Species remains fixes, soulstone and constructs tweaks (#2598)

-species have the right remains_type now, ipcs will leave behind robot remains, humans will leave behind humans remains, dionae will just leave behind ashes and most xenos will leave behind xeno remains
-soulstones can now leave behind different types of remains depending on their victim species
-wraiths and harversts will not float over open turfs and can freely move around z-levels
This commit is contained in:
Alberyk
2017-06-04 07:30:51 -03:00
committed by skull132
parent 8c5a5a09c7
commit 6ff69e7ff1
3 changed files with 23 additions and 1 deletions
@@ -19,6 +19,7 @@
mob_size = 9
spawn_flags = CAN_JOIN
appearance_flags = HAS_HAIR_COLOR | HAS_SKIN_TONE | HAS_LIPS | HAS_UNDERWEAR | HAS_EYE_COLOR | HAS_SOCKS
remains_type = /obj/effect/decal/remains/human
stamina = 130 // Humans can sprint for longer than any other species
stamina_recovery = 5
@@ -227,6 +228,7 @@
name_language = "Rootsong"
ethanol_resistance = -1//Can't get drunk
mob_size = 12//Worker gestalts are 150kg
remains_type = /obj/effect/decal/cleanable/ash //no bones, so, they just turn into dust
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
@@ -378,6 +380,7 @@
secondary_langs = list("Encoded Audio Language")
ethanol_resistance = -1//Can't get drunk
radiation_mod = 0 // not affected by radiation
remains_type = /obj/effect/decal/remains/robot
// #TODO-MERGE: Check for balance and self-repair. If self-repair is a thing, RIP balance.
brute_mod = 0.8
@@ -170,6 +170,14 @@
attack_sound = 'sound/weapons/rapidslice.ogg'
construct_spells = list(/spell/targeted/ethereal_jaunt/shift)
/mob/living/simple_animal/construct/wraith/can_fall()
return FALSE
/mob/living/simple_animal/construct/wraith/can_ztravel()
return TRUE
/mob/living/simple_animal/construct/wraith/CanAvoidGravity()
return TRUE
/////////////////////////////Artificer/////////////////////////
@@ -261,6 +269,15 @@
)
//Harvesters are endgame stuff, no harm giving them construct spells
/mob/living/simple_animal/construct/harvester/can_fall()
return FALSE
/mob/living/simple_animal/construct/harvester/can_ztravel()
return TRUE
/mob/living/simple_animal/construct/harvester/CanAvoidGravity()
return TRUE
////////////////Glow//////////////////
/mob/living/simple_animal/construct/proc/add_glow()
overlays = 0
@@ -117,7 +117,9 @@
for(var/obj/item/W in T)
T.drop_from_inventory(W)
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
var/obj/effect/decal/remains/remains = T.species.remains_type //spawns a skeleton based on the species remain type
new remains(T.loc)
T.invisibility = 101
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )