Merge pull request #4176 from Michiyamenotehifunana/holy-crap-it-took-so-long-to-make-this-armor
Adds RGB knights and more!
@@ -11,7 +11,7 @@
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attack_verb = list("poked", "jabbed", "hit")
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light_color = "#37FFF7"
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var/light_brightness = 3
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actions_types = list(/datum/action/item_action/pick_color)
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actions_types = list()
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/obj/item/toy/sword/cx/attack_self(mob/user)
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active = !( active )
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@@ -57,18 +57,21 @@
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var/mob/M = loc
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M.update_inv_hands()
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/obj/item/toy/sword/cx/ui_action_click(mob/user, var/datum/action/A)
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if(istype(A, /datum/action/item_action/pick_color))
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if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"Choose Energy Color") as color|null
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if(energy_color_input)
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light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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update_icon()
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update_light()
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A.UpdateButtonIcon()
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/obj/item/toy/sword/cx/AltClick(mob/living/user)
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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if(user.incapacitated() || !istype(user) || !in_range(src, user))
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return
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else
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..()
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if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"Choose Energy Color") as color|null
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if(energy_color_input)
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light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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update_icon()
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update_light()
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/obj/item/toy/sword/cx/worn_overlays(isinhands, icon_file)
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. = ..()
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@@ -79,7 +82,21 @@
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. += blade_inhand
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/obj/item/toy/sword/cx/attackby(obj/item/W, mob/living/user, params)
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return //NO MORE MAKING DUAL ESWORDS
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if(istype(W, /obj/item/toy/sword/cx))
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if((W.flags_1 & NODROP_1) || (flags_1 & NODROP_1))
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to_chat(user, "<span class='warning'>\the [flags_1 & NODROP_1 ? src : W] is stuck to your hand, you can't attach it to \the [flags_1 & NODROP_1 ? W : src]!</span>")
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return
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else
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to_chat(user, "<span class='notice'>You combine the two plastic swords, making a single supermassive toy! You're fake-cool.</span>")
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new /obj/item/twohanded/hypereutactic/toy(user.loc)
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qdel(W)
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qdel(src)
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else
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return ..()
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/obj/item/toy/sword/cx/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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/*///autolathe memes/// I really need to stop doing this and find a proper way of adding in my toys
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@@ -124,7 +141,7 @@
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origin_tech = "combat=3;magnets=4"
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block_chance = 60
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light_color = "#37FFF7"
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actions_types = list(/datum/action/item_action/pick_color)
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actions_types = list()
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/obj/item/melee/transforming/energy/sword/cx/transform_weapon(mob/living/user, supress_message_text)
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active = !active //I'd use a ..() here but it'd inherit from the regular esword's proc instead, so SPAGHETTI CODE
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@@ -152,9 +169,6 @@
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update_icon()
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transform_messages(user, supress_message_text)
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add_fingerprint(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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return TRUE
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/obj/item/melee/transforming/energy/sword/cx/transform_messages(mob/living/user, supress_message_text)
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@@ -181,18 +195,25 @@
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var/mob/M = loc
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M.update_inv_hands()
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/obj/item/melee/transforming/energy/sword/cx/ui_action_click(mob/user, var/datum/action/A)
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if(istype(A, /datum/action/item_action/pick_color))
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if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"Choose Energy Color") as color|null
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if(energy_color_input)
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light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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update_icon()
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update_light()
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A.UpdateButtonIcon()
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/obj/item/melee/transforming/energy/sword/cx/AltClick(mob/living/user)
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if(user.incapacitated() || !istype(user))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return
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if(!in_range(src, user))
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return
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if(user.incapacitated() || !istype(user) || !in_range(src, user))
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return
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else
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..()
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if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
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var/energy_color_input = input(usr,"Choose Energy Color") as color|null
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if(energy_color_input)
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light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
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update_icon()
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update_light()
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/obj/item/melee/transforming/energy/sword/cx/examine(mob/user)
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..()
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to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
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/obj/item/melee/transforming/energy/sword/cx/worn_overlays(isinhands, icon_file)
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. = ..()
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@@ -0,0 +1,43 @@
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/obj/effect/mob_spawn/human/lavaknight
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name = "odd cryogenics pod"
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desc = "A humming cryo pod. You can barely recognise a faint glow underneath the built up ice. The machine is attempting to wake up its occupant."
