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GS13NG/code/game/objects/items/devices/traitordevices.dm
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/*
Miscellaneous traitor devices
BATTERER
RADIOACTIVE MICROLASER
*/
/*
The Batterer, like a flashbang but 50% chance to knock people over. Can be either very
effective or pretty fucking useless.
*/
/obj/item/device/batterer
name = "mind batterer"
desc = "A strange device with twin antennas."
icon_state = "batterer"
throwforce = 5
w_class = 1
throw_speed = 3
throw_range = 7
flags = CONDUCT
item_state = "electronic"
origin_tech = "magnets=3;combat=3;syndicate=3"
var/times_used = 0 //Number of times it's been used.
var/max_uses = 2
/obj/item/device/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user) return
if(times_used >= max_uses)
user << "<span class='danger'>The mind batterer has been burnt out!</span>"
return
add_logs(user, null, "knocked down people in the area", src)
for(var/mob/living/carbon/human/M in urange(10, user, 1))
if(prob(50))
M.Weaken(rand(10,20))
if(prob(25))
M.Stun(rand(5,10))
M << "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>"
else
M << "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>"
playsound(src.loc, 'sound/misc/interference.ogg', 50, 1)
user << "<span class='notice'>You trigger [src].</span>"
times_used += 1
if(times_used >= max_uses)
icon_state = "battererburnt"
/*
The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
The strength of the radiation is determined by the 'intensity' setting, while the delay between
the scan and the irradiation kicking in is determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
the cooldown, while higher wavelength will decrease it.
Wavelength is also slightly increased by the intensity as well.
*/
/obj/item/device/healthanalyzer/rad_laser
materials = list(MAT_METAL=400)
origin_tech = "magnets=3;biotech=5;syndicate=3"
var/irradiate = 1
var/intensity = 10 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
var/used = 0 // is it cooling down?
/obj/item/device/healthanalyzer/rad_laser/attack(mob/living/M, mob/living/user)
..()
if(!irradiate)
return
if(!used)
add_logs(user, M, "irradiated", src)
var/cooldown = round(max(10, (intensity*5 - wavelength/4))) * 10
used = 1
icon_state = "health1"
handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength
user << "<span class='warning'>Successfully irradiated [M].</span>"
spawn((wavelength+(intensity*4))*5)
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/1.5), PARALYZE)
M.rad_act(intensity*10)
else
user << "<span class='warning'>The radioactive microlaser is still recharging.</span>"
/obj/item/device/healthanalyzer/rad_laser/proc/handle_cooldown(cooldown)
spawn(cooldown)
used = 0
icon_state = "health"
/obj/item/device/healthanalyzer/rad_laser/attack_self(mob/user)
interact(user)
/obj/item/device/healthanalyzer/rad_laser/interact(mob/user)
user.set_machine(src)
var/cooldown = round(max(10, (intensity*5 - wavelength/4)))
var/dat = "Irradiation: <A href='?src=\ref[src];rad=1'>[irradiate ? "On" : "Off"]</A><br>"
dat += "Scan Mode: <a href='?src=\ref[src];mode=1'>"
if(!scanmode)
dat += "Scan Health"
else if(scanmode == 1)
dat += "Scan Reagents"
else
dat += "Disabled"
dat += "</a><br><br>"
dat += {"
Radiation Intensity:
<A href='?src=\ref[src];radint=-5'>-</A><A href='?src=\ref[src];radint=-1'>-</A>
[intensity]
<A href='?src=\ref[src];radint=1'>+</A><A href='?src=\ref[src];radint=5'>+</A><BR>
Radiation Wavelength:
<A href='?src=\ref[src];radwav=-5'>-</A><A href='?src=\ref[src];radwav=-1'>-</A>
[(wavelength+(intensity*4))]
<A href='?src=\ref[src];radwav=1'>+</A><A href='?src=\ref[src];radwav=5'>+</A><BR>
Laser Cooldown: [cooldown] Seconds<BR>
"}
var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240)
popup.set_content(dat)
popup.open()
/obj/item/device/healthanalyzer/rad_laser/Topic(href, href_list)
if(!usr.canUseTopic(src))
return 1
usr.set_machine(src)
if(href_list["rad"])
irradiate = !irradiate
else if(href_list["mode"])
scanmode += 1
if(scanmode > 2)
scanmode = 0
else if(href_list["radint"])
var/amount = text2num(href_list["radint"])
amount += intensity
intensity = max(1,(min(20,amount)))
else if(href_list["radwav"])
var/amount = text2num(href_list["radwav"])
amount += wavelength
wavelength = max(0,(min(120,amount)))
attack_self(usr)
add_fingerprint(usr)
return
/obj/item/device/shadowcloak
name = "cloaker belt"
desc = "Makes you invisible for short periods of time. Recharges in darkness."
icon = 'icons/obj/clothing/belts.dmi'
icon_state = "utilitybelt"
item_state = "utility"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
var/mob/living/carbon/human/user = null
var/charge = 300
var/max_charge = 300
var/on = 0
var/old_alpha = 0
actions_types = list(/datum/action/item_action/toggle)
/obj/item/device/shadowcloak/ui_action_click(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
if(!on)
Activate(usr)
else
Deactivate()
return
/obj/item/device/shadowcloak/item_action_slot_check(slot, mob/user)
if(slot == slot_belt)
return 1
/obj/item/device/shadowcloak/proc/Activate(mob/living/carbon/human/user)
if(!user)
return
user << "<span class='notice'>You activate [src].</span>"
src.user = user
START_PROCESSING(SSobj, src)
old_alpha = user.alpha
on = 1
/obj/item/device/shadowcloak/proc/Deactivate()
user << "<span class='notice'>You deactivate [src].</span>"
STOP_PROCESSING(SSobj, src)
if(user)
user.alpha = old_alpha
on = 0
user = null
/obj/item/device/shadowcloak/dropped(mob/user)
..()
if(user && user.get_item_by_slot(slot_belt) != src)
Deactivate()
/obj/item/device/shadowcloak/process()
if(user.get_item_by_slot(slot_belt) != src)
Deactivate()
return
var/turf/T = get_turf(src)
if(on)
var/lumcount = T.get_lumcount()
if(lumcount > 3)
charge = max(0,charge - 25)//Quick decrease in light
else
charge = min(max_charge,charge + 50) //Charge in the dark
animate(user,alpha = Clamp(255 - charge,0,255),time = 10)