/* 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 << "The mind batterer has been burnt out!" 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 << "You feel a tremendous, paralyzing wave flood your mind." else M << "You feel a sudden, electric jolt travel through your head." playsound(src.loc, 'sound/misc/interference.ogg', 50, 1) user << "You trigger [src]." 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/rad_laser name = "health analyzer" icon_state = "health" item_state = "analyzer" desc = "A hand-held body scanner able to distinguish vital signs of the subject. A strange microlaser is hooked on to the scanning end." flags = CONDUCT slot_flags = SLOT_BELT throwforce = 3 w_class = 1 throw_speed = 3 throw_range = 7 materials = list(MAT_METAL=400) origin_tech = "magnets=3;biotech=5;syndicate=3" var/intensity = 5 // 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/rad_laser/attack(mob/living/M, mob/living/user) if(!used) add_logs(user, M, "irradiated", src) user.visible_message("[user] has analyzed [M]'s vitals.") var/cooldown = round(max(100,(((intensity*8)-(wavelength/2))+(intensity*2))*10)) used = 1 icon_state = "health1" handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength spawn((wavelength+(intensity*4))*10) if(M) if(intensity >= 5) M.apply_effect(round(intensity/1.5), PARALYZE) M.rad_act(intensity*10) else user << "The radioactive microlaser is still recharging." /obj/item/device/rad_laser/proc/handle_cooldown(cooldown) spawn(cooldown) used = 0 icon_state = "health" /obj/item/device/rad_laser/attack_self(mob/user) ..() interact(user) /obj/item/device/rad_laser/interact(mob/user) user.set_machine(src) var/cooldown = round(max(10,((intensity*8)-(wavelength/2))+(intensity*2))) var/dat = {" Radiation Intensity: -- [intensity] ++
Radiation Wavelength: -- [(wavelength+(intensity*4))] ++
Laser Cooldown: [cooldown] Seconds
"} var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240) popup.set_content(dat) popup.open() /obj/item/device/rad_laser/Topic(href, href_list) if(!usr.canUseTopic(src)) return 1 usr.set_machine(src) if(href_list["radint"]) var/amount = text2num(href_list["radint"]) amount += intensity intensity = max(1,(min(10,amount))) else if(href_list["radwav"]) var/amount = text2num(href_list["radwav"]) amount += wavelength wavelength = max(1,(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 << "You activate [src]." src.user = user SSobj.processing |= src old_alpha = user.alpha on = 1 /obj/item/device/shadowcloak/proc/Deactivate() user << "You deactivate [src]." SSobj.processing.Remove(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/simulated/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)