diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm index 058d78fab72..6d7f8a49606 100644 --- a/code/game/machinery/_machinery.dm +++ b/code/game/machinery/_machinery.dm @@ -698,8 +698,8 @@ hit_with_what_noun += plural_s(hit_with_what_noun) // hit with "their hands" user.visible_message( - span_danger("[user] smashes [src] with [user.p_their()] [hit_with_what_noun][damage ? "." : ", without leaving a mark!"]"), - span_danger("You smash [src] with your [hit_with_what_noun][damage ? "." : ", without leaving a mark!"]"), + span_danger("[user] smashes [src] with [user.p_their()] [hit_with_what_noun][damage ? "." : ", [no_damage_feedback]"]!"), + span_danger("You smash [src] with your [hit_with_what_noun][damage ? "." : ", [no_damage_feedback]"]!"), span_hear("You hear a [damage ? "smash" : "thud"]."), COMBAT_MESSAGE_RANGE, ) diff --git a/code/game/machinery/modular_shield.dm b/code/game/machinery/modular_shield.dm index 63bd1875c60..cac65a032df 100644 --- a/code/game/machinery/modular_shield.dm +++ b/code/game/machinery/modular_shield.dm @@ -1,5 +1,5 @@ /obj/machinery/modular_shield_generator - name = "Modular Shield Generator" + name = "modular shield generator" desc = "A forcefield generator, it seems more stationary than its cousins. It cant handle G-force and will require frequent reboots when built on mobile craft." icon = 'icons/obj/machines/modular_shield_generator.dmi' icon_state = "gen_recovering_closed" @@ -382,7 +382,7 @@ ///The general code used for machines that want to connect to the network /obj/machinery/modular_shield/module - name = "Modular Shield Debugger" //Filler name and sprite for testing + name = "modular shield debugger" //Filler name and sprite for testing desc = "This is filler for testing you shouldn`t see this." icon = 'icons/obj/machines/mech_bay.dmi' icon_state = "recharge_port" @@ -506,7 +506,7 @@ /obj/machinery/modular_shield/module/node - name = "Modular Shield Node" + name = "modular shield node" desc = "A waist high mess of humming pipes and wires that extend the modular shield network." icon = 'icons/obj/machines/modular_shield_generator.dmi' icon_state = "node_off_closed" @@ -587,7 +587,7 @@ /obj/machinery/modular_shield/module/charger - name = "Modular Shield Charger" + name = "modular shield charger" desc = "A machine that somehow fabricates hardlight using electrons." icon = 'icons/obj/machines/modular_shield_generator.dmi' icon_state = "charger_off_closed" @@ -615,7 +615,7 @@ /obj/machinery/modular_shield/module/relay - name = "Modular Shield Relay" + name = "modular shield relay" desc = "It helps the shield generator project farther out." icon = 'icons/obj/machines/modular_shield_generator.dmi' icon_state = "relay_off_closed" @@ -643,7 +643,7 @@ /obj/machinery/modular_shield/module/well - name = "Modular Shield Well" + name = "modular shield well" desc = "A device used to hold more hardlight for the modular shield generator." icon = 'icons/obj/machines/modular_shield_generator.dmi' icon_state = "well_off_closed" @@ -672,12 +672,13 @@ //The shield itself /obj/structure/emergency_shield/modular - name = "Modular energy shield" + name = "modular energy shield" desc = "An energy shield with varying configurations." color = "#00ffff" density = FALSE alpha = 100 resistance_flags = INDESTRUCTIBLE //the shield itself is indestructible or atleast should be + no_damage_feedback = "weakening the generator sustaining it" ///The shield generator sustaining us var/obj/machinery/modular_shield_generator/shield_generator diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm index a2989ad1444..9b118ea7c2f 100644 --- a/code/game/objects/obj_defense.dm +++ b/code/game/objects/obj_defense.dm @@ -41,7 +41,7 @@ ) if(hitting_projectile.suppressed != SUPPRESSED_VERY) visible_message( - span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", without leaving a mark"]!"), + span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", [no_damage_feedback]"]!"), vision_distance = COMBAT_MESSAGE_RANGE, ) @@ -54,7 +54,7 @@ else playsound(src, 'sound/effects/bang.ogg', 50, TRUE) var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user)) - user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", without leaving a mark"]!"), span_danger("You smash [src][damage ? "" : ", without leaving a mark"]!"), null, COMBAT_MESSAGE_RANGE) + user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", [no_damage_feedback]"]!"), span_danger("You smash [src][damage ? "" : ", [no_damage_feedback]"]!"), null, COMBAT_MESSAGE_RANGE) return TRUE /obj/blob_act(obj/structure/blob/B) diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index dcc3b03dc78..c2183728d4f 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -7,6 +7,8 @@ /// Extra examine line to describe controls, such as right-clicking, left-clicking, etc. var/desc_controls + /// The context returned when an attack against this object doesnt deal any traditional damage to the object. + var/no_damage_feedback = "without leaving a mark" /// Icon to use as a 32x32 preview in crafting menus and such var/icon_preview var/icon_state_preview @@ -80,8 +82,8 @@ GLOBAL_LIST_EMPTY(objects_by_id_tag) if(attacking_item.demolition_mod < 1) damage_verb = "ineffectively pierce" - user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \ - span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE) + user.visible_message(span_danger("[user] [damage_verb][plural_s(damage_verb)] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]"]!"), \ + span_danger("You [damage_verb] [src] with [attacking_item][damage ? "." : ", [no_damage_feedback]"]!"), null, COMBAT_MESSAGE_RANGE) log_combat(user, src, "attacked", attacking_item) /obj/assume_air(datum/gas_mixture/giver)