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Leg Actuator Tweaks (#15675)
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@@ -640,9 +640,6 @@
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return T.name
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return T.name
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/obj/item/rig_module/actuators/engage(atom/target, mob/user)
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/obj/item/rig_module/actuators/engage(atom/target, mob/user)
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if (!..())
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return FALSE
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// This is for when you toggle it on or off. Why do they both run the same
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// This is for when you toggle it on or off. Why do they both run the same
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// proc chain ...? :l
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// proc chain ...? :l
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if (!target)
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if (!target)
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@@ -669,7 +666,7 @@
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if (combatType && ismob(aa))
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if (combatType && ismob(aa))
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continue
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continue
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if (aa.density)
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if (aa.density && NOT_FLAG(aa.flags, ON_BORDER))
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to_chat(user, SPAN_WARNING("You cannot leap at a location with solid objects on it!"))
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to_chat(user, SPAN_WARNING("You cannot leap at a location with solid objects on it!"))
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return FALSE
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return FALSE
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@@ -677,6 +674,10 @@
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to_chat(user, SPAN_WARNING("You cannot leap at such a distant object!"))
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to_chat(user, SPAN_WARNING("You cannot leap at such a distant object!"))
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return FALSE
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return FALSE
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. = ..()
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if(!.)
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return FALSE
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// Handle leaping at targets with a combat capable version here.
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// Handle leaping at targets with a combat capable version here.
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if (combatType && dist && (ismob(target) || (locate(/mob/living) in T)))
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if (combatType && dist && (ismob(target) || (locate(/mob/living) in T)))
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H.do_leap(target, leapDistance, FALSE)
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H.do_leap(target, leapDistance, FALSE)
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@@ -493,8 +493,7 @@
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if (istype(rig))
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if (istype(rig))
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for (var/obj/item/rig_module/actuators/A in rig.installed_modules)
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for (var/obj/item/rig_module/actuators/A in rig.installed_modules)
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if (A.active && rig.check_power_cost(src, 10, A, 0))
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if (A.active && rig.check_power_cost(src, 10, A, 0))
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visible_message(SPAN_NOTICE("\The [src] lands flawlessly with [src.get_pronoun("his")] [rig]."),
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visible_message(SPAN_NOTICE("\The [src] lands flawlessly with [src.get_pronoun("his")] [rig.name]."), SPAN_NOTICE("You land flawlessly with your [rig.name]."), SPAN_NOTICE("You hear an electric <i>*whirr*</i> right after a loud slam!"))
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SPAN_NOTICE("You hear an electric <i>*whirr*</i> right after the slam!"))
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return FALSE
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return FALSE
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if(status_flags & GODMODE) // Godmode
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if(status_flags & GODMODE) // Godmode
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@@ -84,7 +84,7 @@
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name = "Leg Actuators"
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name = "Leg Actuators"
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desc = "A set of electromechanical actuators, for safe traversal of multilevelled areas."
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desc = "A set of electromechanical actuators, for safe traversal of multilevelled areas."
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_POWER = 3)
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 4, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 85000, MATERIAL_GLASS = 1250, MATERIAL_SILVER = 5250, MATERIAL_GOLD = 2750)
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materials = list(DEFAULT_WALL_MATERIAL = 85000, MATERIAL_GLASS = 1250)
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build_path = /obj/item/rig_module/actuators
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build_path = /obj/item/rig_module/actuators
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/datum/design/hardsuitmodules/taser_module
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/datum/design/hardsuitmodules/taser_module
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9
html/changelogs/geeves-leg_actuator_price_tweak.yml
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9
html/changelogs/geeves-leg_actuator_price_tweak.yml
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@@ -0,0 +1,9 @@
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author: Geeves
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delete-after: True
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changes:
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- tweak: "There's no longer a power cost or delay when you fail to use leg actuators."
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- tweak: "You can now jump to a location that contains railings with leg actuators."
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- tweak: "Removed the silver and gold cost for leg actuators in the mechfab, it just costs steel and glass now."
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- tweak: "Tweaked the leg actuator landing messages to make more grammatical sense, and adds a self message to them."
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