Refactors healing simple animals with bruise packs.

This commit is contained in:
bgobandit
2015-08-28 02:02:43 -04:00
parent 326d849836
commit 6f6744da33
11 changed files with 32 additions and 32 deletions
@@ -16,6 +16,7 @@
attack_sound = 'sound/weapons/punch1.ogg'
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)
minbodytemp = 0
healable = 0
faction = list("cult")
flying = 1
var/list/construct_spells = list()
@@ -24,6 +24,7 @@
wander = 0
speed = 0
ventcrawler = 2
healable = 0
density = 0
pass_flags = PASSTABLE | PASSMOB
sight = (SEE_TURFS | SEE_OBJS)
@@ -11,6 +11,7 @@
icon_dead = "basic"
health = 15
maxHealth = 15
healable = 0
melee_damage_lower = 2
melee_damage_upper = 3
attacktext = "claws"
@@ -16,6 +16,7 @@
speed = -1
maxHealth = 50000
health = 50000
healable = 0
harm_intent_damage = 70
melee_damage_lower = 68
@@ -20,6 +20,7 @@
minbodytemp = 0
maxHealth = 150
health = 150
healable = 0
environment_smash = 1
melee_damage_lower = 20
melee_damage_upper = 20
@@ -35,7 +36,7 @@
/mob/living/simple_animal/hostile/morph/examine(mob/user)
if(morphed)
form.examine(user) // Refactor examine to return desc so it's static? Not sure if worth it
if(get_dist(user,src)<=3)
if(get_dist(user,src)<=3)
user << "<span class='notice'>Looks odd!</span>"
else
..()
@@ -61,7 +62,7 @@
/mob/living/simple_animal/hostile/morph/proc/assume(atom/movable/target)
morphed = 1
form = target
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir) No effect better than shit effect
//Todo : update to .appearance once 508 hits
@@ -89,9 +90,9 @@
return
morphed = 0
form = null
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
name = initial(name)
icon = initial(icon)
icon_state = initial(icon_state)
@@ -13,6 +13,7 @@
health = 25
maxHealth = 25
see_in_dark = 255
healable = 0
see_invisible = SEE_INVISIBLE_OBSERVER
languages = ALL
response_help = "passes through"
@@ -7,6 +7,7 @@
icon_living = "shade"
maxHealth = 50
health = 50
healable = 0
speak_emote = list("hisses")
emote_hear = list("wails.","screeches.")
response_help = "puts their hand through"
@@ -34,6 +34,9 @@
var/minbodytemp = 250
var/maxbodytemp = 350
//Healable by medical stacks? Defaults to yes.
var/healable = 1
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
var/list/atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0) //Leaving something at 0 means it's off - has no maximum
var/unsuitable_atmos_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
@@ -340,29 +343,6 @@
if(O.flags & NOBLUDGEON)
return
if(istype(O, /obj/item/stack/medical))
user.changeNext_move(CLICK_CD_MELEE)
if(stat != DEAD)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
if(MED.heal_brute >= 1)
adjustBruteLoss(-MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
qdel(MED)
visible_message("<span class='notice'>[user] applies [MED] on [src].</span>")
return
else
user << "<span class='notice'>[MED] won't help at all.</span>"
return
else
user << "<span class='notice'>[src] is at full health.</span>"
return
else
user << "<span class='notice'>[src] is dead, medical items won't bring it back to life.</span>"
return
if((butcher_results) && (stat == DEAD))
user.changeNext_move(CLICK_CD_MELEE)
var/sharpness = is_sharp(O)
@@ -23,6 +23,7 @@
attacktext = "wildly tears into"
maxHealth = 250
health = 250
healable = 0
environment_smash = 1
melee_damage_lower = 30
melee_damage_upper = 30
@@ -24,6 +24,7 @@
maxHealth = 150
health = 150
healable = 0
gender = NEUTER
nutrition = 700