Merge pull request #13318 from MMMiracles/snowiscold

New Away Mission: Snow Valley+snow atmos
This commit is contained in:
tkdrg
2015-12-16 21:01:07 -03:00
29 changed files with 1531 additions and 23 deletions
@@ -40,13 +40,12 @@
name = "Hudson"
desc = "Feared outlaw, this guy is one bad news bear." //I'm sorry...
/mob/living/simple_animal/hostile/bear/Move()
..()
if(stat != DEAD)
if(loc && istype(loc,/turf/space))
icon_state = "bear"
else
icon_state = "bearfloor"
/mob/living/simple_animal/hostile/bear/snow
name = "space polar bear"
icon_state = "snowbear"
icon_living = "snowbear"
icon_dead = "snowbear_dead"
desc = "It's a polar bear, in space, but not actually in space. "
/mob/living/simple_animal/hostile/bear/Process_Spacemove(movement_dir = 0)
return 1 //No drifting in space for space bears!
@@ -15,6 +15,9 @@
harm_intent_damage = 5
melee_damage_lower = 15
melee_damage_upper = 15
minbodytemp = 0
maxbodytemp = 1500
healable = 0 //they're skeletons how would bruise packs help them??
attacktext = "slashes"
attack_sound = 'sound/hallucinations/growl1.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)
@@ -28,11 +31,73 @@
see_in_dark = 8
layer = MOB_LAYER - 0.1
var/remains = /obj/effect/decal/remains/human
var/loot
var/deathmessage = "The skeleton collaspes into a pile of bones!"
/mob/living/simple_animal/hostile/skeleton/death(gibbed)
..(gibbed)
if(remains)
new remains (src.loc)
visible_message("<span class='danger'>The skeleton falls apart!</span>")
if(loot)
new loot (src.loc)
visible_message("<span class='danger'>[deathmessage]</span>")
qdel(src)
return
/mob/living/simple_animal/hostile/skeleton/eskimo
name = "undead eskimo"
desc = "The reanimated remains of some poor traveler."
icon = 'icons/mob/animal.dmi'
icon_state = "eskimo"
icon_living = "eskimo"
icon_dead = "eskimo_dead"
maxHealth = 55
health = 55
gold_core_spawnable = 0
melee_damage_lower = 17
melee_damage_upper = 20
deathmessage = "The skeleton collaspes into a pile of bones, its gear falling to the floor!"
loot = list(/obj/item/weapon/twohanded/spear,
/obj/item/clothing/shoes/winterboots,
/obj/item/clothing/suit/hooded/wintercoat)
/mob/living/simple_animal/hostile/skeleton/templar
name = "undead templar"
desc = "The reanimated remains of a holy templar knight."
icon = 'icons/mob/animal.dmi'
icon_state = "templar"
icon_living = "templar"
icon_dead = "templar_dead"
maxHealth = 125
health = 125
speed = 2
gold_core_spawnable = 0
speak_chance = 1
speak = list("THE GODS WILL IT!","DUES VULT!","REMOVE KABAB!")
force_threshold = 10 //trying to simulate actually having armor
melee_damage_lower = 25
melee_damage_upper = 30
deathmessage = "The templar knight collaspes into a pile of bones, its gear clanging as it hits the ground!"
loot = list(/obj/item/clothing/suit/armor/riot/knight/templar,
/obj/item/clothing/head/helmet/knight/templar,
/obj/item/weapon/claymore/hog{name = "holy sword"})
/mob/living/simple_animal/hostile/skeleton/templar/bullet_act(obj/item/projectile/Proj)
if(!Proj)
return
if(prob(50))
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
src.health -= Proj.damage
else
visible_message("<span class='danger'>[src] blocks [Proj] with its sword!</span>")
return 0
/mob/living/simple_animal/hostile/skeleton/ice
name = "ice skeleton"
desc = "A reanimated skeleton protected by a thick sheet of natural ice armor. Looks slow, though."
speed = 5
maxHealth = 75
health = 75
color = rgb(114,228,250)
remains = /obj/effect/decal/remains/human{color = rgb(114,228,250)}