Merge pull request #13233 from Hatterhat/za-hando

[READY] za hando - a pr about ling claws and punching shit
This commit is contained in:
silicons
2020-10-10 21:59:05 -07:00
committed by GitHub
14 changed files with 238 additions and 39 deletions
@@ -6,6 +6,10 @@
Shield
Armor
Tentacles
Hatterhat Additions:
claws! (glove slot)
jagged (thieves') claws
bone gauntlets for punching dudes
*/
@@ -89,7 +93,7 @@
return 1
var/mob/living/carbon/human/H = user
if(istype(H.wear_suit, suit_type) || istype(H.head, helmet_type))
H.visible_message("<span class='warning'>[H] casts off [H.p_their()] [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear the organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>[H] casts off [H.p_their()] [suit_name_simple]!</span>", "<span class='warning'>We cast off our [suit_name_simple].</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
H.temporarilyRemoveItemFromInventory(H.head, TRUE) //The qdel on dropped() takes care of it
H.temporarilyRemoveItemFromInventory(H.wear_suit, TRUE)
H.update_inv_wear_suit()
@@ -461,7 +465,7 @@
if(--remaining_uses < 1)
if(ishuman(loc))
var/mob/living/carbon/human/H = loc
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] shield into an arm!</span>", "<span class='notice'>We assimilate our shield into our body.</span>", "<span class='italics>You hear organic matter ripping and tearing!</span>")
qdel(src)
/***************************************\
@@ -570,3 +574,165 @@
/obj/item/clothing/head/helmet/changeling/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/***************************************\
|*****************CLAWS*****************|
\***************************************/
/obj/effect/proc_holder/changeling/gloves
name = "Mangled Claws"
desc = "Go tell a coder if you see this"
helptext = "Yell at Hatterhat, for fucking up Miauw and/or Perakp's work"
chemical_cost = 1000
dna_cost = -1
var/glove_type = /obj/item
var/glove_name_simple = " " // keep these plural bro
var/recharge_slowdown = 0
var/blood_on_castoff = 0
/obj/effect/proc_holder/changeling/gloves/try_to_sting(mob/user, mob/target)
if(check_gloves(user))
return
var/mob/living/carbon/human/H = user
..(H, target)
//checks if we already have claws and casts it off
/obj/effect/proc_holder/changeling/gloves/proc/check_gloves(mob/user)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
if(!ishuman(user) || !changeling)
return 1
var/mob/living/carbon/human/H = user
if(istype(H.gloves, glove_type))
H.visible_message("<span class='warning'>With a sickening crunch, [H] reforms [H.p_their()] [glove_name_simple] into hands!</span>", "<span class='warning'>We assimilate our [glove_name_simple].</span>", "<span class='italics'>You hear organic matter ripping and tearing!</span>")
H.temporarilyRemoveItemFromInventory(H.gloves, TRUE) //The qdel on dropped() takes care of it
H.update_inv_gloves()
playsound(H.loc, 'sound/effects/blobattack.ogg', 30, 1)
if(blood_on_castoff)
H.add_splatter_floor()
playsound(H.loc, 'sound/effects/splat.ogg', 50, 1) //So real sounds
changeling.chem_recharge_slowdown -= recharge_slowdown
return 1
/obj/effect/proc_holder/changeling/gloves/on_refund(mob/user)
if(!ishuman(user))
return
action.Remove(user)
var/mob/living/carbon/human/H = user
check_gloves(H)
/obj/effect/proc_holder/changeling/gloves/sting_action(mob/living/carbon/human/user)
if(!user.canUnEquip(user.gloves))
to_chat(user, "\the [user.gloves] is stuck to your body, you cannot grow [glove_name_simple] over it!")
return
user.dropItemToGround(user.gloves)
user.equip_to_slot_if_possible(new glove_type(user), SLOT_GLOVES, 1, 1, 1)
playsound(user, 'sound/effects/blobattack.ogg', 30, 1)
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
changeling.chem_recharge_slowdown += recharge_slowdown
return TRUE
/obj/item/clothing/gloves/claws
name = "claws of doing nothing"
desc = "These shouldn't be here."