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mob_name = "a displaced knight from another dimension"
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icon = 'icons/obj/cryogenic2.dmi'
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icon_state = "sleeper"
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roundstart = FALSE
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death = FALSE
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random = TRUE
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outfit = /datum/outfit/lavaknight
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mob_species = /datum/species/human
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a knight who conveniently has some form of retrograde amnesia. \
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You cannot remember where you came from. However, a few things remain burnt into your mind, most prominently a vow to never harm another sapient being under any circumstances unless it is hellbent on ending your life. \
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Remember: hostile creatures and such are fair game for attacking, but <span class='danger'>under no circumstances are you to attack anything capable of thought and/or speech</span> unless it has made it its life's calling to chase you to the ends of the earth."
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assignedrole = "Cydonian Knight"
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/obj/effect/mob_spawn/human/lavaknight/special(mob/living/new_spawn)
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if(ishuman(new_spawn))
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var/mob/living/carbon/human/H = new_spawn
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H.dna.features["ears"] = "Cat" //cat people
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H.update_body()
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/obj/effect/mob_spawn/human/lavaknight/Destroy()
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new/obj/structure/showcase/machinery/oldpod/used(drop_location())
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return ..()
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/datum/outfit/lavaknight
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name = "Cydonian Knight"
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uniform = /obj/item/clothing/under/assistantformal
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mask = /obj/item/clothing/mask/breath
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shoes = /obj/item/clothing/shoes/sneakers/black
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r_pocket = /obj/item/melee/transforming/energy/sword/cx
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suit = /obj/item/clothing/suit/space/hardsuit/lavaknight
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suit_store = /obj/item/tank/internals/oxygen
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/obj/effect/mob_spawn/human/lavaknight/captain
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name = "odd gilded cryogenics pod"
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desc = "A humming cryo pod that appears to be gilded. You can barely recognise a faint glow underneath the built up ice. The machine is attempting to wake up its occupant."
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flavour_text = "<font size=3><b>Y</b></font><b>ou are a knight who conveniently has some form of retrograde amnesia. \
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You cannot remember where you came from. However, a few things remain burnt into your mind, most prominently a vow to never harm another sapient being under any circumstances unless it is hellbent on ending your life. \
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Remember: hostile creatures and such are fair game for attacking, but <span class='danger'>under no circumstances are you to attack anything capable of thought and/or speech</span> unless it has made it its life's calling to chase you to the ends of the earth. \
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You feel a natural instict to lead, and as such, you should strive to lead your comrades to safety, and hopefully home. You also feel a burning determination to uphold your vow, as well as your fellow comrade's."
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l_pocket = /obj/item/twohanded/hypereutactic
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@@ -0,0 +1,160 @@
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/*
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CYDONIAN ARMOR THAT IS RGB AND STUFF WOOOOOOOOOO
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*/
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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name = "cydonian helmet"
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desc = "A helmet designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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icon = 'modular_citadel/icons/lavaknight/item/head.dmi'
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icon_state = "knight_cydonia"
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item_state = "knight_yellow"
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item_color = null
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alternate_worn_icon = 'modular_citadel/icons/lavaknight/mob/head.dmi'
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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heat_protection = HEAD
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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brightness_on = 7
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allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
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var/energy_color = "#35FFF0"
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var/obj/item/clothing/suit/space/hardsuit/lavaknight/linkedsuit = null
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/New()
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..()
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if(istype(loc, /obj/item/clothing/suit/space/hardsuit/lavaknight))
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linkedsuit = loc
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/attack_self(mob/user)
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on = !on
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if(on)
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set_light(brightness_on)
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else
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set_light(0)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/helm_overlay = mutable_appearance('modular_citadel/icons/lavaknight/item/head.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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if(energy_color)
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helm_overlay.color = energy_color
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helm_overlay.plane = LIGHTING_PLANE + 1 //Magic number is used here because we have no ABOVE_LIGHTING_PLANE plane defined. Lighting plane is 15, HUD is 18
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
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add_overlay(helm_overlay)
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emissivelights()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/equipped(mob/user, slot)
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..()
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if(slot == slot_head)
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emissivelights()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/dropped(mob/user)
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..()
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emissivelightsoff()
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/proc/emissivelights(mob/user = usr)
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var/mutable_appearance/energy_overlay = mutable_appearance('modular_citadel/icons/lavaknight/mob/head.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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energy_overlay.color = energy_color
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energy_overlay.plane = LIGHTING_PLANE + 1
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user.cut_overlay(energy_overlay) //honk
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user.add_overlay(energy_overlay) //honk
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/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/proc/emissivelightsoff(mob/user = usr)
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user.cut_overlay()
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linkedsuit.emissivelights() //HONK HONK HONK MAXIMUM SPAGHETTI
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user.regenerate_icons() //honk
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/obj/item/clothing/suit/space/hardsuit/lavaknight
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icon = 'modular_citadel/icons/lavaknight/item/suit.dmi'
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icon_state = "knight_cydonia"
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name = "cydonian armor"
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desc = "A suit designed with both form and function in mind, it protects the user against physical trauma and hazardous conditions while also having polychromic light strips."
