obj/item/clothing/gloves/fingerless/pugilist/bone/AltClick(mob/user)
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. = ..()
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fasthands = !fasthands
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if(fasthands)
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enhancement = initial(enhancement)
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wound_enhancement = initial(enhancement)
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else
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enhancement = initial(enhancement) * 3 // punch the head off a man
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wound_enhancement = initial(enhancement) * 3 // do it do it do it do it
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(locate(src) in H.gloves)
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src.dropped(H)
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src.equipped(H, SLOT_GLOVES)
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to_chat(user, "<span class='notice'>With [src], you are now throwing [fasthands ? "fast, precise strikes" : "crippling, damaging blows"].</span>")
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/obj/item/clothing/gloves/fingerless/pugilist/bone/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
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/obj/item/clothing/gloves/fingerless/pugilist/bone/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_GLOVES)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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ADD_TRAIT(H, TRAIT_PUGILIST, GLOVE_TRAIT)
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ADD_TRAIT(H, inherited_trait, GLOVE_TRAIT)
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ADD_TRAIT(H, secondary_trait, GLOVE_TRAIT)
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H.dna.species.punchdamagehigh += enhancement
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H.dna.species.punchdamagelow += enhancement
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H.dna.species.punchwoundbonus += wound_enhancement
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/obj/item/clothing/gloves/claws/bone_gauntlets/dropped(mob/user)
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REMOVE_TRAIT(user, TRAIT_PUGILIST, GLOVE_TRAIT)
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REMOVE_TRAIT(user, inherited_trait, GLOVE_TRAIT)
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REMOVE_TRAIT(user, secondary_trait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/fingerless/pugilist/bone/dropped(mob/user)
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. = ..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.dna.species.punchdamagehigh -= enhancement
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H.dna.species.punchdamagelow -= enhancement
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H.dna.species.punchwoundbonus -= wound_enhancement
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return ..()
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/obj/item/clothing/gloves/claws/bone_gauntlets/Touch(atom/target, proximity = TRUE)
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/obj/item/clothing/gloves/fingerless/pugilist/bone/Touch(atom/target, proximity = TRUE)
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if(!isliving(target))
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return
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var/mob/living/M = loc
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M.SetNextAction(CLICK_CD_RANGE) // fast punches
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if(fasthands)
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M.SetNextAction(CLICK_CD_RANGE) // fast punches
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else
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M.SetNextAction(CLICK_CD_GRABBING) // strong punches
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return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_IGNORE_ACTION
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@@ -1359,7 +1359,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
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var/damage = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
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var/woundbonus = user.dna.species.woundbonus
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var/punchwoundbonus = user.dna.species.punchwoundbonus
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var/puncherstam = user.getStaminaLoss()
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var/puncherbrute = user.getBruteLoss()
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var/punchedstam = target.getStaminaLoss()
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@@ -1375,6 +1375,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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//END OF CITADEL CHANGES
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var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
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if(HAS_TRAIT(user, TRAIT_PUGILIST))
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affecting = target.get_bodypart(check_zone(user.zone_selected)) // if you're going the based unarmed route you won't miss
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var/miss_chance = 100//calculate the odds that a punch misses entirely. considers stamina and brute damage of the puncher. punches miss by default to prevent weird cases
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if(attackchain_flags & ATTACK_IS_PARRY_COUNTERATTACK)
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@@ -1412,7 +1414,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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target.dismembering_strike(user, affecting.body_zone)
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if(atk_verb == ATTACK_EFFECT_KICK)//kicks deal 1.5x raw damage + 0.5x stamina damage
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = woundbonus)
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target.apply_damage(damage*1.5, attack_type, affecting, armor_block, wound_bonus = punchwoundbonus)
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target.apply_damage(damage*0.5, STAMINA, affecting, armor_block)
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log_combat(user, target, "kicked")
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else//other attacks deal full raw damage + 2x in stamina damage
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