Reviewer suggestion, reduces paralyze
And ports that commit that ghommie said
This commit is contained in:
@@ -24,11 +24,3 @@
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/datum/crafting_recipe/proc/check_requirements(mob/user, list/collected_requirements)
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return TRUE
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/datum/crafting_recipe/gripperoffbrand
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name = "Improvised Gripper Gloves"
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reqs = list(
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/obj/item/clothing/gloves/fingerless = 1
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// /obj/item/stack/sticky_tape = 1
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)
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result = /obj/item/clothing/gloves/tackler/offbrand
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category = CAT_CLOTHING
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@@ -303,3 +303,16 @@
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/obj/item/stack/cable_coil = 10)
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time = 100 //Takes awhile to put all the garlics on the coil and knot it.
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category = CAT_CLOTHING
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/datum/crafting_recipe/gripperoffbrand
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name = "Improvised Gripper Gloves"
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reqs = list(
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/obj/item/clothing/gloves/fingerless = 1,
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// /obj/item/stack/sticky_tape = 1
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/obj/item/stack/cable_coil = 5,
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/obj/item/stack/sheet/cloth = 2,
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)
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result = /obj/item/clothing/gloves/tackler/offbrand
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category = CAT_CLOTHING
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tools = list(TOOL_WIRECUTTER)
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time = 20
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@@ -84,8 +84,8 @@
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to_chat(user, "<span class='warning'>You're not ready to tackle!</span>")
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return
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if(user.has_status_effect(STATUS_EFFECT_TASED)) // can't tackle if you just got shoved
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to_chat(user, "<span class='warning'>You cant tackle while you are tased!</span>")
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if(user.has_status_effect(STATUS_EFFECT_TASED)) // can't tackle if you just got tased
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to_chat(user, "<span class='warning'>You can't tackle while tased!</span>")
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return
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user.face_atom(A)
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@@ -353,7 +353,7 @@
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if(94 to 98)
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user.visible_message("<span class='danger'>[user] slams face-first into [hit] with a concerning squish, immediately going limp!</span>", "<span class='userdanger'>You slam face-first into [hit], and immediately lose consciousness!</span>")
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user.adjustStaminaLoss(30)
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user.adjustStaminaLoss(100)
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user.adjustBruteLoss(30)
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user.Unconscious(100)
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user.gain_trauma_type(BRAIN_TRAUMA_MILD)
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@@ -370,7 +370,7 @@
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if(prob(80))
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user.gain_trauma(/datum/brain_trauma/mild/concussion)
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user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
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user.Knockdown(40)
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user.DefaultCombatKnockdown(40)
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shake_camera(user, 5, 5)
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user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
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user.clear_fullscreen("flash", 2.5)
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@@ -380,14 +380,14 @@
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user.adjustStaminaLoss(30)
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user.adjustBruteLoss(10)
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user.confused += 10
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user.Knockdown(30)
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user.DefaultCombatKnockdown(30)
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shake_camera(user, 3, 4)
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if(1 to 63)
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user.visible_message("<span class='danger'>[user] slams into [hit]!</span>", "<span class='userdanger'>You slam into [hit]!</span>")
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user.adjustStaminaLoss(20)
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user.adjustBruteLoss(10)
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user.Knockdown(30)
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user.DefaultCombatKnockdown(30)
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shake_camera(user, 2, 2)
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playsound(user, 'sound/weapons/smash.ogg', 70, TRUE)
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@@ -413,13 +413,14 @@
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//shard.AddElement(/datum/element/embed, shard.embedding)
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W.obj_destruction()
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user.adjustStaminaLoss(10 * speed)
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user.Paralyze(30)
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user.DefaultCombatKnockdown(40)
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user.Paralyze(5)
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user.visible_message("<span class='danger'>[user] slams into [W] and shatters it, shredding [user.p_them()]self with glass!</span>", "<span class='userdanger'>You slam into [W] and shatter it, shredding yourself with glass!</span>")
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else
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user.visible_message("<span class='danger'>[user] slams into [W] like a bug, then slowly slides off it!</span>", "<span class='userdanger'>You slam into [W] like a bug, then slowly slide off it!</span>")
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user.Paralyze(10)
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user.Knockdown(30)
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user.Paralyze(2)
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user.DefaultCombatKnockdown(20)
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W.take_damage(20 * speed)
