part 3: do people even read commit logs
This commit is contained in:
@@ -180,13 +180,60 @@
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slot_flags = ITEM_SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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var/cooldown = 13
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var/on = TRUE
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var/last_hit = 0
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var/stun_stam_cost_coeff = 1.25
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var/hardstun_ds = 1
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var/hardstun_ds = TRUE
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var/softstun_ds = 0
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var/stam_dmg = 30
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var/cooldown_check = 0 // Used internally, you don't want to modify
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var/cooldown = 13 // Default wait time until can stun again.
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var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
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var/affect_silicon = FALSE // Does it stun silicons.
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var/on_sound // "On" sound, played when switching between able to stun or not.
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var/on_stun_sound = "sound/effects/woodhit.ogg" // Default path to sound for when we stun.
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var/stun_animation = FALSE // Do we animate the "hit" when stunning.
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var/on = TRUE // Are we on or off
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var/on_icon_state // What is our sprite when turned on
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var/off_icon_state // What is our sprite when turned off
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var/on_item_state // What is our in-hand sprite when turned on
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var/force_on // Damage when on - not stunning
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var/force_off // Damage when off - not stunning
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var/weight_class_on // What is the new size class when turned on
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/obj/item/melee/classic_baton/Initialize()
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. = ..()
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// Description for trying to stun when still on cooldown.
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/obj/item/melee/classic_baton/proc/get_wait_description()
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return
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// Description for when turning their baton "on"
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/obj/item/melee/classic_baton/proc/get_on_description()
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. = list()
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.["local_on"] = "<span class ='warning'>You extend the baton.</span>"
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.["local_off"] = "<span class ='notice'>You collapse the baton.</span>"
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return .
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// Default message for stunning mob.
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/obj/item/melee/classic_baton/proc/get_stun_description(mob/living/target, mob/living/user)
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. = list()
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.["visible"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
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.["local"] = "<span class ='danger'>[user] has knocked down [target] with [src]!</span>"
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return .
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// Default message for stunning a silicon.
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/obj/item/melee/classic_baton/proc/get_silicon_stun_description(mob/living/target, mob/living/user)
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. = list()
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.["visible"] = "<span class='danger'>[user] pulses [target]'s sensors with the baton!</span>"
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.["local"] = "<span class='danger'>You pulse [target]'s sensors with the baton!</span>"
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return .
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// Are we applying any special effects when we stun to carbon
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/obj/item/melee/classic_baton/proc/additional_effects_carbon(mob/living/target, mob/living/user)
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return
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// Are we applying any special effects when we stun to silicon
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/obj/item/melee/classic_baton/proc/additional_effects_silicon(mob/living/target, mob/living/user)
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return
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/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
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if(!on)
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@@ -207,15 +254,28 @@
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user.take_bodypart_damage(2*force)
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return
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if(iscyborg(target))
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..()
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if(user.a_intent != INTENT_HARM) // We don't stun if we're on harm.
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if(affect_silicon)
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var/list/desc = get_silicon_stun_description(target, user)
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target.flash_act(affect_silicon = TRUE)
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target.Stun(stun_time_silicon)
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additional_effects_silicon(target, user)
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user.visible_message(desc["visible"], desc["local"])
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playsound(get_turf(src), on_stun_sound, 100, TRUE, -1)
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if(stun_animation)
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user.do_attack_animation(target)
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else
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..()
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else
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..()
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return
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if(!isliving(target))
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return
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if (user.a_intent == INTENT_HARM)
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if(user.a_intent == INTENT_HARM)
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if(!..() || !iscyborg(target))
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return
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else
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if(last_hit < world.time)
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if(cooldown_check < world.time)
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if(target.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return
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@@ -223,18 +283,25 @@
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var/mob/living/carbon/human/H = target
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if(check_martial_counter(H, user))
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return
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playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
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var/list/desc = get_stun_description(target, user)
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if(stun_animation)
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user.do_attack_animation(target)
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playsound(get_turf(src), on_stun_sound, 75, 1, -1)
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target.Knockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
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additional_effects_carbon(target, user)
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log_combat(user, target, "stunned", src)
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src.add_fingerprint(user)
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target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
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"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
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add_fingerprint(user)
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target.visible_message(desc["visible"], desc["local"])
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if(!iscarbon(user))
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target.LAssailant = null
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else
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target.LAssailant = user
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last_hit = world.time + cooldown
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cooldown_check = world.time + cooldown
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user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes swinging batons cost stamina
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else
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var/wait_desc = get_wait_description()
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if(wait_desc)
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to_chat(user, wait_desc)
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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@@ -249,6 +316,13 @@
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item_flags = NONE
