[MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)

* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
This commit is contained in:
SkyratBot
2020-08-24 22:52:31 +02:00
committed by GitHub
co-authored by TemporalOroboros
parent a6c3cbb8e3
commit 3bd294f26f
278 changed files with 731 additions and 700 deletions
@@ -214,7 +214,7 @@
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : stamina ? BULLET : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
///Heal MANY bodyparts, in random order
@@ -245,7 +245,7 @@
if(check_shields(M, damage, "the [M.name]"))
return 0
if(stat != DEAD)
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, MELEE))
return 1
/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
@@ -269,7 +269,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee","","",10)
var/armor_block = run_armor_check(affecting, MELEE,"","",10)
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
visible_message("<span class='danger'>[M] slashes at [src]!</span>", \
@@ -307,7 +307,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block)
@@ -323,7 +323,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
var/armor = run_armor_check(affecting, MELEE, armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness)
@@ -345,7 +345,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
var/armor_block = run_armor_check(affecting, "melee")
var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
@@ -355,24 +355,24 @@
to_chat(M.occupant, "<span class='warning'>You don't want to harm other living beings!</span>")
return
M.do_attack_animation(src)
if(M.damtype == "brute")
if(M.damtype == BRUTE)
step_away(src,M,15)
var/obj/item/bodypart/temp = get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_HEAD))
if(temp)
var/update = 0
var/dmg = rand(M.force/2, M.force)
switch(M.damtype)
if("brute")
if(BRUTE)
if(M.force > 35) // durand and other heavy mechas
Unconscious(20)
else if(M.force > 20 && !IsKnockdown()) // lightweight mechas like gygax
Knockdown(40)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, TRUE)
if("fire")
if(BURN)
update |= temp.receive_damage(0, dmg)
playsound(src, 'sound/items/welder.ogg', 50, TRUE)
if("tox")
if(TOX)
M.mech_toxin_damage(src)
else
return
@@ -397,7 +397,7 @@
return
var/brute_loss = 0
var/burn_loss = 0
var/bomb_armor = getarmor(null, "bomb")
var/bomb_armor = getarmor(null, BOMB)
//200 max knockdown for EXPLODE_HEAVY
//160 max knockdown for EXPLODE_LIGHT
@@ -420,7 +420,7 @@
brute_loss = 500
var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(throw_target, 200, 4)
damage_clothes(400 - bomb_armor, BRUTE, "bomb")
damage_clothes(400 - bomb_armor, BRUTE, BOMB)
if (EXPLODE_HEAVY)
brute_loss = 60
@@ -428,7 +428,7 @@
if(bomb_armor)
brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
damage_clothes(200 - bomb_armor, BRUTE, "bomb")
damage_clothes(200 - bomb_armor, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(30, 120)
Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
@@ -438,7 +438,7 @@
brute_loss = 30
if(bomb_armor)
brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(15,60)
Knockdown(160 - (bomb_armor * 1.6)) //100 bomb armor will prevent knockdown altogether
@@ -450,7 +450,7 @@
var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
if(prob(50/severity) && !prob(getarmor(BP, BOMB)) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
BP.brute_dam = BP.max_damage
BP.dismember()
max_limb_loss--
@@ -464,7 +464,7 @@
show_message("<span class='userdanger'>The blob attacks you!</span>")
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE))
///Calculates the siemens coeff based on clothing and species, can also restart hearts.
