updates some examines
little fix in the rite desc generation, brass claws now show combo / bonus damage, if their wielder if a clock cultist
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@@ -130,7 +130,7 @@
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. += "<span class='brass'>The target </span><span class='inathneq_small'><b>[must_be_servant ? "cannot be" : "can be"] </span></b><span class='brass'> a nonservant.</span>\n"
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. += "<span class='brass'>The target </span><span class='inathneq_small'><b>[target_can_be_invoker ? "can be" : "cannot be"]</span></b><span class='brass'> the invoker.</span>\n"
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. += "<span class='brass'>It requires </span><span class='inathneq_small'><b>[cast_time/10]</span></b><span class='brass'> seconds to cast.</span>\n"
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. += "<span class='brass'>It has been used </span><span class='inathneq_small'><b>[times_used]</span></b><span class='brass'> times, out of </span><span class='inathneq_small'><b>[limit != INFINITE ? ", [limit]" : "infinite"]</span></b><span class='brass'> available uses.</span>"
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. += "<span class='brass'>It has been used </span><span class='inathneq_small'><b>[times_used]</span></b><span class='brass'> time[times_used != 1 ? "s" : ""], out of </span><span class='inathneq_small'><b>[limit != INFINITE ? ", [limit]" : "infinite"]</span></b><span class='brass'> available uses.</span>"
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/datum/clockwork_rite/advancement
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name = "Rite of Advancement"
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@@ -3,8 +3,8 @@
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/obj/item/clockwork/brass_claw
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name = "brass claw"
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desc = "A highly sharp claw made out of brass."
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clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though incredibly obvious aswell. </n> Gains combo on consecutive attacks against a target, causing bonus damage."
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desc = "A very sharp claw made out of brass."
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clockwork_desc = "A incredibly sharp claw made out of brass. It is quite effective at crippling enemies, though very obvious when extended.\nGains combo on consecutive attacks against a target, causing bonus damage."
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icon_state = "brass_claw" //Codersprite moment
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item_state = "brass_claw"
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lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
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@@ -23,11 +23,18 @@
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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var/mob/living/last_attacked
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var/combo = 0
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var/damage_per_combo = 2
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/obj/item/clockwork/brass_claw/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 60, 80)
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/obj/item/clockwork/brass_claw/examine(mob/user)
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if(is_servant_of_ratvar(user))
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clockwork_desc += "\n<span class='brass'>It has </span><span class='inathneq_small'><b>[combo]</span></b><span class='brass'> combo stacks built up against the current target, causing </span><span class='inathneq_small'><b>[combo * damage_per_combo]</span></b><span class='brass'> bonus damage.</span>"
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. = ..()
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clockwork_desc = initial(desc)
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/obj/item/clockwork/brass_claw/attack(mob/living/target, mob/living/carbon/human/user)
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. = ..()
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if(QDELETED(target) || target.anti_magic_check(chargecost = 0) || is_servant_of_ratvar(target))
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@@ -40,4 +47,4 @@
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combo++
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else
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combo += 3
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target.adjustBruteLoss(combo * 2)
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target.adjustBruteLoss(combo * damage_per_combo)
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