Merge pull request #9503 from deathride58/tasernerf
Taser rework - Gives electrodes a debilitating status effect, makes disabler the default taser mode, and more
This commit is contained in:
@@ -33,4 +33,6 @@
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#define MOVESPEED_ID_SANITY "MOOD_SANITY"
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#define MOVESPEED_ID_PRONE_DRAGGING "PRONE_DRAG"
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#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
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#define MOVESPEED_ID_HUMAN_CARRYING "HUMAN_CARRY"
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#define MOVESPEED_ID_TASED_STATUS "TASED"
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@@ -44,6 +44,8 @@
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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/electrode //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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#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
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@@ -400,6 +400,12 @@ GLOBAL_LIST_EMPTY(species_list)
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. = 0
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break
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if(isliving(user))
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var/mob/living/L = user
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if(L.recoveringstam)
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. = 0
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break
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if(!QDELETED(Tloc) && (QDELETED(target) || Tloc != target.loc))
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if((Uloc != Tloc || Tloc != user) && !drifting)
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. = 0
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@@ -80,6 +80,36 @@
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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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//TASER
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/datum/status_effect/electrode
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id = "tased"
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blocks_combatmode = TRUE
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status_type = STATUS_EFFECT_REPLACE
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alert_type = null
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/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration))
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duration = 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/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/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/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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id = "his_wrath"
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@@ -11,6 +11,7 @@
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var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
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var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
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var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
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var/blocks_combatmode //Does this status effect prevent the user from toggling combat mode?
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var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
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/datum/status_effect/New(list/arguments)
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@@ -40,6 +40,8 @@
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var/stun_projectile = null //stun mode projectile type
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var/stun_projectile_sound
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var/nonlethal_projectile //projectile to use in stun mode when the target is resting, if any
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var/nonlethal_projectile_sound
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var/lethal_projectile = null //lethal mode projectile type
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var/lethal_projectile_sound
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@@ -535,13 +537,22 @@
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T = closer
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break
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var/mob/living/carbon/C
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if(iscarbon(target))
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C = target
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update_icon()
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var/obj/item/projectile/A
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//any emagged turrets drains 2x power and uses a different projectile?
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if(mode == TURRET_STUN)
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use_power(reqpower)
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A = new stun_projectile(T)
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playsound(loc, stun_projectile_sound, 75, 1)
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if(nonlethal_projectile && C && C.resting)
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use_power(reqpower*0.5)
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A = new nonlethal_projectile(T)
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playsound(loc, nonlethal_projectile_sound, 75, 1)
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else
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use_power(reqpower)
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A = new stun_projectile(T)
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playsound(loc, stun_projectile_sound, 75, 1)
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else
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use_power(reqpower * 2)
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A = new lethal_projectile(T)
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@@ -653,6 +664,8 @@
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base_icon_state = "standard"
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stun_projectile = /obj/item/projectile/energy/electrode
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stun_projectile_sound = 'sound/weapons/taser.ogg'
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nonlethal_projectile = /obj/item/projectile/beam/disabler
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nonlethal_projectile_sound = 'sound/weapons/taser2.ogg'
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lethal_projectile = /obj/item/projectile/beam/laser
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lethal_projectile_sound = 'sound/weapons/laser.ogg'
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desc = "An energy blaster auto-turret."
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@@ -662,6 +675,8 @@
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base_icon_state = "standard"
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stun_projectile = /obj/item/projectile/energy/electrode
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stun_projectile_sound = 'sound/weapons/taser.ogg'
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nonlethal_projectile = /obj/item/projectile/beam/disabler
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nonlethal_projectile_sound = 'sound/weapons/taser2.ogg'
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lethal_projectile = /obj/item/projectile/beam/laser/heavylaser
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lethal_projectile_sound = 'sound/weapons/lasercannonfire.ogg'
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desc = "An energy blaster auto-turret."
