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46 changes: 35 additions & 11 deletions modular_chomp/code/modules/exploration/bossloots.dm
Original file line number Diff line number Diff line change
Expand Up @@ -53,6 +53,7 @@
maxcharge = 10000
charge_amount = 1000

<<<<<<< HEAD

Check failure on line 56 in modular_chomp/code/modules/exploration/bossloots.dm

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got '<<', expected one of: ';', '//!', '/*!', '/'
//Starry Nights
/obj/item/gun/energy/astarrail
name = "Astral Slicer"
Expand Down Expand Up @@ -120,22 +121,45 @@
/obj/item/melee/midnightblade
name = "midnight blade"
icon_state = "katana"
=======
//Reworking an old weapon into Tyr melee loot. Old Weapon was the Midnight Blade
//E sword has 30 damage, 50 AP, and 65% projectile block
//Midnightblade has less AP, and less projectile block chance
//In exchange it has special charatisics on melee hits, and higher melee block
/obj/item/melee/energy/tyr_sabre
name = "tyrian energy blade"
>>>>>>> 860b850999 (More Printable Tyr Items (#11779))
slot_flags = SLOT_BELT | SLOT_BACK //should make a proper sprite some time but spriting energy is hard
desc = "A sword where the blade appears to be wreathed in rippling shadows."
force = 32 //I don't think weakning melee/speed, or weaking healing is quite the same vaule as 50% block/deflect chance.
armor_penetration = 50

/obj/item/melee/midnightblade/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(user.a_intent == I_HURT) //Anti-Heal mode
desc = "A forgien blade made via techniques of ages old. Gains a diffrent effect base off your stance."
description_info = "Attacking whilst on grab intent weakens the target's healing, attacking whilst on disarm weakens the target's melee potential, and attacking whilst on harm has a 2% chance to deal guarnteed massive damage."
active_force = 30
active_armourpen = 30
projectile_parry_chance = 20
defend_chance = 20

icon = 'modular_chomp/icons/mob/tribal_gear.dmi'
icon_state = "topshield"
item_state = "topshield"

item_icons = list(
slot_l_hand_str = 'modular_chomp/icons/obj/guns/precursor/lefthand.dmi',
slot_r_hand_str = 'modular_chomp/icons/obj/guns/precursor/righthand.dmi',
)

/obj/item/melee/energy/tyr_sabre/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(user.a_intent == I_GRAB) //Anti-Heal mode
. = ..()
target.add_modifier(/datum/modifier/grievous_wounds, 20)
if(active)
target.add_modifier(/datum/modifier/grievous_wounds, 20)
else if(user.a_intent == I_DISARM) //weaken mode
. = ..()
target.add_modifier(/datum/modifier/berserk_exhaustion, 3)
else if(user.a_intent == I_GRAB) //The meme mode. 1/1000000 to apply an instant kill debuff....that takes 2 mins to kill.
if(active)
target.add_modifier(/datum/modifier/berserk_exhaustion, 3)
else if(user.a_intent == I_HURT) //Tiny Chance to crit
. = ..()
if(prob(0.0001))
target.add_modifier(/datum/modifier/doomed, 120)
if(active && prob(2))
target.adjustBruteLoss(-50)
playsound(src, "blade1", 50, 1)

//A wierd beaker
/obj/item/reagent_containers/glass/beaker/gilded //Soo technically a good item but cumbersome to use.
Expand Down
18 changes: 11 additions & 7 deletions modular_chomp/code/modules/exploration/tyr_tribal_gear.dm
Original file line number Diff line number Diff line change
Expand Up @@ -246,7 +246,7 @@

//Rad Storm
/obj/item/pickaxe/diamonddrill/alien
name = "strane mining drill"
name = "alien mining drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 6
Expand All @@ -270,12 +270,16 @@
defend_chance = 65


//Five player check
/obj/item/shield_projector/rectangle/automatic/tyrvault
shield_health = 250
max_shield_health = 250
shield_regen_delay = 600 SECONDS
shield_regen_amount = 50
/obj/item/shield_projector/rectangle/automatic/tyrbarrier
name = "tyrian energy barrier"
desc = "An automatic shield generator made from tyr tech. Wearable as a belt."
description_info = "The barrier has 150 health, and does not benefit from armor. It will fully regenerate every 180 seconds."
shield_health = 125
max_shield_health = 125
shield_regen_delay = 180 SECONDS
shield_regen_amount = 125
w_class = ITEMSIZE_NO_CONTAINER
slot_flags = SLOT_BELT
size_x = 4
size_y = 4
color = "#FF3300"
Expand Down
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