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item_state = "swat_suit"
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alternate_worn_icon = 'modular_citadel/icons/lavaknight/mob/suit.dmi'
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100)
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allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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actions_types = list(/datum/action/item_action/toggle_helmet)
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var/obj/item/clothing/head/helmet/space/hardsuit/lavaknight/linkedhelm
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var/energy_color = "#35FFF0"
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/obj/item/clothing/suit/space/hardsuit/lavaknight/New()
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..()
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if(helmet)
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linkedhelm = helmet
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light_color = energy_color
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set_light(1)
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/obj/item/clothing/suit/space/hardsuit/lavaknight/Initialize()
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..()
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update_icon()
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/obj/item/clothing/suit/space/hardsuit/lavaknight/update_icon()
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var/mutable_appearance/suit_overlay = mutable_appearance('modular_citadel/icons/lavaknight/item/suit.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
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if(energy_color)
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suit_overlay.color = energy_color
|
||||
|
||||
suit_overlay.plane = LIGHTING_PLANE + 1 //Magic number is used here because we have no ABOVE_LIGHTING_PLANE plane defined. Lighting plane is 15.
|
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|
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cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
|
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|
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add_overlay(suit_overlay)
|
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|
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/obj/item/clothing/suit/space/hardsuit/lavaknight/equipped(mob/user, slot)
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..()
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if(slot == slot_wear_suit)
|
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emissivelights()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/dropped(mob/user)
|
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..()
|
||||
emissivelightsoff()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/proc/emissivelights(mob/user = usr)
|
||||
var/mutable_appearance/energy_overlay = mutable_appearance('modular_citadel/icons/lavaknight/mob/suit.dmi', "knight_cydonia_overlay", LIGHTING_LAYER + 1)
|
||||
energy_overlay.color = energy_color
|
||||
energy_overlay.plane = LIGHTING_PLANE + 1
|
||||
user.cut_overlay(energy_overlay) //honk
|
||||
user.add_overlay(energy_overlay) //honk
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/proc/emissivelightsoff(mob/user = usr)
|
||||
user.cut_overlays()
|
||||
user.regenerate_icons() //honk
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/AltClick(mob/living/user)
|
||||
if(user.incapacitated() || !istype(user))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
if(user.incapacitated() || !istype(user) || !in_range(src, user))
|
||||
return
|
||||
|
||||
if(alert("Are you sure you want to recolor your armor stripes?", "Confirm Repaint", "Yes", "No") == "Yes")
|
||||
var/energy_color_input = input(usr,"Choose Energy Color") as color|null
|
||||
if(energy_color_input)
|
||||
energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
||||
user.update_inv_wear_suit()
|
||||
if(linkedhelm)
|
||||
linkedhelm.energy_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
||||
user.update_inv_head()
|
||||
linkedhelm.update_icon()
|
||||
update_icon()
|
||||
user.update_inv_wear_suit()
|
||||
light_color = energy_color
|
||||
emissivelights()
|
||||
update_light()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/lavaknight/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
|
||||
@@ -0,0 +1,278 @@
|
||||
/* fuckhuge esword thingy */
|
||||
|
||||
/obj/item/twohanded/hypereutactic
|
||||
icon = 'modular_citadel/icons/hypereutactic/item/hypereutactic.dmi'
|
||||
icon_state = "hypereutactic"
|
||||
lefthand_file = 'modular_citadel/icons/hypereutactic/mob/hypereutactic_left.dmi'
|
||||
righthand_file = 'modular_citadel/icons/hypereutactic/mob/hypereutactic_right.dmi'
|
||||
item_state = "hypereutactic"
|
||||
inhand_x_dimension = 64
|
||||
inhand_y_dimension = 64
|
||||
name = "hypereutactic blade"
|
||||
desc = "A supermassive weapon envisioned to cleave the very fabric of space and time itself in twain, the hypereutactic blade dynamically flash-forges a hypereutactic crystaline nanostructure capable of passing through most known forms of matter like a hot knife through butter."
