Removes dragoontomb ruin and loot. (#1290)
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kevinz000
parent
fa305c2aec
commit
f8505883d4
@@ -698,56 +698,4 @@
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sharpness = IS_SHARP
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/obj/item/weapon/twohanded/bonespear/update_icon()
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icon_state = "bone_spear[wielded]"
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/*
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* Sky Bulge (Gae Bolg, tradtional dragoon lance from many FF games.)
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*/
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/obj/item/weapon/twohanded/skybulge //Copy+paste job from bonespear because no explosions.
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icon_state = "sky_bulge0"
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name = "Sky Bulge"
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desc = "A legendary stick with a very pointy tip. Looks to be used for throwing. And jumping. Can be stubborn if you throw too much." //TODO: Be funnier.
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force = 10 //This thing aint for robusting.
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = SLOT_BACK
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force_unwielded = 10
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force_wielded = 18 //Same as regular spear. This is a utility weapon.
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throwforce = 24 //And that utility is throwing. 24 so it takes 5 hits instead of 4.
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throw_speed = 4
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embedded_impact_pain_multiplier = 0 //If you somehow embed this, it's not going to hurt.
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armour_penetration = 15 //Same as Bone Spear
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embed_chance = 0 //Would ruin the whole theme of the thing.
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored", "lanced") //Added lanced for flavour.
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sharpness = IS_SHARP
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var/maxdist = 16
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var/throw_cooldown = 0 //Should equate to half a second. Not supposed to be varedited.
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/obj/item/weapon/twohanded/skybulge/update_icon()
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icon_state = "sky_bulge[wielded]"
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/obj/item/weapon/twohanded/skybulge/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback) //Throw cooldown and offhand-proofing.
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if(throw_cooldown > world.time)
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var/mob/user = thrownby
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user.put_in_hands(src)
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return
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unwield(src)
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..()
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/obj/item/weapon/twohanded/skybulge/throw_impact(atom/target) //Praise be the ratvar spear for showing me how to use this proc.
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var/turf/turfhit = get_turf(target)
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var/mob/user = thrownby
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var/turf/source = get_turf(thrownby)
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if(source.z == ZLEVEL_STATION && get_dist(turfhit, source) < maxdist || source.z != ZLEVEL_STATION)
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..()
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if(do_after_mob(user, src, 5, uninterruptible = 1, progress = 0))
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if(QDELETED(src))
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return
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var/turf/landing = get_turf(src)
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if (loc != landing)
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return
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user.forceMove(landing)
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throw_cooldown = world.time + 5 //Half a second between throws.
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user.put_in_hands(src)
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playsound(src, 'sound/weapons/laser2.ogg', 20, 1)
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icon_state = "bone_spear[wielded]"
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