diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm
index 8e0886a30d..9b4e5a0ada 100644
--- a/code/__DEFINES/traits.dm
+++ b/code/__DEFINES/traits.dm
@@ -215,6 +215,7 @@
#define TRAIT_NO_STAMINA_BUFFER_REGENERATION "block_stamina_buffer_regen" /// Prevents stamina buffer regeneration
#define TRAIT_NO_STAMINA_REGENERATION "block_stamina_regen" /// Prevents stamina regeneration
#define TRAIT_ARMOR_BROKEN "armor_broken" //acts as if you are wearing no clothing when taking damage, does not affect non-clothing sources of protection
+#define TRAIT_IWASBATONED "iwasbatoned" //some dastardly fellow has struck you with a baton and thought to use another to strike you again, the rogue
/// forces update_density to make us not dense
#define TRAIT_LIVING_NO_DENSITY "living_no_density"
/// forces us to not render our overlays
diff --git a/code/_globalvars/traits.dm b/code/_globalvars/traits.dm
index ac6ea4e25c..26e0197deb 100644
--- a/code/_globalvars/traits.dm
+++ b/code/_globalvars/traits.dm
@@ -123,7 +123,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_HIGH_BLOOD" = TRAIT_HIGH_BLOOD,
"TRAIT_EMPATH" = TRAIT_EMPATH,
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY,
- "TRAIT_NICE_SHOT" = TRAIT_NICE_SHOT
+ "TRAIT_IWASBATONED" = TRAIT_IWASBATONED
),
/obj/item/bodypart = list(
"TRAIT_PARALYSIS" = TRAIT_PARALYSIS
diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm
index cc01e6aaee..ece3341eae 100644
--- a/code/game/objects/items/stunbaton.dm
+++ b/code/game/objects/items/stunbaton.dm
@@ -16,17 +16,20 @@
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
attack_speed = CLICK_CD_MELEE
- var/stamforce = 35
+ var/stamina_loss_amount = 35
var/turned_on = FALSE
var/knockdown = TRUE
var/obj/item/stock_parts/cell/cell
var/hitcost = 750
var/throw_hit_chance = 35
var/preload_cell_type //if not empty the baton starts with this type of cell
+ var/cooldown_duration = 5 SECONDS //How long our baton rightclick goes on cooldown for after applying a knockdown
+ var/status_duration = 5 SECONDS //how long our status effects last for otherwise
+ COOLDOWN_DECLARE(shove_cooldown)
/obj/item/melee/baton/examine(mob/user)
. = ..()
- . += "Right click attack while in combat mode to disarm instead of stun."
+ . += "Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds."
/obj/item/melee/baton/get_cell()
. = cell
@@ -74,6 +77,16 @@
//we're below minimum, turn off
switch_status(FALSE)
+///Check for our cell to determine how much penetration our weapon does.
+/obj/item/melee/baton/proc/get_cell_zap_pen()
+ var/obj/item/stock_parts/cell/copper_top = get_cell()
+ if(copper_top)
+ var/chargepower = copper_top.maxcharge
+ var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
+ return zap_penetration
+ else
+ return 0
+
/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
if(turned_on != new_status)
turned_on = new_status
@@ -101,6 +114,7 @@
var/obj/item/stock_parts/cell/copper_top = get_cell()
if(copper_top)
. += "\The [src] is [round(copper_top.percent())]% charged."
+ . += "\The [src] currently can penetrate [round(copper_top.maxcharge/1000)]% of enemy armor thanks to it's loaded cell."
else
. += "\The [src] does not have a power source installed."
@@ -150,10 +164,10 @@
/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
return
- . = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-disarming.
+ . = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-shoving.
//return TRUE to interrupt attack chain.
-/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, disarming = FALSE)
+/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, shoving = FALSE)
if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
return FALSE
if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
@@ -167,21 +181,26 @@
if(check_martial_counter(L, user))
return TRUE
if(turned_on)
- if(baton_stun(M, user, disarming))
+ if(baton_stun(M, user, shoving))
user.do_attack_animation(M)
else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
M.visible_message("[user] has prodded [M] with [src]. Luckily it was off.", \
"[user] has prodded you with [src]. Luckily it was off")
- return disarming || (user.a_intent != INTENT_HARM)
+ return shoving || (user.a_intent != INTENT_HARM)
-/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, disarming = FALSE)
+/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, shoving = FALSE)
var/list/return_list = list()
if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
- var/stunpwr = stamforce
- stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
+ var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
+ var/shoved = FALSE //Did we succeed on knocking our target over?