|
||||
force = 3
|
||||
throwforce = 5
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
var/w_class_on = WEIGHT_CLASS_BULKY
|
||||
force_unwielded = 3
|
||||
force_wielded = 40
|
||||
wieldsound = 'sound/weapons/nebon.ogg'
|
||||
unwieldsound = 'sound/weapons/neboff.ogg'
|
||||
hitsound = "swing_hit"
|
||||
armour_penetration = 40
|
||||
origin_tech = "magnets=6;syndicate=1"
|
||||
light_color = "#37FFF7"
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "destroyed", "ripped", "devastated", "shredded")
|
||||
block_chance = 75
|
||||
max_integrity = 200
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
|
||||
flags_2 = SLOWS_WHILE_IN_HAND_2
|
||||
|
||||
/obj/item/twohanded/hypereutactic/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
|
||||
if(M.has_dna())
|
||||
if(M.dna.check_mutation(HULK))
|
||||
to_chat(M, "<span class='warning'>You lack the grace to wield this!</span>")
|
||||
return
|
||||
..()
|
||||
if(wielded)
|
||||
sharpness = IS_SHARP
|
||||
w_class = w_class_on
|
||||
hitsound = 'sound/weapons/nebhit.ogg'
|
||||
START_PROCESSING(SSobj, src)
|
||||
set_light(brightness_on)
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/twohanded/hypereutactic/unwield() //Specific unwield () to switch hitsounds.
|
||||
sharpness = initial(sharpness)
|
||||
w_class = initial(w_class)
|
||||
..()
|
||||
hitsound = "swing_hit"
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
set_light(0)
|
||||
slowdown = initial(slowdown)
|
||||
|
||||
/obj/item/twohanded/hypereutactic/update_icon()
|
||||
var/mutable_appearance/blade_overlay = mutable_appearance('modular_citadel/icons/hypereutactic/item/hypereutactic.dmi', "hypereutactic_blade")
|
||||
var/mutable_appearance/gem_overlay = mutable_appearance('modular_citadel/icons/hypereutactic/item/hypereutactic.dmi', "hypereutactic_gem")
|
||||
|
||||
if(light_color)
|
||||
blade_overlay.color = light_color
|
||||
gem_overlay.color = light_color
|
||||
|
||||
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
|
||||
|
||||
add_overlay(gem_overlay)
|
||||
|
||||
if(wielded)
|
||||
add_overlay(blade_overlay)
|
||||
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_hands()
|
||||
|
||||
clean_blood()//blood overlays get weird otherwise, because the sprite changes. (retained from original desword because I have no idea what this is)
|
||||
|
||||
/obj/item/twohanded/hypereutactic/AltClick(mob/living/user)
|
||||
if(user.incapacitated() || !istype(user))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
if(user.incapacitated() || !istype(user) || !in_range(src, user))
|
||||
return
|
||||
|
||||
if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
|
||||
var/energy_color_input = input(usr,"Choose Energy Color") as color|null
|
||||
if(energy_color_input)
|
||||
light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
||||
update_icon()
|
||||
update_light()
|
||||
|
||||
/obj/item/twohanded/hypereutactic/worn_overlays(isinhands, icon_file)
|
||||
. = ..()
|
||||
if(isinhands)
|
||||
var/mutable_appearance/gem_inhand = mutable_appearance(icon_file, "hypereutactic_gem")
|
||||
gem_inhand.color = light_color
|
||||
. += gem_inhand
|
||||
if(wielded)
|
||||
var/mutable_appearance/blade_inhand = mutable_appearance(icon_file, "hypereutactic_blade")
|
||||
blade_inhand.color = light_color
|
||||
. += blade_inhand
|
||||
|
||||
