Combat Bears (#20215)

* adds bear

* bear armor dlc

* bear upgrades galore
This commit is contained in:
MMMiracles
2016-09-04 09:51:03 +12:00
committed by oranges
parent ebcde4fe56
commit 1b4318f1a2
4 changed files with 49 additions and 3 deletions
@@ -20,6 +20,7 @@
response_harm = "hits"
maxHealth = 60
health = 60
var/armored = FALSE
melee_damage_lower = 20
melee_damage_upper = 30
@@ -46,11 +47,56 @@
icon_state = "snowbear"
icon_living = "snowbear"
icon_dead = "snowbear_dead"
desc = "It's a polar bear, in space, but not actually in space. "
desc = "It's a polar bear, in space, but not actually in space."
/mob/living/simple_animal/hostile/bear/russian
name = "combat bear"
desc = "A ferocious brown bear decked out in armor plating, a red star with yellow outlining details the shoulder plating."
icon_state = "combatbear"
icon_living = "combatbear"
icon_dead = "combatbear_dead"
faction = list("russian")
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/bear = 5, /obj/item/clothing/head/bearpelt = 1, /obj/item/bear_armor = 1)
melee_damage_lower = 25
melee_damage_upper = 35
armour_penetration = 20
health = 120
maxHealth = 120
armored = TRUE
/mob/living/simple_animal/hostile/bear/Process_Spacemove(movement_dir = 0)
return 1 //No drifting in space for space bears!
/mob/living/simple_animal/hostile/bear/update_icons()
..()
if(armored)
var/image/B = image(icon = 'icons/mob/animal.dmi', icon_state = "armor_bear")
if(B)
add_overlay(B)
/obj/item/bear_armor
name = "pile of bear armor"
desc = "A scattered pile of various shaped armor pieces fitted for a bear, some duct tape, and a nail filer. Crude instructions \
are written on the back of one of the plates in russian. This seems like an awful idea."
icon = 'icons/obj/items.dmi'
icon_state = "bear_armor_upgrade"
/obj/item/bear_armor/afterattack(atom/target, mob/user, proximity_flag)
if(istype(target, /mob/living/simple_animal/hostile/bear) && proximity_flag)
var/mob/living/simple_animal/hostile/bear/A = target
if(A.armored)
user << "<span class='warning'>[A] has already been armored up!</span>"
return
A.armored = TRUE
A.maxHealth += 60
A.health += 60
A.armour_penetration += 20
A.melee_damage_lower += 5
A.melee_damage_upper += 5
A.update_icons()
user << "<span class='info'>You strap the armor plating to [A] and sharpen their claws with the nail filer. This was a great idea.</span>"
qdel(src)