+ var/zap_penetration = get_cell_zap_pen() //Find out what kind of cell we have, and calculating the resultant armor pen we get from it
+ var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
+ final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
+
var/obj/item/stock_parts/cell/our_cell = get_cell()
+
if(!our_cell)
switch_status(FALSE)
return FALSE
@@ -194,29 +213,34 @@
L.visible_message("[user] has prodded [L] with [src]. Luckily it was out of charge.", \
"[user] has prodded you with [src]. Luckily it was out of charge.")
return FALSE
- stunpwr *= round(stuncharge/hitcost, 0.1)
+ final_stamina_loss_amount *= round(stuncharge/hitcost, 0.1)
if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
return FALSE
- if(!disarming)
- if(knockdown)
- L.DefaultCombatKnockdown(50, override_stamdmg = 0) //knockdown
- L.adjustStaminaLoss(stunpwr)
- else
- L.drop_all_held_items() //no knockdown/stamina damage, instead disarm.
+ if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
+ L.DefaultCombatKnockdown(50, override_stamdmg = 0)
+ L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
+ shoved = TRUE
+ COOLDOWN_START(src, shove_cooldown, cooldown_duration)
+ else //If we cannot/don't knock down the target, we apply a stagger, which keeps them from just running off
+ L.apply_status_effect(STATUS_EFFECT_STAGGERED, status_duration)
- L.apply_effect(EFFECT_STUTTER, stamforce)
+ L.apply_damage (final_stamina_loss_amount, STAMINA, BODY_ZONE_CHEST, zap_block)
+ L.apply_effect(EFFECT_STUTTER, stamina_loss_amount)
SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
if(user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
- L.visible_message("[user] has [disarming? "disarmed" : "stunned"] [L] with [src]!", \
- "[user] has [disarming? "disarmed" : "stunned"] you with [src]!")
- log_combat(user, L, disarming? "disarmed" : "stunned")
+ L.visible_message("[user] has [shoved ? "knocked to the floor" : "stunned"] [L] with [src]!", \
+ "[user] has [shoved ? "knocked you to the floor" : "stunned you"] with [src]!")
+ log_combat(user, L, shoved ? "stunned and attempted knockdown" : "stunned")
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
+ ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
+ addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
+
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(GLOB.hit_appends)
@@ -228,7 +252,7 @@
user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
"You accidentally hit yourself with [src]!")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
- user.DefaultCombatKnockdown(stamforce*6)
+ user.DefaultCombatKnockdown(stamina_loss_amount*6)
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
deductcharge(hitcost)
@@ -306,16 +330,18 @@
w_class = WEIGHT_CLASS_BULKY
force = 3
throwforce = 5
- stamforce = 25
+ stamina_loss_amount = 25
hitcost = 1000
throw_hit_chance = 10
slot_flags = ITEM_SLOT_BACK
+ cooldown_duration = 7 SECONDS //It's a little on the weak side
+ status_duration = 2 //Slows someone for a tiny bit
var/obj/item/assembly/igniter/sparkler
/obj/item/melee/baton/cattleprod/Initialize()
. = ..()
sparkler = new (src)
- sparkler.activate_cooldown = 5
+ sparkler.activate_cooldown = 7 //Helps visualize the knockdown
/obj/item/melee/baton/cattleprod/baton_stun()
sparkler?.activate()
diff --git a/code/game/objects/items/teleprod.dm b/code/game/objects/items/teleprod.dm
index 63bde36976..ac853cae56 100644
--- a/code/game/objects/items/teleprod.dm
+++ b/code/game/objects/items/teleprod.dm
@@ -16,7 +16,7 @@
user.visible_message("[user] accidentally hits [user.p_them()]self with [src]!", \
"You accidentally hit yourself with [src]!")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
- user.DefaultCombatKnockdown(stamforce * 6)
+ user.DefaultCombatKnockdown(stamina_loss_amount * 6)
playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
if(do_teleport(user, get_turf(user), 50, channel = TELEPORT_CHANNEL_BLUESPACE))
deductcharge(hitcost)
diff --git a/code/game/objects/structures/watercloset.dm b/code/game/objects/structures/watercloset.dm
index dba8d5de45..01c62a7901 100644
--- a/code/game/objects/structures/watercloset.dm
+++ b/code/game/objects/structures/watercloset.dm
@@ -554,7 +554,7 @@
if(B.cell)
if(B.cell.charge > 0 && B.turned_on)
flick("baton_active", src)
- var/stunforce = B.stamforce
+ var/stunforce = B.stamina_loss_amount
user.DefaultCombatKnockdown(stunforce * 2)
user.stuttering = stunforce/20
B.deductcharge(B.hitcost)