Skip to content

Commit

Permalink
Update he.dm
Browse files Browse the repository at this point in the history
  • Loading branch information
CrabbytheCrab committed Oct 12, 2023
1 parent f3beb3d commit 126ad4c
Showing 1 changed file with 80 additions and 63 deletions.
143 changes: 80 additions & 63 deletions code/game/objects/items/ego_weapons/he.dm
Original file line number Diff line number Diff line change
Expand Up @@ -589,69 +589,6 @@
if(force < 100)
force += 0.25 //It charges pretty slowly, but people walk pretty fast thanks to justice.

/obj/item/ego_weapon/lance/brick_road
name = "brick road"
desc = "To the wizard we go!"
special = "This weapon leaves slowing yellow bricks from charging"
icon_state = "brick_road"
lefthand_file = 'icons/mob/inhands/96x96_lefthand.dmi'
righthand_file = 'icons/mob/inhands/96x96_righthand.dmi'
damtype = WHITE_DAMAGE
armortype = WHITE_DAMAGE
force = 50
inhand_x_dimension = 96
inhand_y_dimension = 96
attack_speed = 4//Really really slow.
attack_verb_continuous = list("stabs", "impales")
attack_verb_simple = list("stab", "impale")
hitsound = 'sound/weapons/ego/spear1.ogg'
attribute_requirements = list(
JUSTICE_ATTRIBUTE = 40
)
reach = 2
force_cap = 100 //Old max damage when it was damage = amount you walked.
force_per_tile = 5 //if I can read, this means you need to cross 20 tiles for max damage
pierce_force_cost = 20
charge_speed_cap = 2//more of a jog then a ram
couch_cooldown_time = 5 SECONDS

/obj/item/ego_weapon/lance/brick_road/UserMoved(mob/user)
..()
if(!raised)
playsound(src, 'sound/abnormalities/roadhome/House_MakeRoad.ogg', 100, FALSE, 8)
new /obj/effect/golden_road2(get_turf(user))

//Not an actual floor, but an effect you put on top of it.
/obj/effect/golden_road2
name = "Golden Road"
icon = 'icons/turf/floors.dmi'
icon_state = "gold" //note : find a proper brick road sprite later
alpha = 0
anchored = TRUE
var/slow_down = 0.75//25% slow
var/list/faction = list("neutral")

/obj/effect/golden_road2/Initialize()
. = ..()
QDEL_IN(src, 30 SECONDS)
animate(src, alpha = 255,transform= transform, time = 0.5 SECONDS)
addtimer(CALLBACK(src, .proc/FadeOut), 29.5 SECONDS)
for(var/i = 1 to 30)
addtimer(CALLBACK(src, .proc/Slow), i * 1 SECONDS)

/obj/effect/golden_road2/proc/FadeOut()
animate(src, alpha = 0, time = 0.5 SECONDS)

/obj/effect/golden_road2/proc/Slow()
for(var/turf/T in range(0, src))
if(T.z != z)
continue
for(var/mob/living/L in T)
if(faction_check(L.faction, src.faction))
continue
var/mob/living/simple_animal/hostile/H = L
H.TemporarySpeedChange(H.move_to_delay*slow_down , 3 SECONDS)

/obj/item/ego_weapon/shield/maneater
name = "man eater"
desc = "If friends were flowers, I'd pick you!"
Expand Down Expand Up @@ -1715,3 +1652,83 @@
new /obj/effect/temp_visual/beakbite(get_turf(owner))

#undef STATUS_EFFECT_FAIRYBITE

/obj/item/ego_weapon/lance/brick_road
name = "brick road"
desc = "To the wizard we go!"
special = "This weapon leaves slowing yellow bricks from charging"
icon_state = "brick_road"
lefthand_file = 'icons/mob/inhands/96x96_lefthand.dmi'
righthand_file = 'icons/mob/inhands/96x96_righthand.dmi'
damtype = WHITE_DAMAGE
armortype = WHITE_DAMAGE
force = 50
inhand_x_dimension = 96
inhand_y_dimension = 96
attack_speed = 4//Really really slow.
attack_verb_continuous = list("stabs", "impales")
attack_verb_simple = list("stab", "impale")
hitsound = 'sound/weapons/ego/spear1.ogg'
attribute_requirements = list(
JUSTICE_ATTRIBUTE = 40
)
reach = 2
force_cap = 100 //Old max damage when it was damage = amount you walked.
force_per_tile = 5 //if I can read, this means you need to cross 20 tiles for max damage
pierce_force_cost = 20
charge_speed_cap = 2//more of a jog then a ram
couch_cooldown_time = 5 SECONDS

/obj/item/ego_weapon/lance/brick_road/UserMoved(mob/user)
..()
if(!raised)
playsound(src, 'sound/abnormalities/roadhome/House_MakeRoad.ogg', 100, FALSE, 8)
new /obj/effect/golden_road2(get_turf(user))

/datum/status_effect/brown_bricks
id = "brown_bricks"
status_type = STATUS_EFFECT_UNIQUE
duration = 3 SECONDS
alert_type = /atom/movable/screen/alert/status_effect/brown_bricks

/datum/status_effect/brown_bricks/on_apply()
. = ..()
if(!isanimal(owner))
return
var/mob/living/simple_animal/hostile/M = owner
M.TemporarySpeedChange(M.move_to_delay*0.25 , 3 SECONDS)

/atom/movable/screen/alert/status_effect/brown_bricks
name = "Yello Bricks"
desc = "These DAMN bricks are slowing you down by 25%!"
icon = 'icons/turf/floors.dmi'
icon_state = "gold" //note : find a proper brick road sprite later

//Not an actual floor, but an effect you put on top of it.
/obj/effect/golden_road2
name = "Golden Road"
icon = 'icons/turf/floors.dmi'
icon_state = "gold" //note : find a proper brick road sprite later
alpha = 0
anchored = TRUE
var/list/faction = list("neutral")

/obj/effect/golden_road2/Initialize()
. = ..()
QDEL_IN(src, 30 SECONDS)
animate(src, alpha = 255,transform= transform, time = 0.5 SECONDS)
addtimer(CALLBACK(src, .proc/FadeOut), 29.5 SECONDS)
addtimer(CALLBACK(src, .proc/Slow),1 SECONDS, TIMER_LOOP)

/obj/effect/golden_road2/proc/FadeOut()
animate(src, alpha = 0, time = 0.5 SECONDS)

/obj/effect/golden_road2/proc/Slow()
for(var/turf/T in range(0, src))
if(T.z != z)
continue
for(var/mob/living/L in T)
if(faction_check(L.faction, src.faction))
continue
var/mob/living/simple_animal/hostile/H = L
H.apply_status_effect(/datum/status_effect/brown_bricks)

0 comments on commit 126ad4c

Please sign in to comment.