@@ -1358,7 +1358,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
log_combat(user, target, "attempted to punch")
return FALSE
var/armor_block = target.run_armor_check(affecting, "melee")
var/armor_block = target.run_armor_check(affecting, MELEE)
playsound(target.loc, user.dna.species.attack_sound, 25, TRUE, -1)
@@ -1459,7 +1459,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
hit_area = affecting.name
var/def_zone = affecting.body_zone
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area]!</span>", "<span class='warning'>Your armor has softened a hit to your [hit_area]!</span>",I.armour_penetration)
var/armor_block = H.run_armor_check(affecting, MELEE, "<span class='notice'>Your armor has protected your [hit_area]!</span>", "<span class='warning'>Your armor has softened a hit to your [hit_area]!</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iwound_bonus = I.wound_bonus
@@ -358,7 +358,7 @@
/datum/species/golem/sand/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H))
if(P.flag == "bullet" || P.flag == "bomb")
if(P.flag == BULLET || P.flag == BOMB)
playsound(H, 'sound/effects/shovel_dig.ogg', 70, TRUE)
H.visible_message("<span class='danger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>", \
"<span class='userdanger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>")
@@ -390,7 +390,7 @@
/datum/species/golem/glass/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H)) //self-shots don't reflect
if(P.flag == "laser" || P.flag == "energy")
if(P.flag == LASER || P.flag == ENERGY)
H.visible_message("<span class='danger'>The [P.name] gets reflected by [H]'s glass skin!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [H]'s glass skin!</span>")
if(P.starting)
@@ -690,7 +690,7 @@
name = "pile of bandages"
desc = "It emits a strange aura, as if there was still life within it..."
max_integrity = 50
armor = list("melee" = 90, "bullet" = 90, "laser" = 25, "energy" = 80, "bomb" = 50, "bio" = 100, "fire" = -50, "acid" = -50)
armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50)
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "pile_bandages"
resistance_flags = FLAMMABLE
@@ -777,7 +777,7 @@
/datum/species/golem/bronze/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(world.time > last_gong_time + gong_cooldown))
return ..()
if(P.flag == "bullet" || P.flag == "bomb")
if(P.flag == BULLET || P.flag == BOMB)
gong(H)
return ..()
@@ -51,7 +51,7 @@
inhand_icon_state = "snailshell"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
max_integrity = 200
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -176,7 +176,7 @@
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
damage_clothes(200, BRUTE, "bomb")
damage_clothes(200, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(30, 120)
if(prob(70))
@@ -184,7 +184,7 @@
if(EXPLODE_LIGHT)
take_overall_damage(30, 0)
damage_clothes(50, BRUTE, "bomb")
damage_clothes(50, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(15,60)
if (prob(50))
+1 -1
View File
@@ -1097,7 +1097,7 @@
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
var/blocked = getarmor(null, "rad")
var/blocked = getarmor(null, RAD)
if(amount > RAD_BURN_THRESHOLD)
apply_damage(RAD_BURN_CURVE(amount), BURN, null, blocked)
+3 -3
View File
@@ -1,5 +1,5 @@
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = null, soften_text = null, armour_penetration, penetrated_text, silent=FALSE)
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = null, soften_text = null, armour_penetration, penetrated_text, silent=FALSE)
var/armor = getarmor(def_zone, attack_flag)
if(armor <= 0)
@@ -89,7 +89,7 @@
"<span class='userdanger'>You're hit by [thrown_item]!</span>")
if(!thrown_item.throwforce)
return
var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration)
var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration)
apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, sharpness = thrown_item.get_sharpness(), wound_bonus = (nosell_hit * CANT_WOUND))
if(QDELETED(src)) //Damage can delete the mob.
return
@@ -105,7 +105,7 @@
to_chat(M.occupant, "<span class='warning'>You don't want to harm other living beings!</span>")
return
M.do_attack_animation(src)
if(M.damtype == "brute")
if(M.damtype == BRUTE)
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
@@ -124,7 +124,7 @@
return
return ..()
/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = "melee")
/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
@@ -149,7 +149,7 @@
..()
if(QDELETED(src))
return
var/bomb_armor = getarmor(null, "bomb")
var/bomb_armor = getarmor(null, BOMB)
switch (severity)
if (EXPLODE_DEVASTATE)
if(prob(bomb_armor))
@@ -736,12 +736,12 @@
playsound(src, 'sound/effects/splat.ogg', 50, TRUE)
var/damage = rand(5,15)
