Makes some requested changes to mood (#38851)

cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl

oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
This commit is contained in:
Qustinnus
2018-07-08 13:50:54 +12:00
committed by oranges
parent c213eaf14f
commit 284f90a3ab
32 changed files with 38 additions and 186 deletions
-1
View File
@@ -60,7 +60,6 @@
/obj/structure/sign/poster/Initialize()
. = ..()
addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, 75), 0)
if(random_basetype)
randomise(random_basetype)
if(!ruined)
@@ -5,7 +5,6 @@
var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
var/beauty
/obj/effect/decal/cleanable/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -26,10 +25,6 @@
if(LAZYLEN(diseases_to_add))
AddComponent(/datum/component/infective, diseases_to_add)
/obj/effect/decal/cleanable/ComponentInitialize()
. = ..()
addtimer(CALLBACK(src, /datum.proc/AddComponent, /datum/component/beauty, beauty), 0) //inb4 i get yelled at for using the beauty var on cleanable instead of calling this proc on every subtype which would be pedantic and actually run worse.
/obj/effect/decal/cleanable/proc/replace_decal(obj/effect/decal/cleanable/C) // Returns true if we should give up in favor of the pre-existing decal
if(mergeable_decal)
return TRUE
@@ -8,7 +8,6 @@
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
bloodiness = MAX_SHOE_BLOODINESS
blood_state = BLOOD_STATE_XENO
beauty = -75
/obj/effect/decal/cleanable/xenoblood/Initialize()
. = ..()
@@ -6,7 +6,6 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_HUMAN
bloodiness = MAX_SHOE_BLOODINESS
beauty = -60
/obj/effect/decal/cleanable/blood/replace_decal(obj/effect/decal/cleanable/blood/C)
C.add_blood_DNA(return_blood_DNA())
@@ -3,7 +3,6 @@
desc = "Someone should clean that up."
icon = 'icons/obj/objects.dmi'
icon_state = "shards"
beauty = -50
/obj/effect/decal/cleanable/ash
name = "ashes"
@@ -11,7 +10,6 @@
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
mergeable_decal = FALSE
beauty = -50
/obj/effect/decal/cleanable/ash/Initialize()
. = ..()
@@ -26,7 +24,6 @@
/obj/effect/decal/cleanable/ash/large
name = "large pile of ashes"
icon_state = "big_ash"
beauty = -100
/obj/effect/decal/cleanable/ash/large/Initialize()
. = ..()
@@ -37,7 +34,6 @@
desc = "Back to sand."
icon = 'icons/obj/shards.dmi'
icon_state = "tiny"
beauty = -60
/obj/effect/decal/cleanable/glass/Initialize()
. = ..()
@@ -51,20 +47,17 @@
desc = "Someone should clean that up."
icon_state = "dirt"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
beauty = -50
/obj/effect/decal/cleanable/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"
beauty = -50
/obj/effect/decal/cleanable/greenglow
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
light_color = LIGHT_COLOR_GREEN
icon_state = "greenglow"
beauty = -150
/obj/effect/decal/cleanable/greenglow/Initialize(mapload)
. = ..()
@@ -80,7 +73,6 @@
layer = WALL_OBJ_LAYER
icon_state = "cobweb1"
resistance_flags = FLAMMABLE
beauty = -50
/obj/effect/decal/cleanable/cobweb/cobweb2
icon_state = "cobweb2"
@@ -92,12 +84,10 @@
icon = 'icons/effects/effects.dmi'
icon_state = "molten"
mergeable_decal = FALSE
beauty = -100
/obj/effect/decal/cleanable/molten_object/large
name = "big gooey grey mass"
icon_state = "big_molten"
beauty = -250
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
@@ -106,7 +96,6 @@
icon = 'icons/effects/blood.dmi'
icon_state = "vomit_1"
random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
beauty = -200
/obj/effect/decal/cleanable/vomit/attack_hand(mob/user)
. = ..()
@@ -141,14 +130,12 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
beauty = -50
/obj/effect/decal/cleanable/plant_smudge
name = "plant smudge"
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_plant")
beauty = -50
/obj/effect/decal/cleanable/egg_smudge
name = "smashed egg"
@@ -156,7 +143,6 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
beauty = -50
/obj/effect/decal/cleanable/pie_smudge //honk
name = "smashed pie"
@@ -164,7 +150,6 @@
gender = NEUTER
icon = 'icons/effects/tomatodecal.dmi'
random_icon_states = list("smashed_pie")
beauty = -50
/obj/effect/decal/cleanable/chem_pile
name = "chemical pile"
@@ -172,7 +157,6 @@
gender = NEUTER
icon = 'icons/obj/objects.dmi'
icon_state = "ash"
beauty = -60
/obj/effect/decal/cleanable/shreds
name = "shreds"
@@ -180,7 +164,6 @@
icon_state = "shreds"
gender = PLURAL
mergeable_decal = FALSE
beauty = -75
/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
if(severity == 1) //so shreds created during an explosion aren't deleted by the explosion.
@@ -197,14 +180,12 @@
icon = 'icons/effects/tomatodecal.dmi'
icon_state = "salt_pile"
gender = NEUTER
beauty = -50
/obj/effect/decal/cleanable/glitter
name = "generic glitter pile"
desc = "The herpes of arts and crafts."
icon = 'icons/effects/tile_effects.dmi'
gender = NEUTER
beauty = 100
/obj/effect/decal/cleanable/glitter/pink
name = "pink glitter"
@@ -223,7 +204,6 @@
desc = "A puddle of stabilized plasma."
icon_state = "flour"
color = "#C8A5DC"
beauty = -200
/obj/effect/decal/cleanable/insectguts
name = "insect guts"
@@ -231,4 +211,3 @@
icon = 'icons/effects/blood.dmi'
icon_state = "xfloor1"
random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
beauty = -300
@@ -10,7 +10,6 @@
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
mergeable_decal = FALSE
beauty = -100
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions)
set waitfor = 0
@@ -47,7 +46,6 @@
random_icon_states = list("floor1", "floor2", "floor3", "floor4", "floor5", "floor6", "floor7")
blood_state = BLOOD_STATE_OIL
bloodiness = MAX_SHOE_BLOODINESS
beauty = -150
/obj/effect/decal/cleanable/oil/Initialize()
. = ..()