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@@ -681,6 +696,8 @@
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/obj/machinery/porta_turret/ai
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faction = list("silicon")
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nonlethal_projectile = /obj/item/projectile/beam/disabler
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nonlethal_projectile_sound = 'sound/weapons/taser2.ogg'
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/obj/machinery/porta_turret/ai/assess_perp(mob/living/carbon/human/perp)
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return 10 //AI turrets shoot at everything not in their faction
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@@ -79,7 +79,7 @@
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/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE)
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/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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return 0
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@@ -87,7 +87,7 @@
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if(EFFECT_STUN)
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Stun(effect * hit_percent)
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if(EFFECT_KNOCKDOWN)
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Knockdown(effect * hit_percent)
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Knockdown(effect * hit_percent, override_stamdmg = knockdown_stammax ? CLAMP(knockdown_stamoverride, 0, knockdown_stammax-getStaminaLoss()) : knockdown_stamoverride)
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if(EFFECT_UNCONSCIOUS)
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Unconscious(effect * hit_percent)
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if(EFFECT_IRRADIATE)
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@@ -107,13 +107,13 @@
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return 1
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/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0)
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/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
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if(blocked >= 100)
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return 0
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if(stun)
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apply_effect(stun, EFFECT_STUN, blocked)
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if(knockdown)
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apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked)
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apply_effect(knockdown, EFFECT_KNOCKDOWN, blocked, kd_stamoverride, kd_stammax)
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if(unconscious)
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apply_effect(unconscious, EFFECT_UNCONSCIOUS, blocked)
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if(irradiate)
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@@ -20,7 +20,7 @@
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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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icon_state = "advtaser"
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ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/electrode)
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ammo_x_offset = 2
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/obj/item/gun/energy/e_gun/advtaser/cyborg
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@@ -88,6 +88,8 @@
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//Effects
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var/stun = 0
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var/knockdown = 0
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var/knockdown_stamoverride
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var/knockdown_stam_max
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var/unconscious = 0
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var/irradiate = 0
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var/stutter = 0
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@@ -202,7 +204,7 @@
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else
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L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
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return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, knockdown_stamoverride, knockdown_stam_max)
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/obj/item/projectile/proc/vol_by_damage()
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if(src.damage)
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@@ -3,7 +3,9 @@
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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knockdown = 100
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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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jitter = 20
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hitsound = 'sound/weapons/taserhit.ogg'
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@@ -11,6 +13,7 @@
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tracer_type = /obj/effect/projectile/tracer/stun
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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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/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = FALSE)
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. = ..()
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@@ -23,6 +26,7 @@
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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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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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@@ -18,9 +18,13 @@
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return FALSE
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return .
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/mob/living/carbon/proc/toggle_combat_mode()
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/mob/living/carbon/proc/toggle_combat_mode(forced)
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if(recoveringstam)
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return TRUE
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if(!forced)
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for(var/datum/status_effect/S in status_effects)
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if(S.blocks_combatmode)
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return TRUE
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combatmode = !combatmode
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if(voremode)
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toggle_vore_mode()
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@@ -116,7 +116,7 @@
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to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
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resting = TRUE
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if(combatmode)
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toggle_combat_mode()
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toggle_combat_mode(TRUE)
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recoveringstam = TRUE
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filters += CIT_FILTER_STAMINACRIT
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update_canmove()
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@@ -1,2 +0,0 @@
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/obj/item/projectile/energy/electrode
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stamina = 36
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@@ -3116,7 +3116,6 @@
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#include "modular_citadel\code\modules\projectiles\guns\ballistic\spinfusor.dm"
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#include "modular_citadel\code\modules\projectiles\guns\energy\energy_gun.dm"
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#include "modular_citadel\code\modules\projectiles\guns\energy\laser.dm"
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#include "modular_citadel\code\modules\projectiles\projectile\energy.dm"
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#include "modular_citadel\code\modules\projectiles\projectiles\reusable.dm"
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#include "modular_citadel\code\modules\reagents\chemistry\reagents\astrogen.dm"
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#include "modular_citadel\code\modules\reagents\chemistry\reagents\eigentstasium.dm"
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