/obj/item/twohanded/hypereutactic/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "<span class='notice'>Alt-click to recolor it.</span>")
|
||||
|
||||
|
||||
|
||||
////////// stuff beneath this is all taken from the desword ////////////
|
||||
|
||||
|
||||
|
||||
/obj/item/twohanded/hypereutactic/attack(mob/target, mob/living/carbon/human/user)
|
||||
if(user.has_dna())
|
||||
if(user.dna.check_mutation(HULK))
|
||||
to_chat(user, "<span class='warning'>You grip the blade too hard and accidentally close it!</span>")
|
||||
unwield()
|
||||
return
|
||||
..()
|
||||
if(user.disabilities & CLUMSY && (wielded) && prob(40))
|
||||
impale(user)
|
||||
return
|
||||
|
||||
/obj/item/twohanded/hypereutactic/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/twohanded/hypereutactic/proc/impale(mob/living/user)
|
||||
to_chat(user, "<span class='warning'>You spin around a bit before losing your balance and impaling yourself on [src].</span>")
|
||||
if (force_wielded)
|
||||
user.take_bodypart_damage(20,25)
|
||||
else
|
||||
user.adjustStaminaLoss(25)
|
||||
|
||||
/obj/item/twohanded/hypereutactic/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(wielded)
|
||||
return ..()
|
||||
return 0
|
||||
|
||||
/obj/item/twohanded/hypereutactic/attack_hulk(mob/living/carbon/human/user, does_attack_animation = 0) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up
|
||||
if(wielded)
|
||||
to_chat(user, "<span class='warning'>You can't pick up such dangerous item with your meaty hands without losing fingers, better not to!</span>")
|
||||
return 1
|
||||
|
||||
/obj/item/twohanded/hypereutactic/process()
|
||||
if(wielded)
|
||||
open_flame()
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/twohanded/hypereutactic/IsReflect()
|
||||
if(wielded)
|
||||
return 1
|
||||
|
||||
/obj/item/twohanded/hypereutactic/ignition_effect(atom/A, mob/user)
|
||||
// same as /obj/item/melee/transforming/energy, mostly
|
||||
if(!wielded)
|
||||
return ""
|
||||
var/in_mouth = ""
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
if(C.wear_mask == src)
|
||||
in_mouth = ", barely missing their nose"
|
||||
. = "<span class='warning'>[user] swings [user.p_their()] [src][in_mouth]. [user.p_they()] light[user.p_s()] [A] in the process.</span>"
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
add_fingerprint(user)
|
||||
|
||||
|
||||
////////////////// TOY VERSION /////////////////////////////
|
||||
|
||||
/obj/item/twohanded/hypereutactic/toy
|
||||
name = "\improper DX Hyper-Euplastic LightSword"
|
||||
desc = "A supermassive toy envisioned to cleave the very fabric of space and time itself in twain. Realistic visuals and sounds! Ages 8 and up."
|
||||
force = 0
|
||||
throwforce = 0
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
force_unwielded = 0
|
||||
force_wielded = 0
|
||||
origin_tech = null
|
||||
attack_verb = list("attacked", "struck", "hit")
|
||||
|
||||
/obj/item/twohanded/hypereutactic/toy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
return 0
|
||||
|
||||
/obj/item/twohanded/hypereutactic/toy/IsReflect()//Stops it from reflecting energy projectiles
|
||||
return 0
|
||||
|
||||
/* old code that don't work no more
|
||||
/obj/item/toy/sword/cx/hyper
|
||||
name = "\improper DX Hyper-Euplastic LightSword"
|
||||
desc = "A supermassive toy envisioned to cleave the very fabric of space and time itself in twain. Realistic visuals and sounds! Ages 8 and up."
