fixes a minor sin + makes it pretty

This commit is contained in:
MrMelbert
2020-06-24 02:43:23 -05:00
parent ce2ad16282
commit 4fdb1e108c
+23 -25
View File
@@ -584,18 +584,18 @@
special_attack_type_message = "a mystery move, even I don't know."
/**
* this proc combines "sleep" while also checking for if the battle should continue
* this proc combines "sleep" while also checking for if the battle should continue
*
* this goes through some of the checks - the toys need to be next to each other to fight!
* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK)
* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK)
* if it's player vs mech (suicide): the mech needs to be in range of the player
* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
* Arguments:
* * delay - the amount of time the sleep at the end of the check will sleep for
* * attacker: - the attacking toy in the battle.
* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
* * opponent - (optional) the defender controller in the battle, for PvP
* this goes through some of the checks - the toys need to be next to each other to fight!
* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK)
* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK)
* if it's player vs mech (suicide): the mech needs to be in range of the player
* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
* Arguments:
* * delay - the amount of time the sleep at the end of the check will sleep for
* * attacker - the attacking toy in the battle.
* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
* * opponent - (optional) the defender controller in the battle, for PvP
*/
/obj/item/toy/prize/proc/combat_sleep(var/delay, obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
if(!attacker_controller)
@@ -736,20 +736,17 @@
sleep(1.5 SECONDS)
for(var/i in 1 to 4)
switch(i)
if(1)
if(1, 3)
SpinAnimation(5, 0)
playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
user.adjustBruteLoss(25)
user.adjustStaminaLoss(50)
if(2)
user.SpinAnimation(5, 0)
playsound(user, 'sound/weapons/smash.ogg', 20, TRUE)
combat_health-- //we scratched it!
if(3)
SpinAnimation(5, 0)
user.adjustBruteLoss(25)
user.adjustStaminaLoss(50)
if(4)
say(special_attack_cry + "!!")
user.emote("scream")
user.adjustStaminaLoss(25)
if(!combat_sleep(1 SECONDS, null, user))
@@ -758,6 +755,7 @@
in_combat = FALSE
return SHAME
sleep(0.5 SECONDS)
user.adjustBruteLoss(450)
in_combat = FALSE
@@ -796,9 +794,9 @@
* It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
* When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
* Arguments:
* * attacker - the attacking toy, the toy in the attacker_controller's hands
* * attacker_controller - the user, the one who is holding the toys / controlling the fight
* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
* * attacker - the attacking toy, the toy in the attacker_controller's hands
* * attacker_controller - the user, the one who is holding the toys / controlling the fight
* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
*/
/obj/item/toy/prize/proc/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
//A GOOD DAY FOR A SWELL BATTLE!
@@ -956,9 +954,9 @@
* both SRC and attacker (if attacker is included) are checked if they are in combat already.
* If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
* Arguments:
* * user: the user who is initiating the battle
* * attacker: optional arg for checking two mechs at once
* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
* * user: the user who is initiating the battle
* * attacker: optional arg for checking two mechs at once
* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
*/
/obj/item/toy/prize/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/prize/attacker, mob/living/carbon/target)
if(attacker && attacker.in_combat)
@@ -985,7 +983,7 @@
*
* Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
* Arguments:
* * victim - the toy being hit by the special move
* * victim - the toy being hit by the special move
*/
/obj/item/toy/prize/proc/special_attack_move(obj/item/toy/prize/victim)
say(special_attack_cry + "!!")
@@ -1014,7 +1012,7 @@
*
* This one is only for inheritance, each mech with an 'other' type move has their procs below.
* Arguments:
* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
*/
/obj/item/toy/prize/proc/super_special_attack(obj/item/toy/prize/victim)
visible_message("<span class='notice'> [src] does a cool flip.</span>")