Merge branch 'master' into digileg-runtime
This commit is contained in:
@@ -599,8 +599,8 @@
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/obj/item/stock_parts/capacitor = 6)
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/obj/item/circuitboard/machine/chem_dispenser
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name = "Portable Chem Dispenser (Machine Board)"
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build_path = /obj/machinery/chem_dispenser/constructable
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name = "Chem Dispenser (Machine Board)"
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build_path = /obj/machinery/chem_dispenser
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req_components = list(
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/obj/item/stock_parts/matter_bin = 2,
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/obj/item/stock_parts/capacitor = 1,
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@@ -202,6 +202,6 @@
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var/turf/T = get_turf(loc)
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if(isopenturf(T))
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var/turf/open/theturf = T
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theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10, wet_time_to_add = 5)
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theturf.MakeSlippery(TURF_WET_WATER, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
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user.visible_message("[user] empties out \the [src] onto the floor using the release valve.", "<span class='info'>You quietly empty out \the [src] using its release valve.</span>")
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@@ -16,6 +16,7 @@
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var/active = 0
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var/det_time = 50
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var/display_timer = 1
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var/clumsy_check = GRENADE_CLUMSY_FUMBLE
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/obj/item/grenade/suicide_act(mob/living/carbon/user)
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user.visible_message("<span class='suicide'>[user] primes [src], then eats it! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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@@ -32,8 +33,14 @@
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qdel(src)
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/obj/item/grenade/proc/clown_check(mob/living/carbon/human/user)
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if(user.has_trait(TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
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var/clumsy = user.has_trait(TRAIT_CLUMSY)
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if(clumsy && (clumsy_check == GRENADE_CLUMSY_FUMBLE))
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if(prob(50))
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to_chat(user, "<span class='warning'>Huh? How does this thing work?</span>")
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preprime(user, 5, FALSE)
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return FALSE
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else if(!clumsy && (clumsy_check == GRENADE_NONCLUMSY_FUMBLE))
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to_chat(user, "<span class='warning'>You pull the pin on [src]. Attached to it is a pink ribbon that says, \"<span class='clown'>HONK</span>\"</span>")
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preprime(user, 5, FALSE)
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return FALSE
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return TRUE
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@@ -43,8 +43,7 @@
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for(var/turf/T in view(freeze_range,loc))
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if(isfloorturf(T))
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var/turf/open/floor/F = T
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F.wet = TURF_WET_PERMAFROST
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addtimer(CALLBACK(F, /turf/open/floor.proc/MakeDry, TURF_WET_PERMAFROST), rand(3000, 3100))
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F.MakeSlippery(TURF_WET_PERMAFROST, 6 MINUTES)
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for(var/mob/living/carbon/L in T)
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L.adjustStaminaLoss(stamina_damage)
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L.adjust_bodytemperature(-230)
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@@ -17,6 +17,8 @@
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return ..()
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/obj/item/melee/transforming/energy/suicide_act(mob/user)
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if(!active)
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transform_weapon(user, TRUE)
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user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
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return (BRUTELOSS|FIRELOSS)
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@@ -1,4 +1,5 @@
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/obj/item/melee/transforming
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sharpness = IS_SHARP
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var/active = FALSE
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var/force_on = 30 //force when active
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var/faction_bonus_force = 0 //Bonus force dealt against certain factions
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@@ -8,10 +9,10 @@
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var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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var/list/attack_verb_off = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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w_class = WEIGHT_CLASS_SMALL
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sharpness = IS_SHARP
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var/bonus_active = FALSE //If the faction damage bonus is active
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var/list/nemesis_factions //Any mob with a faction that exists in this list will take bonus damage/effects
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var/w_class_on = WEIGHT_CLASS_BULKY
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var/clumsy_check = TRUE
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/obj/item/melee/transforming/Initialize()
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. = ..()
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@@ -81,6 +82,6 @@
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to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
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/obj/item/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
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if(user.has_trait(TRAIT_CLUMSY) && prob(50))
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if(clumsy_check && user.has_trait(TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
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user.take_bodypart_damage(5,5)
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@@ -60,16 +60,24 @@
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name = "energy combat shield"
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desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("shoved", "bashed")
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throw_range = 5
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("shoved", "bashed")
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var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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var/on_force = 10
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var/on_throwforce = 8
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var/on_throw_speed = 2
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var/active = 0
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var/clumsy_check = TRUE
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/obj/item/shield/energy/Initialize()
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. = ..()
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icon_state = "[base_icon_state]0"
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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@@ -78,23 +86,23 @@
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return (active)
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/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
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if(user.has_trait(TRAIT_CLUMSY) && prob(50))
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if(clumsy_check && user.has_trait(TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='warning'>You beat yourself in the head with [src].</span>")
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user.take_bodypart_damage(5)
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active = !active
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icon_state = "eshield[active]"
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icon_state = "[base_icon_state][active]"
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if(active)
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force = 10
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throwforce = 8
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throw_speed = 2
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force = on_force
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throwforce = on_throwforce
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throw_speed = on_throw_speed
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w_class = WEIGHT_CLASS_BULKY
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playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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force = initial(force)
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throwforce = initial(throwforce)
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throw_speed = initial(throw_speed)
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w_class = WEIGHT_CLASS_TINY
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playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
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to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
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