|
||||
icon = 'modular_citadel/icons/hypereutactic/item/hypereutactic.dmi'
|
||||
icon_state = "hypereutactic"
|
||||
lefthand_file = 'modular_citadel/icons/hypereutactic/mob/hypereutactic_left.dmi'
|
||||
righthand_file = 'modular_citadel/icons/hypereutactic/mob/hypereutactic_right.dmi'
|
||||
item_state = "hypereutactic"
|
||||
inhand_x_dimension = 64
|
||||
inhand_y_dimension = 64
|
||||
active = FALSE
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("poked", "devastated", "jabbed")
|
||||
light_color = "#37FFF7"
|
||||
light_brightness = 3
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/toy/sword/cx/hyper/attack_self(mob/user)
|
||||
active = !( active )
|
||||
|
||||
if (active)
|
||||
to_chat(user, "<span class='notice'>You activate the holographic blade with a press of a button.</span>")
|
||||
playsound(user, 'sound/weapons/nebon.ogg', 50, 1)
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
attack_verb = list("slashed", "stabbed", "ravaged")
|
||||
set_light(light_brightness)
|
||||
update_icon()
|
||||
|
||||
else
|
||||
to_chat(user, "<span class='notice'>You deactivate the holographic blade with a press of a button.</span>")
|
||||
playsound(user, 'sound/weapons/neboff.ogg', 50, 1)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("poked", "jabbed", "hit")
|
||||
set_light(0)
|
||||
update_icon()
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/toy/sword/cx/hyper/update_icon()
|
||||
var/mutable_appearance/blade_overlay = mutable_appearance('modular_citadel/icons/hypereutactic/item/hypereutactic.dmi', "hypereutactic_blade")
|
||||
var/mutable_appearance/gem_overlay = mutable_appearance('modular_citadel/icons/hypereutactic/item/hypereutactic.dmi', "hypereutactic_gem")
|
||||
|
||||
if(light_color)
|
||||
blade_overlay.color = light_color
|
||||
gem_overlay.color = light_color
|
||||
|
||||
cut_overlays() //So that it doesn't keep stacking overlays non-stop on top of each other
|
||||
|
||||
add_overlay(gem_overlay)
|
||||
|
||||
if(active)
|
||||
add_overlay(blade_overlay)
|
||||
|
||||
if(ismob(loc))
|
||||
var/mob/M = loc
|
||||
M.update_inv_hands()
|
||||
|
||||
/obj/item/toy/sword/cx/hyper/AltClick(mob/living/user)
|
||||
if(user.incapacitated() || !istype(user))
|
||||
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
|
||||
return
|
||||
if(!in_range(src, user))
|
||||
return
|
||||
if(user.incapacitated() || !istype(user) || !in_range(src, user))
|
||||
return
|
||||
|
||||
if(alert("Are you sure you want to recolor your blade?", "Confirm Repaint", "Yes", "No") == "Yes")
|
||||
var/energy_color_input = input(usr,"Choose Energy Color") as color|null
|
||||
if(energy_color_input)
|
||||
light_color = sanitize_hexcolor(energy_color_input, desired_format=6, include_crunch=1)
|
||||
update_icon()
|
||||
update_light()
|
||||
|
||||
/obj/item/toy/sword/cx/hyper/worn_overlays(isinhands, icon_file)
|
||||
if(isinhands)
|
||||
var/mutable_appearance/gem_inhand = mutable_appearance(icon_file, "hypereutactic_gem")
|
||||
gem_inhand.color = light_color
|
||||
. += gem_inhand
|
||||
if(active)
|
||||
var/mutable_appearance/blade_inhand = mutable_appearance(icon_file, "hypereutactic_blade")
|
||||
blade_inhand.color = light_color
|
||||
. += blade_inhand
|
||||
|
||||
/obj/item/toy/sword/cx/hyper/attackby(obj/item/W, mob/living/user, params)
|
||||
return
|
||||
*/
|
||||
|
After Width: | Height: | Size: 1.3 KiB |
|
After Width: | Height: | Size: 2.4 KiB |
|
After Width: | Height: | Size: 3.2 KiB |
|
After Width: | Height: | Size: 377 B |
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 568 B |
|
After Width: | Height: | Size: 3.7 KiB |
@@ -2418,6 +2418,9 @@
|
||||
#include "interface\skin.dmf"
|
||||
#include "modular_citadel\cit_medkits.dm"
|
||||
#include "modular_citadel\cit_screenshake.dm"
|
||||
#include "modular_citadel\citadel_ghostrole_spawners.dm"
|
||||
#include "modular_citadel\cydonian_armor.dm"
|
||||
#include "modular_citadel\hypereutactic_blade.dm"
|
||||
#include "modular_citadel\polychromic_clothes.dm"
|
||||
#include "modular_citadel\code\datums\uplink_items_cit.dm"
|
||||
// END_INCLUDE
|
||||
|
||||