Continues removing unnecessary species names of bodyparts in visible messages (#67254)

* removes some more unnecessary species mentions from bodypart messages
This commit is contained in:
Ryll Ryll
2022-05-27 10:09:27 -04:00
committed by GitHub
parent bea6458b79
commit 6d3095b5c8
7 changed files with 34 additions and 30 deletions
+16 -16
View File
@@ -87,7 +87,7 @@
limb._embed_object(weapon) // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/weaponDeleted)
victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.name]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.name]!"))
victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
var/damage = weapon.throwforce
if(harmful)
@@ -98,7 +98,7 @@
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
if(damage > 0)
var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
/datum/component/embedded/Destroy()
@@ -142,7 +142,7 @@
if(harmful && prob(pain_chance_current))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.name] hurts!"))
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone]] hurts!"))
var/fall_chance_current = DT_PROB_RATE(fall_chance / 100, delta_time) * 100
if(victim.body_position == LYING_DOWN)
@@ -168,7 +168,7 @@
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.name] jostles and stings!"))
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
@@ -179,7 +179,7 @@
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.name]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.name]!"))
victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
safeRemove()
@@ -195,7 +195,7 @@
/// everything async that ripOut used to do
/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name]."),span_notice("You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)"))
victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)].)"))
if(!do_after(victim, time_taken, target = victim))
return
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
@@ -206,7 +206,7 @@
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
victim.emote("scream")
victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.name]!"), span_notice("You successfully remove [weapon] from your [limb.name]."))
victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
safeRemove(victim)
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
@@ -235,7 +235,7 @@
limb._unembed_object(weapon)
if(victim)
to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.name] disappears!"))
to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
qdel(src)
@@ -264,22 +264,22 @@
var/self_pluck = (user == victim)
if(self_pluck)
user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.name]"), span_notice("You start plucking [weapon] from your [limb.name]..."),\
user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone]"), span_notice("You start plucking [weapon] from your [limb.plaintext_zone]..."),\
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
else
user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.name]"),span_notice("You start plucking [weapon] from [victim]'s [limb.name]..."), \
user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone]"),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone]..."), \
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.name]..."))
to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone]..."))
var/pluck_time = 2.5 SECONDS * weapon.w_class * (self_pluck ? 2 : 1)
if(!do_after(user, pluck_time, victim))
if(self_pluck)
to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.name]."))
to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
else
to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.name]."))
to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.name]."))
to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
return
to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.name]."))
to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.name]."))
to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone]."))
safeRemove(user)
+8 -4
View File
@@ -308,12 +308,16 @@
wound_info_by_part -= hit_part
hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
var/limb_hit_text = ""
if(hit_part)
limb_hit_text = " in the [hit_part.plaintext_zone]"
if(num_hits > 1)
target.visible_message(span_danger("[target] is hit by [num_hits] [proj_name][plural_s(proj_name)][hit_part ? " in the [hit_part.name]" : ""][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, span_userdanger("You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!"))
target.visible_message(span_danger("[target] is hit by [num_hits] [proj_name][plural_s(proj_name)][limb_hit_text][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, span_userdanger("You're hit by [num_hits] [proj_name]s[limb_hit_text]!"))
else
target.visible_message(span_danger("[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, span_userdanger("You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!"))
target.visible_message(span_danger("[target] is hit by a [proj_name][limb_hit_text][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE, target)
to_chat(target, span_userdanger("You're hit by a [proj_name][limb_hit_text]!"))
for(var/M in purple_hearts)
var/mob/living/martyr = M
+1 -1
View File
@@ -223,7 +223,7 @@
return
victim.emote("scream")
blood_flow -= damage / (5 * self_penalty_mult) // 20 / 5 = 4 bloodflow removed, p good
victim.visible_message(span_warning("The cuts on [victim]'s [limb.name] scar over!"))
victim.visible_message(span_warning("The cuts on [victim]'s [limb.plaintext_zone] scar over!"))
/// If someone is using either a cautery tool or something with heat to cauterize this cut
/datum/wound/slash/proc/tool_cauterize(obj/item/I, mob/user)