icon_state = "bracers"
item_state = "bracers"
transfer_prints = TRUE
body_parts_covered = HANDS
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
/obj/item/clothing/gloves/claws/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/obj/item/clothing/gloves/claws/vulture // prying shit off dead/soon to be dead dudes!
name = "jagged claws"
desc = "Good for prying things off of people and looking incredibly creepy."
strip_mod = 2
/obj/effect/proc_holder/changeling/gloves/gauntlets
name = "Bone Gauntlets"
desc = "We turn our hands into solid bone and chitin, sacrificing dexterity for raw strength."
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."
chemical_cost = 10 // same cost as armblade because its a sidegrade (sacrifice utility for punching people violently)
dna_cost = 2
loudness = 2
req_human = 1
action_icon = 'icons/mob/actions/actions_changeling.dmi'
action_icon_state = "ling_gauntlets"
action_background_icon_state = "bg_ling"
glove_type = /obj/item/clothing/gloves/fingerless/pugilist/cling // just punch his head off dude
glove_name_simple = "bone gauntlets"
/obj/item/clothing/gloves/fingerless/pugilist/cling // switches between lesser GotNS and Big Punchy Rib Breaky Hands
name = "hewn bone gauntlets"
icon_state = "ling_gauntlets"
item_state = "ling_gauntlets"
desc = "Rough bone and chitin, pulsing with an abomination barely called \"life\". Good for punching people, not so much for firearms."
transfer_prints = TRUE
body_parts_covered = ARMS|HANDS
cold_protection = ARMS|HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
enhancement = 9 // first, do harm. all of it. all of the harm. just fuck em up.
wound_enhancement = 9
var/fast_enhancement = 9
var/fast_wound_enhancement = 9
var/slow_enhancement = 20
var/slow_wound_enhancement = 20
silent = TRUE
inherited_trait = TRAIT_CHUNKYFINGERS // dummy thicc bone hands
secondary_trait = TRAIT_MAULER // its only violence from here, bucko
var/fasthands = TRUE
/obj/item/clothing/gloves/fingerless/pugilist/cling/examine(mob/user)
. = ..()
. += "[src] are formed to allow for [fasthands ? "fast, precise strikes" : "crippling, damaging blows"]."
. += "Alt-click them to change between rapid strikes and strong blows."
/obj/item/clothing/gloves/fingerless/pugilist/cling/AltClick(mob/user)
. = ..()
use_buffs(user, FALSE) // reset
fasthands = !fasthands
if(fasthands)
enhancement = fast_enhancement
wound_enhancement = fast_wound_enhancement
else
enhancement = slow_enhancement // fuck em up kiddo
wound_enhancement = slow_wound_enhancement // really. fuck em up.
to_chat(user, "<span class='notice'>[src] are now formed to allow for [fasthands ? "fast, precise strikes" : "crippling, damaging blows"].</span>")
addtimer(CALLBACK(src, .proc/use_buffs, user, TRUE), 0.1) // go fuckin get em
/obj/item/clothing/gloves/fingerless/pugilist/cling/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
/obj/item/clothing/gloves/fingerless/pugilist/cling/equipped(mob/user, slot)
. = ..()
if(current_equipped_slot == SLOT_GLOVES)
to_chat(user, "<span class='notice'>With [src] formed around our arms, we are ready to fight.</span>")
/obj/item/clothing/gloves/fingerless/pugilist/cling/dropped(mob/user)
. = ..()
if(wornonce)
to_chat(user, "<span class='warning'>With [src] assimilated, we feel less ready to punch things.</span>")
/obj/item/clothing/gloves/fingerless/pugilist/cling/Touch(atom/target, proximity = TRUE)
if(!isliving(target))
return
var/mob/living/M = loc
if(fasthands)
M.SetNextAction(CLICK_CD_RANGE) // fast punches
else
M.SetNextAction(CLICK_CD_GRABBING) // strong punches
return NO_AUTO_CLICKDELAY_HANDLING | ATTACK_IGNORE_ACTION