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The armoured construct is now known as the Juggernaut. Its health was lowered and it takes massive damage from being hit with a bible. The Juggernaut has a lesser version of force wall.
Added the Wraith construct, a faster, more fragile construct which has a lesser version of Ethereal Jaunt. It too is vulnerable to bibles. The Chaplain is now immune to blood boil, stun talismans, and cult blind/deafen Constructs are finally creatable by using a full soulstone on an empty construct shell. The creator will be able to choose which kind of construct is created. Cultists can get construct shells from their supply talisman Wizards now get the spell "Artificer" which allows them to create construct shells for free when they select the soulstone belt. Medical Borgs are now relentless to prevent them losing hold of incapacitated patients. Added the Artificer (conjure construct shell), Phase Shift (lesser jaunt), and Shield (lesser forcewall) spells git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3054 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -99,6 +99,7 @@
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hands.icon_state = "medical"
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icon_state = "surgeon"
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modtype = "Med"
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relentless = 1
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if("Security")
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module = new /obj/item/weapon/robot_module/security(src)
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@@ -1,12 +1,12 @@
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/mob/living/simple_animal/constructarmoured
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name = "Dread Armour"
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name = "Juggernaut"
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desc = "A possessed suit of armour driven by the will of the restless dead"
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icon = 'mob.dmi'
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icon_state = "armour"
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icon_living = "armour"
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icon_dead = "shade_dead"
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maxHealth = 300
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health = 300
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maxHealth = 250
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health = 250
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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response_help = "thinks better of touching"
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@@ -37,21 +37,30 @@
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return
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/mob/living/simple_animal/constructarmoured/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(O.force)
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if(O.force >= 11)
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health -= O.force
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if(istype(O, /obj/item/weapon/storage/bible))
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if(user.mind && (user.mind.assigned_role == "Chaplain"))
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health -= 75
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
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M.show_message("\red \b [src] lets out a pained screech, its armoured skin fizzling and melting. ")
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else
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usr << "\red Your faith is not strong enough!"
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else
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if(O.force)
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if(O.force >= 11)
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health -= O.force
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
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else
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
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else
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usr << "\red This weapon is ineffective, it does no damage."
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b The [O] bounces harmlessly off of [src]. ")
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else
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usr << "\red This weapon is ineffective, it does no damage."
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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/mob/living/simple_animal/constructarmoured/Bump(atom/movable/AM as mob|obj, yes)
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@@ -88,4 +97,101 @@
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step(AM, t)
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now_pushing = null
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return
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return
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return
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/mob/living/simple_animal/constructwraith
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name = "Wraith"
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desc = "A wicked bladed shell contraption piloted by a bound spirit"
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icon = 'mob.dmi'
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icon_state = "floating"
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icon_living = "floating"
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icon_dead = "shade_dead"
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maxHealth = 75
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health = 75
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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response_help = "thinks better of touching"
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response_disarm = "flails at"
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response_harm = "punches the"
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melee_damage_lower = 25
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melee_damage_upper = 25
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attacktext = "slashes"
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minbodytemp = 0
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maxbodytemp = 4000
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min_oxy = 0
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max_co2 = 0
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max_tox = 0
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speed = -1
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a_intent = "harm"
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stop_automated_movement = 1
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Life()
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..()
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if(stat == 2)
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for(var/mob/M in viewers(src, null))
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if((M.client && !( M.blinded )))
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M.show_message("\red [src] collapses in a shattered heap ")
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ghostize(0)
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del src
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return
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/mob/living/simple_animal/constructwraith/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, /obj/item/weapon/storage/bible))
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if(user.mind && (user.mind.assigned_role == "Chaplain"))
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health -= 75
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] lets out a pained screech, its armoured skin fizzling and melting. ")
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else
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usr << "\red Your faith is not strong enough!"
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else
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if(O.force)
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health -= O.force
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
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else
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usr << "\red This weapon is ineffective, it does no damage."
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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/mob/living/simple_animal/constructwraith/Bump(atom/movable/AM as mob|obj, yes)
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spawn( 0 )
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if ((!( yes ) || now_pushing))
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return
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now_pushing = 1
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if(ismob(AM))
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var/mob/tmob = AM
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if(istype(tmob, /mob/living/carbon/human) && tmob.mutations & FAT)
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if(prob(50))
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src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
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now_pushing = 0
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return
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if(tmob.relentless)
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now_pushing = 0
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return
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tmob.LAssailant = src
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now_pushing = 0
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..()
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if (!( istype(AM, /atom/movable) ))
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return
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if (!( now_pushing ))
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now_pushing = 1
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if (!( AM.anchored ))
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var/t = get_dir(src, AM)
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if (istype(AM, /obj/structure/window))
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if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
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for(var/obj/structure/window/win in get_step(AM,t))
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now_pushing = 0
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return
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step(AM, t)
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now_pushing = null
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return
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return
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