Follow-up commit

This commit is contained in:
Xhuis
2016-06-02 14:55:48 -04:00
parent dd41f85524
commit 7e93e762f5
7 changed files with 33 additions and 6 deletions
@@ -571,12 +571,12 @@
var/new_obj_type //The path of the new type of object to replace the old
var/alloy_cost = 0
var/valid_target = FALSE //If the proselytizer will actually function on the object
if(istype(target, /turf/closed/wall) && !istype(target, /turf/closed/wall/reinforced))
if(istype(target, /turf/closed/wall) && !istype(target, /turf/closed/wall/r_wall))
operation_time = 50
new_obj_type = /turf/closed/wall/clockwork
alloy_cost = 5
valid_target = TRUE //Need to change valid_target to 1 or TRUE in each check so that it doesn't return an invalid value
else if(istype(src, /turf/open/floor/plating))
else if(istype(src, /turf/open/floor))
operation_time = 30
new_obj_type = /turf/open/floor/clockwork
alloy_cost = 1
@@ -258,8 +258,13 @@
/turf/open/floor/clockwork/ratvar_act()
return 0
/obj/structure/window/ratvar_act() //Windows turn yellow
color = rgb(75, 53, 0)
/obj/structure/window/ratvar_act() //Windows turn into Ratvarian windows
var/obj/structure/window/reinforced/clockwork/C = new(get_turf(src))
C.dir = dir
C.fulltile = fulltile
qdel(src)
/obj/structure/window/reinforced/clockwork/ratvar_act()
return 0
/obj/machinery/door/airlock/ratvar_act() //Airlocks become pinion airlocks that only allow servants
new/obj/machinery/door/airlock/clockwork(get_turf(src))
@@ -39,7 +39,7 @@
qdel(src)
return 1
/obj/structure/clockwork/proc/damaged(user, amount, type)
/obj/structure/clockwork/proc/damaged(mob/living/user, obj/item/I, amount, type)
if(!amount || !type || !type in list(BRUTE, BURN))
return 0
if(user.a_intent == "harm" && user.canUseTopic(I) && I.force && takes_damage)
@@ -74,7 +74,7 @@
/obj/structure/clockwork/attacked_by/(obj/item/I, mob/living/user)
if(user.a_intent == "harm" && user.Adjacent(I) && I.force && takes_damage)
damaged(user, I.force, I.damtype)
damaged(user, I, I.force, I.damtype)
else
return ..()
@@ -200,6 +200,22 @@
#undef GEAR_UNFASTENED
#undef GEAR_LOOSE
/obj/structure/window/reinforced/clockwork
name = "ratvarian window"
desc = "A reinforced yellow-glass window, gently luminous."
icon = 'icons/obj/clockwork_objects.dmi'
/obj/structure/window/reinforced/clockwork/New()
..()
spawn(1)
if(!fulltile)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
E.dir = dir
icon_state = "clockwork_window_single"
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
icon_state = "clockwork_window"
/*
The Ratvarian Language
+6
View File
@@ -154,6 +154,12 @@
/obj/effect/overlay/temp/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/overlay/temp/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER //To be above the window it creates
/obj/effect/overlay/temp/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/overlay/temp/revenant
name = "spooky lights"
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