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user.adjustStaminaLoss(10 * speed)
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user.adjustBruteLoss(5 * speed)
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@@ -464,8 +465,8 @@
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owner.visible_message("<span class='danger'>[owner] trips over [kevved] and slams into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>", "<span class='userdanger'>You trip over [kevved] and slam into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>")
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owner.adjustStaminaLoss(20 + messes.len * 2)
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owner.adjustBruteLoss(10 + messes.len)
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owner.Paralyze(5 * messes.len) // half a second of paralyze for each thing you knock around
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owner.Knockdown(20 + 5 * messes.len) // 2 seconds of knockdown after the paralyze
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owner.Paralyze(2 * messes.len)
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owner.DefaultCombatKnockdown(20 + 5 * messes.len) // 2 seconds of knockdown after the paralyze
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for(var/obj/item/I in messes)
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var/dist = rand(1, 3)
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@@ -37,7 +37,7 @@
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uniform = /obj/item/clothing/under/syndicate
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shoes = /obj/item/clothing/shoes/clown_shoes/combat
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mask = /obj/item/clothing/mask/gas/clown_hat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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gloves = /obj/item/clothing/gloves/combat
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back = /obj/item/storage/backpack/clown
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ears = /obj/item/radio/headset/syndicate/alt
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l_pocket = /obj/item/pinpointer/nuke/syndicate
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@@ -120,7 +120,7 @@
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uniform = /obj/item/clothing/under/syndicate
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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gloves = /obj/item/clothing/gloves/combat
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ears = /obj/item/radio/headset/syndicate/alt
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l_pocket = /obj/item/pinpointer/nuke/syndicate
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id = /obj/item/card/id/syndicate
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@@ -31,7 +31,6 @@
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was_running = (user.m_intent == MOVE_INTENT_RUN)
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if(was_running)
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user.toggle_move_intent()
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was_running = TRUE
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while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
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var/obj/vehicle/V = user.buckled
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@@ -154,7 +154,7 @@
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
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strip_mod = 0.9
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/obj/item/clothing/gloves/tackler/combat/insulated
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/obj/item/clothing/gloves/combat
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name = "combat gloves"
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desc = "These tactical gloves are fireproof and shock resistant."
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icon_state = "combat"
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@@ -70,7 +70,7 @@
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resistance_flags = NONE
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/obj/item/clothing/gloves/tackler/combat/insulated
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name = "guerilla gloves"
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name = "guerrilla gloves"
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desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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@@ -69,8 +69,8 @@
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id = /obj/item/card/id/ert/Security
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suit = /obj/item/clothing/suit/space/hardsuit/ert/sec
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glasses = /obj/item/clothing/glasses/hud/security/sunglasses
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gloves = /obj/item/clothing/gloves/tackler/combat/insulated
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belt = /obj/item/storage/belt/security/full
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back = /obj/item/storage/backpack/security
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backpack_contents = list(/obj/item/storage/box/engineer=1,\
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/obj/item/storage/box/handcuffs=1,\
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/obj/item/clothing/mask/gas/sechailer=1,\
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@@ -98,7 +98,7 @@
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/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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. = ..()
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var/hurt = TRUE
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if(src.GetComponent(/datum/component/tackler))
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if(GetComponent(/datum/component/tackler))
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return
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if(throwingdatum?.thrower && iscyborg(throwingdatum.thrower))
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var/mob/living/silicon/robot/R = throwingdatum.thrower
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@@ -89,4 +89,11 @@
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name = "Wall Walking Boots"
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desc = "Through bluespace magic stolen from an organisation that hoards technology, these boots simply allow you to slip through the atoms that make up anything, but only while walking, for safety reasons. As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through."
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item = /obj/item/clothing/shoes/wallwalkers
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cost = 6
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cost = 6
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/datum/uplink_item/device_tools/guerillagloves
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name = "Guerilla Gloves"
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desc = "A pair of highly robust combat gripper gloves that excels at performing takedowns at close range, with an added lining of insulation. Careful not to hit a wall!"
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item = /obj/item/clothing/gloves/tackler/combat/insulated
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include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
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cost = 2
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