fixes, tweaks and brass claws
Gives clockies a replica rabricator on roundstart, makes ratvarian spears able to parry (short parry cycle, short cooldown, timing is essence), adds brass claws to the code though they're not possible to acquire as of now.
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@@ -213,6 +213,9 @@ Credit where due:
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var/list/slots = list("In your left pocket" = SLOT_L_STORE, "In your right pocket" = SLOT_R_STORE, "In your backpack" = SLOT_IN_BACKPACK)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/obj/item/clockwork/replica_fabricator/F = new
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if(H.equip_to_slot_or_del(F, SLOT_IN_BACKPACK))
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to_chat(H, "<span class='brass'>You have been equipped with a replica fabricator, an advanced tool that can convert objects like doors, tables or even coats into clockwork equivalents.</span>")
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slot = H.equip_in_one_of_slots(S, slots)
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if(slot == "In your backpack")
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slot = "In your [H.back.name]"
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@@ -0,0 +1,30 @@
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//This file is for snowflakey clock augmentations and clock-themed cybernetic implants.
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//The base clockie arm implant, which only clock cultist can use unless it is emagged. THIS SHOULD NEVER ACTUALLY EXIST
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/obj/item/organ/cyberimp/arm/clockwork
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name = "clock-themed arm-mounted implant"
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var/clockwork_desc = "According to Ratvar, this really shouldn't exist. Tell Him about this immediately."
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/obj/item/organ/cyberimp/arm/clockwork/ui_action_click()
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if(is_servant_of_ratvar(owner) || (obj_flags & EMAGGED)) //If you somehow manage to steal a clockie's implant AND have an emag AND manage to get it implanted for yourself, good on ya!
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return ..()
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to_chat(owner, "<span class='warning'>The implant refuses to activate..</span>")
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/obj/item/organ/cyberimp/arm/clockwork/examine(mob/user)
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if((is_servant_of_ratvar(user) || isobserver(user)) && clockwork_desc)
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desc = clockwork_desc
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. = ..()
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desc = initial(desc)
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/obj/item/organ/cyberimp/arm/clockwork/emag_act()
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if(obj_flags & EMAGGED)
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return
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obj_flags |= EMAGGED
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to_chat(usr, "<span class='notice'>You swipe the emag on [src], hoping it'll achieve something..</span>")
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//Brass claw implant. Holds the brass claw from brass_claw.dm and can extend / retract it at will.
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/obj/item/organ/cyberimp/arm/clockwork/claw
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name = "brass claw implant"
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desc = "Yikes, the claw attached to this looks pretty darn sharp."
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clockwork_desc = "This implant, when added to a servant's arm, allows them to extend and retract a claw at will. It will refuse to work for any non-servants."
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contents = newlist(/obj/item/clockwork/brass_claw)
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@@ -0,0 +1,23 @@
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//Brass claw, a armbladelike weapon used by an clock implant. Stealthy if retracted, very obvious if active. Simillar to an armblade strength-wise but has some funky stuff
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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."
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icon_state = "brass_claw" //TODO
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item_state = "brass_claw" //TODO
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lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi' //TODO
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righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi' //TODO
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//item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
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w_class = WEIGHT_CLASS_HUGE
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force = 15 //Doesn't generate vitality like the spear does / has somewhat less damage, but quite good at wounding and gets through armor pretty well.
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throwforce = 0 //haha yes lets be safe about this
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throw_range = 0
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throw_speed = 0
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armour_penetration = 20
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hitsound = 'sound/weapons/bladeslice.ogg' //POSSIBLY TODO
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharpness = IS_SHARP
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wound_bonus = 5
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bare_wound_bonus = 15
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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@@ -12,6 +12,8 @@
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attack_verb = list("stabbed", "poked", "slashed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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w_class = WEIGHT_CLASS_BULKY
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block_parry_data = /datum/block_parry_data/ratvarian_spear
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item_flags = ITEM_CAN_PARRY
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var/bonus_burn = 5
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/obj/item/clockwork/weapon/ratvarian_spear/ratvar_act()
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@@ -80,3 +82,15 @@
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new /obj/effect/temp_visual/ratvar/spearbreak(T)
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action.weapon_reset(RATVARIAN_WEAPON_COOLDOWN)
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//A very short, very effective parry that counts on you predicting when the enemy will attack.
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/datum/block_parry_data/ratvarian_spear
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parry_time_windup = 0 //Very good for predicting
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parry_time_active = 3 //Very short
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parry_time_spindown = 1
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parry_time_perfect = 2
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parry_efficiency_perfect = 110 //Very low leeway for counterattacks...
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parry_efficiency_considered_successful = 0.8
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parry_efficiency_to_counterattack = 1
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parry_cooldown = 15 //But also very low cooldown..
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parry_failed_stagger_duration = 2 SECONDS //And relatively small penalties for failing.
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parry_failed_clickcd_duration = 1 SECONDS
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@@ -1526,6 +1526,7 @@
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#include "code\modules\antagonists\clockcult\clock_helpers\ratvarian_language.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\scripture_checks.dm"
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#include "code\modules\antagonists\clockcult\clock_helpers\slab_abilities.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_augments.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_components.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clockwork_armor.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clockwork_slab.dm"
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@@ -1537,6 +1538,7 @@
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#include "code\modules\antagonists\clockcult\clock_items\soul_vessel.dm"
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#include "code\modules\antagonists\clockcult\clock_items\wraith_spectacles.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\_call_weapon.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\brass_claw.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_shield.dm"
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#include "code\modules\antagonists\clockcult\clock_items\clock_weapons\ratvarian_spear.dm"
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#include "code\modules\antagonists\clockcult\clock_mobs\_eminence.dm"
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