Addition Ratvar conversion effects and related changes

This commit is contained in:
Nerd Lord
2016-06-03 23:19:13 -04:00
parent b6e61c0cf5
commit 3793e6187a
39 changed files with 422 additions and 104 deletions
+43 -4
View File
@@ -23,6 +23,13 @@
else
take_damage(rand(5,10), BRUTE, 0)
/obj/structure/grille/ratvar_act()
if(destroyed)
new /obj/structure/grille/ratvar/broken(src.loc)
else
new /obj/structure/grille/ratvar(src.loc)
qdel(src)
/obj/structure/grille/blob_act(obj/effect/blob/B)
qdel(src)
@@ -113,7 +120,7 @@
..()
/obj/structure/grille/proc/Break()
icon_state = "brokengrille"
icon_state = "broken[initial(icon_state)]"
density = 0
destroyed = 1
stored.amount = 1
@@ -143,7 +150,7 @@
health = 10
density = 1
destroyed = 0
icon_state = "grille"
icon_state = initial(icon_state)
R.use(1)
return
@@ -260,11 +267,43 @@
return 0
/obj/structure/grille/broken // Pre-broken grilles for map placement
icon_state = "brokengrille"
density = 0
health = 0
destroyed = 1
/obj/structure/grille/broken/New()
..()
stored.amount = 1
stored.amount = 1
icon_state = "brokengrille"
/obj/structure/grille/ratvar
icon_state = "ratvargrille"
desc = "A strangely-shaped grille."
/obj/structure/grille/ratvar/New()
..()
if(destroyed)
PoolOrNew(/obj/effect/overlay/temp/ratvar/grille/broken, get_turf(src))
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/grille, get_turf(src))
PoolOrNew(/obj/effect/overlay/temp/ratvar/beam/grille, get_turf(src))
/obj/structure/grille/ratvar/narsie_act()
take_damage(rand(2, 7), BURN)
if(src)
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/obj/structure/grille/ratvar/ratvar_act()
return
/obj/structure/grille/ratvar/broken
density = 0
health = 0
destroyed = 1
/obj/structure/grille/ratvar/broken/New()
..()
stored.amount = 1
icon_state = "brokenratvargrille"
@@ -73,6 +73,16 @@
else
return ..()
/obj/structure/table_frame/narsie_act()
if(prob(20))
new /obj/structure/table_frame/wood(src.loc)
qdel(src)
/obj/structure/table_frame/ratvar_act()
if(prob(20))
new /obj/structure/table_frame/brass(src.loc)
qdel(src)
/*
* Wooden Frames
*/
@@ -109,3 +119,16 @@
qdel(src)
else
return ..()
/obj/structure/table_frame/brass
name = "brass table frame"
desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch."
icon_state = "brass_frame"
framestackamount = 0
/obj/structure/table_frame/brass/narsie_act()
..()
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
@@ -61,6 +61,10 @@
if(prob(20))
new /obj/structure/table/wood(src.loc)
/obj/structure/table/ratvar_act()
if(prob(20))
new /obj/structure/table/reinforced/brass(src.loc)
/obj/structure/table/mech_melee_attack(obj/mecha/M)
playsound(src.loc, 'sound/weapons/punch4.ogg', 50, 1)
visible_message("<span class='danger'>[M.name] smashes [src]!</span>")
@@ -366,6 +370,27 @@
else
return ..()
/obj/structure/table/reinforced/brass
name = "brass table"
desc = "A solid, slightly beveled brass table."
icon = 'icons/obj/smooth_structures/brass_table.dmi'
icon_state = "brass_table"
frame = /obj/structure/table_frame/brass
canSmoothWith = list(/obj/structure/table/reinforced/brass)
/obj/structure/table/reinforced/brass/table_destroy()
qdel(src)
/obj/structure/table/reinforced/brass/narsie_act()
..()
if(src) //do we still exist?
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/obj/structure/table/reinforced/brass/ratvar_act()
health = initial(health)
return
/*
* Surgery Tables
+23 -2
View File
@@ -73,6 +73,13 @@
for(var/obj/item/weapon/shard/shard in debris)
shard.color = NARSIE_WINDOW_COLOUR
/obj/structure/window/ratvar_act()
if(!fulltile)
new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
else
new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
qdel(src)
/obj/structure/window/singularity_pull(S, current_size)
if(current_size >= STAGE_FIVE)
shatter()
@@ -492,10 +499,11 @@
opacity = TRUE
/obj/structure/window/reinforced/clockwork
name = "ratvarian window"
name = "brass window"
desc = "A paper-thin pane of translucent yet reinforced brass."
icon = 'icons/obj/clockwork_objects.dmi'
icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
icon_state = "clockwork_window_single"
maxhealth = 100
/obj/structure/window/reinforced/clockwork/New(loc, direct)
..()
@@ -511,9 +519,22 @@
qdel(I)
debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
/obj/structure/window/reinforced/clockwork/ratvar_act()
health = maxhealth
update_icon()
return 0
/obj/structure/window/reinforced/clockwork/narsie_act()
take_damage(rand(15, 45), BURN)
if(src)
var/previouscolor = color
color = "#960000"
animate(src, color = previouscolor, time = 8)
/obj/structure/window/reinforced/clockwork/fulltile
icon_state = "clockwork_window"
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = 1
dir = 5
maxhealth = 150