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force = 0
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on = FALSE
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on_sound = 'sound/weapons/batonextend.ogg'
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on_icon_state = "telebaton_1"
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off_icon_state = "telebaton_0"
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on_item_state = "nullrod"
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force_on = 10
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force_off = 0
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weight_class_on = WEIGHT_CLASS_BULKY
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total_mass = TOTAL_MASS_NORMAL_ITEM
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/obj/item/melee/classic_baton/telescopic/suicide_act(mob/user)
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@@ -259,7 +333,7 @@
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if(!on)
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src.attack_self(user)
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else
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playsound(loc, 'sound/weapons/batonextend.ogg', 50, 1)
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playsound(loc, on_sound, 50, 1)
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add_fingerprint(user)
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sleep(3)
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if (H && !QDELETED(H))
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@@ -272,24 +346,57 @@
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/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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if(on)
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to_chat(user, "<span class ='warning'>You extend the baton.</span>")
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icon_state = "telebaton_1"
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item_state = "nullrod"
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = 10 //stunbaton damage
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to_chat(user, desc["local_on"])
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icon_state = on_icon_state
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item_state = on_item_state
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w_class = weight_class_on
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force = force_on
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attack_verb = list("smacked", "struck", "cracked", "beaten")
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else
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to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
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icon_state = "telebaton_0"
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to_chat(user, desc["local_off"])
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icon_state = off_icon_state
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item_state = null //no sprite for concealment even when in hand
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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force = 0 //not so robust now
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force = force_off
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attack_verb = list("hit", "poked")
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, 1)
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playsound(src.loc, on_sound, 50, 1)
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add_fingerprint(user)
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/obj/item/melee/classic_baton/telescopic/contractor_baton
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name = "contractor baton"
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desc = "A compact, specialised baton assigned to Syndicate contractors. Applies light electrical shocks to targets."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "contractor_baton_0"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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item_state = null
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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item_flags = NONE
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force = 5
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cooldown = 30
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stam_dmg = 45 //3 hit stamcrit
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affect_silicon = TRUE
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on_sound = 'sound/weapons/contractorbatonextend.ogg'
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on_stun_sound = 'sound/effects/contractorbatonhit.ogg'
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stun_animation = TRUE
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on_icon_state = "contractor_baton_1"
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off_icon_state = "contractor_baton_0"
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on_item_state = "contractor_baton"
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force_on = 16
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force_off = 5
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weight_class_on = WEIGHT_CLASS_NORMAL
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/obj/item/melee/classic_baton/telescopic/contractor_baton/get_wait_description()
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return "<span class='danger'>The baton is still charging!</span>"
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/obj/item/melee/classic_baton/telescopic/contractor_baton/additional_effects_carbon(mob/living/target, mob/living/user)
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target.Jitter(20)
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target.apply_effect(EFFECT_STUTTER, 20)
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target.apply_status_effect(/datum/status_effect/electrostaff, 30) //knockdown, disarm, and slowdown, the unholy triumvirate of stam combat
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/obj/item/melee/supermatter_sword
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name = "supermatter sword"
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desc = "In a station full of bad ideas, this might just be the worst."
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@@ -426,21 +426,24 @@
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<li>Here, you can accept a contract, and redeem your TC payments from completed contracts.</li>
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<li>The payment number shown in brackets is the bonus you'll recieve when bringing your target <b>alive</b>. You recieve the
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other number regardless of if they were alive or dead.</li>
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<li>Contracts are completed by bringing the target to designated dropoff, calling for extraction, and putting them
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inside the pod.</li>
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</ol>
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<p>Be careful when accepting a contract. While you'll be able to see the location of the dropoff point, cancelling will make it
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unavailable to take on again.</p>
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<p>The tablet can be recharged at any cell charger.</p>
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<p>The tablet can also be recharged at any cell charger.</p>
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<h3>Extracting</h3>
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<ol>
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<li>Make sure both yourself and your target are at the dropoff.</li>
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<li>Call the extraction. Stand back from the drop point - it'll be coming down hard.</li>
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<li>Call the extraction, and stand back from the drop point</li>
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<li>If it fails, make sure your target is inside, and there's a free space for the pod to land.</li>
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<li>Drag your target into the pod.</li>
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<li>Grab your target, and drag them into the pod.</li>
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</ol>
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<h3>Ransoms</h3>
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<p>We need your target for our own reasons, but we ransom them back to your mission area once their use is served. They will return back
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from where you sent them off from in several minutes time. Don't worry agent, we give you a cut of what we get paid. We pay this into whatever
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ID card you have equipped, on top of the TC payment we give.</p>"}
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from where you sent them off from in several minutes time. You will be paid in TC for your services.</p>
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<p>Good luck agent.</p>"}
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return ..()
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@@ -456,6 +459,7 @@
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/obj/item/storage/box/syndie_kit/contract_kit/PopulateContents()
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new /obj/item/modular_computer/tablet/syndicate_contract_uplink/preset/uplink(src)
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new /obj/item/storage/box/syndicate/contractor_loadout(src)
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new /obj/item/melee/classic_baton/telescopic/contractor_baton(src)
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var/list/item_list = list( // All 4 TC or less - some nukeops only items, but fit nicely to the theme.
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/obj/item/storage/backpack/duffelbag/syndie/x4,
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/obj/item/storage/box/syndie_kit/throwing_weapons,
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