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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 03:26:31 +01:00
Refactors healing simple animals with bruise packs.
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@@ -16,6 +16,7 @@
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attack_sound = 'sound/weapons/punch1.ogg'
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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)
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minbodytemp = 0
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healable = 0
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faction = list("cult")
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flying = 1
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var/list/construct_spells = list()
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@@ -24,6 +24,7 @@
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wander = 0
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speed = 0
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ventcrawler = 2
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healable = 0
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density = 0
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pass_flags = PASSTABLE | PASSMOB
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sight = (SEE_TURFS | SEE_OBJS)
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@@ -11,6 +11,7 @@
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icon_dead = "basic"
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health = 15
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maxHealth = 15
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healable = 0
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melee_damage_lower = 2
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melee_damage_upper = 3
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attacktext = "claws"
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@@ -16,6 +16,7 @@
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speed = -1
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maxHealth = 50000
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health = 50000
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healable = 0
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harm_intent_damage = 70
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melee_damage_lower = 68
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@@ -20,6 +20,7 @@
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minbodytemp = 0
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maxHealth = 150
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health = 150
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healable = 0
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environment_smash = 1
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melee_damage_lower = 20
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melee_damage_upper = 20
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@@ -35,7 +36,7 @@
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/mob/living/simple_animal/hostile/morph/examine(mob/user)
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if(morphed)
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form.examine(user) // Refactor examine to return desc so it's static? Not sure if worth it
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if(get_dist(user,src)<=3)
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if(get_dist(user,src)<=3)
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user << "<span class='notice'>Looks odd!</span>"
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else
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..()
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@@ -61,7 +62,7 @@
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/mob/living/simple_animal/hostile/morph/proc/assume(atom/movable/target)
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morphed = 1
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form = target
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//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir) No effect better than shit effect
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//Todo : update to .appearance once 508 hits
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@@ -89,9 +90,9 @@
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return
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morphed = 0
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form = null
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//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
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//anim(loc,src,'icons/mob/mob.dmi',,"morph",,src.dir)
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name = initial(name)
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icon = initial(icon)
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icon_state = initial(icon_state)
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@@ -13,6 +13,7 @@
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health = 25
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maxHealth = 25
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see_in_dark = 255
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healable = 0
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see_invisible = SEE_INVISIBLE_OBSERVER
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languages = ALL
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response_help = "passes through"
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@@ -7,6 +7,7 @@
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icon_living = "shade"
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maxHealth = 50
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health = 50
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healable = 0
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speak_emote = list("hisses")
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emote_hear = list("wails.","screeches.")
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response_help = "puts their hand through"
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@@ -34,6 +34,9 @@
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var/minbodytemp = 250
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var/maxbodytemp = 350
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//Healable by medical stacks? Defaults to yes.
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var/healable = 1
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//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
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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
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var/unsuitable_atmos_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
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@@ -340,29 +343,6 @@
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if(O.flags & NOBLUDGEON)
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return
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if(istype(O, /obj/item/stack/medical))
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user.changeNext_move(CLICK_CD_MELEE)
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if(stat != DEAD)
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var/obj/item/stack/medical/MED = O
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if(health < maxHealth)
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if(MED.amount >= 1)
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if(MED.heal_brute >= 1)
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adjustBruteLoss(-MED.heal_brute)
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MED.amount -= 1
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if(MED.amount <= 0)
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qdel(MED)
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visible_message("<span class='notice'>[user] applies [MED] on [src].</span>")
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return
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else
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user << "<span class='notice'>[MED] won't help at all.</span>"
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return
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else
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user << "<span class='notice'>[src] is at full health.</span>"
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return
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else
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user << "<span class='notice'>[src] is dead, medical items won't bring it back to life.</span>"
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return
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if((butcher_results) && (stat == DEAD))
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user.changeNext_move(CLICK_CD_MELEE)
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var/sharpness = is_sharp(O)
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@@ -23,6 +23,7 @@
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attacktext = "wildly tears into"
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maxHealth = 250
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health = 250
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healable = 0
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environment_smash = 1
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melee_damage_lower = 30
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melee_damage_upper = 30
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@@ -24,6 +24,7 @@
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maxHealth = 150
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health = 150
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healable = 0
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gender = NEUTER
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nutrition = 700
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