Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit765
This commit is contained in:
@@ -12,9 +12,9 @@
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throwforce = 15 //if you are a madman and finish someone off with this, power to you.
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throw_speed = 1
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item_flags = NO_MAT_REDEMPTION
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block_chance = 30
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attack_verb = list("struck", "beaten", "thwacked", "pulped")
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total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
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block_parry_data = /datum/block_parry_data/electrostaff
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var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
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var/on = FALSE
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var/can_block_projectiles = FALSE //can't block guns
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@@ -28,6 +28,43 @@
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var/stun_stam_cost = 3.5
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var/wielded = FALSE // track wielded status on item
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// haha security desword time /s
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/datum/block_parry_data/electrostaff
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block_damage_absorption = 0
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block_damage_multiplier = 1
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can_block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
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block_damage_multiplier_override = list(
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TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
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TEXT_ATTACK_TYPE_UNARMED = 0.3
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)
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block_start_delay = 0.5 // near instantaneous block
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block_stamina_cost_per_second = 3
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block_stamina_efficiency = 2 // haha this is a horrible idea
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// more slowdown that deswords because security
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block_slowdown = 2
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// no attacking while blocking
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block_lock_attacking = TRUE
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parry_time_windup = 1
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parry_time_active = 5
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parry_time_spindown = 0
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parry_time_spindown_visual_override = 1
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parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
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parry_time_perfect = 0
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parry_time_perfect_leeway = 0.5
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parry_efficiency_perfect = 100
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parry_imperfect_falloff_percent = 1
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parry_imperfect_falloff_percent_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
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)
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parry_time_perfect_leeway_override = list(
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TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
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)
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// not extremely punishing to fail, but no spamming the parry.
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parry_cooldown = 2.5 SECONDS
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parry_failed_stagger_duration = 1.5 SECONDS
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parry_failed_clickcd_duration = 1 SECONDS
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/obj/item/electrostaff/Initialize(mapload)
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. = ..()
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if(ispath(cell))
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@@ -50,16 +87,12 @@
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var/mob/living/silicon/robot/R = loc
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. = R.get_cell()
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/obj/item/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
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return BLOCK_NONE
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return ..()
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/obj/item/electrostaff/proc/min_hitcost()
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return min(stun_cost, lethal_cost)
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/obj/item/electrostaff/proc/turn_on(obj/item/source, mob/user)
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wielded = TRUE
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item_flags |= (ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
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if(!cell)
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if(user)
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to_chat(user, "<span class='warning'>[src] has no cell.</span>")
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@@ -75,6 +108,7 @@
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/obj/item/electrostaff/proc/turn_off(obj/item/source, mob/user)
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wielded = FALSE
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item_flags &= ~(ITEM_CAN_BLOCK|ITEM_CAN_PARRY)
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if(user)
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to_chat(user, "<span class='warning'>You turn [src] off.</span>")
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on = FALSE
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@@ -137,30 +171,30 @@
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/obj/item/electrostaff/attack(mob/living/target, mob/living/user)
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if(IS_STAMCRIT(user))//CIT CHANGE - makes it impossible to baton in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
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to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")//CIT CHANGE - ditto
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return //CIT CHANGE - ditto
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if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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clowning_around(user) //ouch!
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return
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if(iscyborg(target))
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..()
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return
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
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return ..()
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var/list/return_list = list()
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; run_block() handles that
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(user.a_intent != INTENT_HARM)
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if(stun_act(target, user))
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if(stun_act(target, user, null, return_list))
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user.do_attack_animation(target)
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user.adjustStaminaLossBuffered(stun_stam_cost)
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return
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else if(!harm_act(target, user))
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else if(!harm_act(target, user, null, return_list))
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return ..() //if you can't fry them just beat them with it
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else //we did harm act them
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user.do_attack_animation(target)
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user.adjustStaminaLossBuffered(lethal_stam_cost)
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/obj/item/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
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var/stunforce = stun_stamdmg
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/obj/item/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
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var/stunforce = block_calculate_resultant_damage(stun_stamdmg, block_return)
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if(!no_charge_and_force)
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if(!on)
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target.visible_message("<span class='warning'>[user] has bapped [target] with [src]. Luckily it was off.</span>", \
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@@ -190,8 +224,8 @@
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H.forcesay(GLOB.hit_appends)
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return TRUE
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/obj/item/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
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var/lethal_force = lethal_damage
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/obj/item/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE, list/block_return = list())
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var/lethal_force = block_calculate_resultant_damage(lethal_damage, block_return)
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if(!no_charge_and_force)
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if(!on)
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return FALSE //standard item attack
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