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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-18 21:15:21 +00:00
Couple of small fixes.
thou shalt not flee the will of nar-sie
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@@ -171,13 +171,13 @@
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return
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switch(construct_class)
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if("Juggernaut")
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored, A, user)
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/armored, A, user, 0, T.loc)
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if("Wraith")
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith, A, user)
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/wraith, A, user, 0, T.loc)
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if("Artificer")
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder, A, user)
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makeNewConstruct(/mob/living/simple_animal/hostile/construct/builder, A, user, 0, T.loc)
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qdel(T)
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qdel(src)
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@@ -21,10 +21,11 @@
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healable = 0
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faction = list("cult")
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flying = 1
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pressure_resistance = 200
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unique_name = 1
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AIStatus = AI_OFF //normal constructs don't have AI
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var/list/construct_spells = list()
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var/playstyle_string = "<b>You are a generic construct! Your job is to not exist.</b>"
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var/playstyle_string = "<b>You are a generic construct! Your job is to not exist, and you should probably adminhelp this.</b>"
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/mob/living/simple_animal/hostile/construct/New()
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@@ -60,10 +61,10 @@
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if(src != M)
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Beam(M,icon_state="sendbeam",icon='icons/effects/effects.dmi',time=4)
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M.visible_message("<span class='danger'>[M] repairs some of \the <b>[src]'s</b> dents.</span>", \
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"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at [health]/[maxHealth] health.</span>")
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"<span class='cult'>You repair some of <b>[src]'s</b> dents, leaving <b>[src]</b> at <b>[health]/[maxHealth]</b> health.</span>")
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else
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M.visible_message("<span class='danger'>[M] repairs some of its own dents.</span>", \
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"<span class='cult'>You repair some of your own dents, leaving you at [M.health]/[M.maxHealth] health.</span>")
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"<span class='cult'>You repair some of your own dents, leaving you at <b>[M.health]/[M.maxHealth]</b> health.</span>")
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else
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if(src != M)
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M << "<span class='cult'>You cannot repair <b>[src]'s</b> dents, as it has none!</span>"
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@@ -89,7 +90,7 @@
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icon_living = "behemoth"
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maxHealth = 250
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health = 250
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response_harm = "harmlessly punches"
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response_harm = "harmlessly punches"
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harm_intent_damage = 0
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melee_damage_lower = 30
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melee_damage_upper = 30
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@@ -243,11 +244,14 @@
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melee_damage_upper = 5
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retreat_distance = 2 //AI harvesters will move in and out of combat, like wraiths, but shittier
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attacktext = "prods"
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environment_smash = 3
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attack_sound = 'sound/weapons/tap.ogg'
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construct_spells = list(/obj/effect/proc_holder/spell/targeted/smoke/disable)
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construct_spells = list(/obj/effect/proc_holder/spell/aoe_turf/conjure/wall,
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/obj/effect/proc_holder/spell/aoe_turf/conjure/floor.
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/obj/effect/proc_holder/spell/targeted/smoke/disable)
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playstyle_string = "<B>You are a Harvester. You are not strong, but your powers of domination will assist you in your role: \
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Bring those who still cling to this world of illusion back to the Geometer so they may know Truth.</B>"
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/mob/living/simple_animal/hostile/construct/harvester/hostile //actually hostile, will move around, hit things
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AIStatus = AI_ON
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environment_smash = 1 //only token destruction, don't smash the cult wall NO STOP
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@@ -182,7 +182,7 @@
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/mob/living/simple_animal/hostile/adjustBruteLoss(damage)
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..(damage)
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if(damage > 0 && !ckey && !stat && search_objects < 3)//Not unconscious, and we don't ignore mobs
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if(!ckey && !stat && search_objects < 3 && damage > 0)//Not unconscious, and we don't ignore mobs
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if(search_objects)//Turn off item searching and ignore whatever item we were looking at, we're more concerned with fight or flight
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search_objects = 0
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target = null
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