Merge pull request #12121 from Ghommie/Ghommie-cit723
Generic skills support for items, level based skill type. Wiring skill.
This commit is contained in:
@@ -199,7 +199,7 @@
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to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
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return
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adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
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adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
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if(thrown_thing)
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visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
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@@ -9,7 +9,7 @@
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if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
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var/obj/item/clothing/glasses/GFP = src.glasses
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number += GFP.flash_protect
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if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
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var/obj/item/clothing/mask/MFP = src.wear_mask
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number += MFP.flash_protect
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@@ -77,15 +77,13 @@
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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var/totitemdamage = pre_attacked_by(I, user)
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 0.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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totitemdamage *= 0.5
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
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return FALSE
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@@ -94,7 +92,7 @@
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affecting = bodyparts[1]
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SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
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send_item_attack_message(I, user, affecting.name)
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I.do_stagger_action(src, user)
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I.do_stagger_action(src, user, totitemdamage)
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if(I.force)
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apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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@@ -1668,9 +1668,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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disarm(M, H, attacker_style)
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/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
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var/totitemdamage = H.pre_attacked_by(I, user)
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// Allows you to put in item-specific reactions based on species
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if(user != H)
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if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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if(H.run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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return 0
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if(H.check_martial_melee_block())
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H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
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@@ -1686,24 +1687,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
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armor_block = min(90,armor_block) //cap damage reduction at 90%
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var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 0.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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totitemdamage *= 0.5
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if(istype(H))
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if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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var/weakness = H.check_weakness(I, user)
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apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
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H.send_item_attack_message(I, user, hit_area)
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I.do_stagger_action(H, user)
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I.do_stagger_action(H, user, totitemdamage)
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if(!I.force)
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if(!totitemdamage)
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return 0 //item force is zero
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//dismemberment
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@@ -427,24 +427,23 @@
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else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/stack/cable_coil/coil = W
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if (getFireLoss() > 0 || getToxLoss() > 0)
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if(src == user && coil.use(1))
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if(src == user)
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to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
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if(!do_after(user, 50, target = src))
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if(!W.use_tool(src, user, 50, 1, max_level = JOB_SKILL_TRAINED))
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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return
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adjustFireLoss(-10)
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adjustToxLoss(-10)
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if (coil.use(1))
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else
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to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
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if(!do_after(user, 30, target = src))
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if(!W.use_tool(src, user, 30, 1))
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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return
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adjustFireLoss(-30)
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adjustToxLoss(-30)
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updatehealth()
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user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
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else
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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else
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to_chat(user, "The wires seem fine, there's no need to fix them.")
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@@ -147,9 +147,8 @@
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to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
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return
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to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
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if(do_after(user, 40, target = src))
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if(coil.get_amount() >= 1 && build_step == 6)
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coil.use(1)
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if(coil.use_tool(src, user, 40, 1))
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if(build_step == 6)
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to_chat(user, "<span class='notice'>You wire [src].</span>")
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name = "wired ED-209 assembly"
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build_step++
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