Vaurca Fixes

* Should make their eyes get damaged with flases proper now
* Makes them actually resistant to electric shock and walking on glass
This commit is contained in:
skull132
2016-01-01 18:20:54 +02:00
parent cdc3283649
commit dcd5e6d427
5 changed files with 34 additions and 2 deletions
@@ -294,6 +294,8 @@
if(H.species.flags & IS_SYNTHETIC)
return
if(istype(H) && H.species.insulated)//Insulation
return
if(M.buckled && istype(M.buckled, /obj/structure/stool/bed/chair/wheelchair))
return ..()
@@ -52,6 +52,25 @@
flick("e_flash", M.flash)
M.Stun(2)
M.Weaken(10)
//Vaurca damage 29-012-15
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_BUG)
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(!E)
return
//Reworked damage 29/12/15
usr << "\red Your eyes burn with the intense light of the flash!."
E.damage += rand(10, 11)
if(E.damage > 12)
M.eye_blurry += rand(3,6)
if (E.damage >= E.min_broken_damage)
M.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
M.eye_blind = 5
M.eye_blurry = 5
M.disabilities |= NEARSIGHTED
spawn(100)
M.disabilities &= ~NEARSIGHTED
@@ -1132,6 +1132,10 @@
return //TODO: DEFERRED
proc/handle_regular_status_updates()
if(species.flags & IS_BUG)
adjustBruteLoss(0)
adjustFireLoss(0)
if(status_flags & GODMODE) return 0
@@ -1408,6 +1412,9 @@
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
if(species.flags & IS_BUG) //Vaurca nightvision 29/12/15
see_in_dark = 8
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
@@ -75,6 +75,7 @@
var/blood_color = "#A10808" //Red.
var/flesh_color = "#FFC896" //Pink.
var/base_color //Used when setting species.
var/darkness_view
//Used in icon caching.
var/race_key = 0
@@ -626,7 +627,8 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used.
secondary_unarmed_type = /datum/unarmed_attack/bite/strong
rarity_value = 2 //according to the code this does nothing but upset me so i guess it can stay
slowdown = 1 //slow
darksight = 666 //good at seeing
darksight = 8 //good at seeing
darkness_view = 7
eyes = "blank_eyes" //made out of butts
brute_mod = 0.5 //note to self: remove is_synthetic checks for brmod and burnmod
burn_mod = 2 //bugs on fire
+3 -1
View File
@@ -273,11 +273,13 @@
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
var/mob/living/carbon/human/H = M //29/12/2015 INSULATION INITIATION
if(istype(H) && H.species.insulated) return 0
//This is for performance optimization only.
//DO NOT modify siemens_coeff here. That is checked in human/electrocute_act()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//var/mob/living/carbon/human/H = M Changed for inulation 29/12/15
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on