H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee"))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee"))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee"))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, MELEE))
H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, MELEE))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, MELEE))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, MELEE))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, MELEE))
H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, MELEE))
var/turf/T = get_turf(src)
T.add_mob_blood(H)
@@ -37,5 +37,5 @@
icon_state = "declone"
damage = 4
damage_type = BURN
flag = "energy"
flag = ENERGY
temperature = -100 // closer to the old temp loss
@@ -2,7 +2,7 @@
vision_range = 5
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
faction = list("jungle")
weather_immunities = list("acid")
weather_immunities = list(ACID)
obj_damage = 30
environment_smash = ENVIRONMENT_SMASH_WALLS
minbodytemp = 0
@@ -41,7 +41,7 @@
damage = 10
damage_type = BURN
light_range = 2
flag = "energy"
flag = ENERGY
light_color = LIGHT_COLOR_YELLOW
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
@@ -246,7 +246,7 @@ Difficulty: Hard
to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
playsound(T, attack_sound, 100, TRUE, -1)
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration), wound_bonus = CANT_WOUND)
L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration), wound_bonus = CANT_WOUND)
SLEEP_CHECK_DEATH(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
@@ -289,7 +289,7 @@ Difficulty: Medium
if(M in hit_list)
continue
hit_list += M
M.take_damage(45, BRUTE, "melee", 1)
M.take_damage(45, BRUTE, MELEE, 1)
sleep(1.5)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(lava_arena = FALSE, atom/movable/manual_target, swoop_cooldown = 30)
@@ -373,7 +373,7 @@ Difficulty: Medium
L.throw_at(throwtarget, 3)
visible_message("<span class='warning'>[L] is thrown clear of [src]!</span>")
for(var/obj/mecha/M in orange(1, src))
M.take_damage(75, BRUTE, "melee", 1)
M.take_damage(75, BRUTE, MELEE, 1)
for(var/mob/M in range(7, src))
shake_camera(M, 15, 1)
@@ -445,7 +445,7 @@ Difficulty: Medium
// deals damage to mechs
for(var/obj/mecha/M in T.contents)
M.take_damage(45, BRUTE, "melee", 1)
M.take_damage(45, BRUTE, MELEE, 1)
// changes turf to lava temporarily
if(!istype(T, /turf/closed) && !istype(T, /turf/open/lava))
@@ -680,7 +680,7 @@ Difficulty: Hard
playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", FALSE, 50, "Your armor was penetrated by [src]!")
var/armor = L.run_armor_check(limb_to_hit, MELEE, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", FALSE, 50, "Your armor was penetrated by [src]!")
L.apply_damage(damage, BURN, limb_to_hit, armor, wound_bonus=CANT_WOUND)
if(ishostile(L))
var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
@@ -323,7 +323,7 @@
anchored = TRUE
density = TRUE
layer = ABOVE_OBJ_LAYER
armor = list("melee" = 0, "bullet" = 0, "laser" = 100,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
///What kind of projectile the actual damaging part should be.
var/projectile_type = /obj/projectile/beam/legion
///Time until the tracer gets shot
@@ -42,7 +42,7 @@
damage = 0
damage_type = BURN
nodamage = TRUE
flag = "energy"
flag = ENERGY
temperature = -50 // Cools you down! per hit!
/obj/projectile/temp/basilisk/heated
@@ -54,7 +54,7 @@
M.gets_drilled()
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
M.take_damage(50, BRUTE, "melee", 1)
M.take_damage(50, BRUTE, MELEE, 1)
//Elites can't talk (normally)!
/mob/living/simple_animal/hostile/asteroid/elite/say(message, bubble_type, list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
@@ -90,7 +90,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
/obj/structure/elite_tumor
name = "pulsing tumor"
desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..."
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
icon = 'icons/obj/lavaland/tumor.dmi'
icon_state = "tumor"
@@ -130,7 +130,7 @@
. = ..()
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
M.take_damage(50, BRUTE, "melee", 1)
M.take_damage(50, BRUTE, MELEE, 1)
/mob/living/simple_animal/hostile/space_dragon/Move()
if(!using_special)
@@ -225,7 +225,7 @@
if(M in hit_list)
continue
hit_list += M
M.take_damage(50, BRUTE, "melee", 1)
M.take_damage(50, BRUTE, MELEE, 1)
/**
* Handles consuming and storing consumed things inside Space Dragon
@@ -416,7 +416,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift"
@@ -500,7 +500,7 @@
desc = "A rift akin to the ones space carp use to travel long distances. This one is fully charged, and is capable of bringing many carp to the station's location."
icon_state = "carp_rift_charged"
light_color = LIGHT_COLOR_YELLOW
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3)