Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into tggenetics
This commit is contained in:
@@ -9,18 +9,18 @@
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/obj/item/ammo_casing/caseless/arrow/ashen
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name = "ashen arrow"
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desc = "Fire harderned wooden arrow."
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icon_state = "asharrow"
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desc = "An arrow made of wood, hardened by fire."
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icon_state = "ashenarrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/ashen
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/obj/item/ammo_casing/caseless/arrow/bone
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name = "bone arrow"
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desc = "Arrow made of bone and sinew. The tip is sharp enough to pierce into a goliath plate."
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desc = "An arrow made of bone and sinew. The tip is sharp enough to pierce through a goliath plate."
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icon_state = "bonearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bone
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/obj/item/ammo_casing/caseless/arrow/bronze
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name = "bronze arrow"
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desc = "Bronze tipped arrow."
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desc = "An arrow made of wood, tipped with bronze. The tip is dense enough to provide some armor penetration."
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icon_state = "bronzearrow"
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projectile_type = /obj/item/projectile/bullet/reusable/arrow/bronze
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@@ -22,11 +22,9 @@
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/obj/item/gun/ballistic/bow/chamber_round()
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chambered = magazine.get_round(1)
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/obj/item/gun/ballistic/bow/afterattack()
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. = ..()
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if (chambered)
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chambered = null
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magazine.get_round(0)
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/obj/item/gun/ballistic/bow/process_chamber()
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chambered = null
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magazine.get_round(0)
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update_icon()
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/obj/item/gun/ballistic/bow/attack_self(mob/living/user)
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@@ -47,7 +45,7 @@
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update_icon()
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/obj/item/gun/ballistic/bow/update_icon()
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icon_state = "bow_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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icon_state = "[initial(icon_state)]_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]"
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/obj/item/gun/ballistic/bow/can_shoot()
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return chambered
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@@ -363,4 +363,4 @@
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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user.emote("scream")
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user.drop_all_held_items()
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user.Knockdown(80)
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user.DefaultCombatKnockdown(80)
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@@ -67,8 +67,7 @@
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/obj/item/gun/energy/Destroy()
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if(flags_1 & INITIALIZED_1)
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QDEL_NULL(cell)
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if(!(flags_1 & HOLOGRAM_1)) //holodeck stuff.
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QDEL_LIST(ammo_type)
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QDEL_LIST(ammo_type)
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STOP_PROCESSING(SSobj, src)
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return ..()
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@@ -334,7 +334,7 @@
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L.death() //Die, powergamers.
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if(DUEL_HUGBOX_NONLETHAL)
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L.adjustStaminaLoss(200, forced = TRUE) //Die, powergamers x 2
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L.Knockdown(100, override_hardstun = 100) //For good measure.
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L.Paralyze(100) //For good measure.
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//Storage case.
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/obj/item/storage/lockbox/dueling
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@@ -181,3 +181,21 @@
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..()
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explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
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charges--
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/////////////////////////////////////
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//WAND OF ARCANE MISSILE
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/////////////////////////////////////
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/obj/item/gun/magic/wand/arcane
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name = "wand of arcane missile"
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desc = "This wand fires off small bolts of concentrated magic energy, searing any victim."
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ammo_type = /obj/item/ammo_casing/magic/arcane_barrage
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fire_sound = 'sound/weapons/mmlbuster.ogg'
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icon_state = "arcanewand"
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max_charges = 20 //20, 10, 10, 7
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/obj/item/gun/magic/wand/arcane/zap_self(mob/living/user)
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..()
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charges--
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user.take_overall_damage(0,30)
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to_chat(user, "<span class='warning'>You zap yourself. Why?</span>")
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@@ -124,8 +124,8 @@
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if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
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return
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M.notransform = 1
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M.canmove = 0
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M.notransform = TRUE
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M.Paralyze(INFINITY)
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M.icon = null
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M.cut_overlays()
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M.invisibility = INVISIBILITY_ABSTRACT
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@@ -529,7 +529,7 @@
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else
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used = 1
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victim.take_overall_damage(30,30)
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victim.Knockdown(60)
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victim.DefaultCombatKnockdown(60)
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explosion(src, -1, -1, -1, -1, FALSE, FALSE, 5)
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return BULLET_ACT_HIT
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@@ -21,6 +21,9 @@
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handedness = prob(50)
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icon_state = "cursehand[handedness]"
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/obj/item/projectile/curse_hand/update_icon_state()
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icon_state = "[initial(icon_state)][handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
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@@ -40,7 +43,8 @@
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if(CHECK_BITFIELD(movement_type, UNSTOPPABLE))
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playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
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var/turf/T = get_step(src, dir)
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new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
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var/obj/effect/temp_visual/dir_setting/curse/hand/leftover = new(T, dir)
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leftover.icon_state = icon_state
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for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
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qdel(G)
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new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
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@@ -166,7 +166,7 @@
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hal_impact_effect_wall = null
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/obj/item/projectile/hallucination/taser/hal_apply_effect()
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hal_target.Knockdown(100)
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hal_target.DefaultCombatKnockdown(100)
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hal_target.stuttering += 20
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if(hal_target.dna && hal_target.dna.check_mutation(HULK))
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hal_target.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced = "hulk")
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@@ -199,7 +199,7 @@
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hal_impact_effect_wall = null
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/obj/item/projectile/hallucination/ebow/hal_apply_effect()
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hal_target.Knockdown(100)
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hal_target.DefaultCombatKnockdown(100)
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hal_target.stuttering += 5
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hal_target.adjustStaminaLoss(8)
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@@ -10,5 +10,5 @@
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nodamage = TRUE
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else if(iscarbon(target))
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var/mob/living/L = target
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L.Knockdown(100, TRUE, FALSE, 30, 25)
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L.DefaultCombatKnockdown(100, TRUE, FALSE, 30, 25)
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return ..()
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