mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-18 19:44:58 +01:00
HONK NOW IT SHOULD BE FIXED
This commit is contained in:
@@ -0,0 +1,568 @@
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//Dogs.
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/mob/living/simple_animal/pet/dog
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response_help = "pets"
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response_disarm = "bops"
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response_harm = "kicks"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks!", "woofs!", "yaps.","pants.")
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emote_see = list("shakes its head.", "chases its tail.","shivers.")
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see_in_dark = 5
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speak_chance = 1
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turns_per_move = 10
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//Corgis and pugs are now under one dog subtype
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/mob/living/simple_animal/pet/dog/corgi
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name = "\improper corgi"
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real_name = "corgi"
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desc = "It's a corgi."
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icon_state = "corgi"
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icon_living = "corgi"
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icon_dead = "corgi_dead"
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gender = MALE
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/corgi = 3)
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childtype = /mob/living/simple_animal/pet/dog/corgipuppy
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species = /mob/living/simple_animal/pet/dog
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var/shaved = 0
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var/obj/item/inventory_head
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var/obj/item/inventory_back
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var/facehugger
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/mob/living/simple_animal/pet/dog/pug
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name = "\improper pug"
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real_name = "pug"
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desc = "It's a pug."
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icon = 'icons/mob/pets.dmi'
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icon_state = "pug"
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icon_living = "pug"
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icon_dead = "pug_dead"
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butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/pug = 3)
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/mob/living/simple_animal/pet/dog/corgi/New()
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..()
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regenerate_icons()
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/mob/living/simple_animal/pet/dog/corgi/death(gibbed)
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..(gibbed)
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regenerate_icons()
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/mob/living/simple_animal/pet/dog/corgi/revive()
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..()
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regenerate_icons()
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/mob/living/simple_animal/pet/dog/corgi/sac_act(obj/effect/rune/R, victim) //Still the best thing in this game
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usr << "<span class='warning'>Even dark gods from another plane have standards, sicko.</span>"
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usr.reagents.add_reagent("hell_water", 2)
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R.stone_or_gib(victim)
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/mob/living/simple_animal/pet/dog/corgi/show_inv(mob/user)
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user.set_machine(src)
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if(user.stat) return
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var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
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if(inventory_head)
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dat += "<br><b>Head:</b> [inventory_head] (<a href='?src=\ref[src];remove_inv=head'>Remove</a>)"
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else
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dat += "<br><b>Head:</b> <a href='?src=\ref[src];add_inv=head'>Nothing</a>"
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if(inventory_back)
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dat += "<br><b>Back:</b> [inventory_back] (<a href='?src=\ref[src];remove_inv=back'>Remove</a>)"
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else
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dat += "<br><b>Back:</b> <a href='?src=\ref[src];add_inv=back'>Nothing</a>"
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user << browse(dat, text("window=mob[];size=325x500", real_name))
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onclose(user, "mob[real_name]")
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return
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/mob/living/simple_animal/pet/dog/corgi/attackby(obj/item/O, mob/user, params)
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if(inventory_head && inventory_back)
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//helmet and armor = 100% protection
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if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
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if( O.force )
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user << "<span class='warning'>[src] is wearing too much armor! You can't cause \him any damage.</span>"
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visible_message("<span class='danger'>[user] hits [src] with [O], however [src] is too armored.</span>")
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else
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user << "<span class='warning'>[src] is wearing too much armor! You can't reach \his skin.<span>"
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visible_message("[user] gently taps [src] with [O].")
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if(health>0 && prob(15))
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emote("me", 1, "looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression.")
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return
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if (istype(O, /obj/item/weapon/razor))
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if (shaved)
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user << "<span class='warning'>You can't shave this corgi, it's already been shaved!</span>"
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return
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user.visible_message("[user] starts to shave [src] using \the [O].", "<span class='notice'>You start to shave [src] using \the [O]...</span>")
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if(do_after(user, 50, target = src))
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user.visible_message("[user] shaves [src]'s hair using \the [O].")
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playsound(loc, 'sound/items/Welder2.ogg', 20, 1)
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shaved = 1
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icon_living = "[initial(icon_living)]_shaved"
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icon_dead = "[initial(icon_living)]_shaved_dead"
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if(stat == CONSCIOUS)
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icon_state = icon_living
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else
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icon_state = icon_dead
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return
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..()
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/mob/living/simple_animal/pet/dog/corgi/Topic(href, href_list)
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if(usr.stat) return
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//Removing from inventory
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if(href_list["remove_inv"])
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if(!Adjacent(usr) || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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if("head")
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if(inventory_head)
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name = real_name
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desc = initial(desc)
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes its head", "shivers")
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desc = "It's a corgi."
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SetLuminosity(0)
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inventory_head.loc = src.loc
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inventory_head = null
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regenerate_icons()
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else
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usr << "<span class='danger'>There is nothing to remove from its [remove_from].</span>"
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return
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if("back")
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if(inventory_back)
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inventory_back.loc = src.loc
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inventory_back = null
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regenerate_icons()
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else
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usr << "<span class='danger'>There is nothing to remove from its [remove_from].</span>"
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return
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show_inv(usr)
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//Adding things to inventory
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else if(href_list["add_inv"])
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if(!Adjacent(usr) || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/add_to = href_list["add_inv"]
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switch(add_to)
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if("head")
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place_on_head(usr.get_active_hand(),usr)
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if("back")
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if(inventory_back)
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usr << "<span class='warning'>It's already wearing something!</span>"
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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if(!item_to_add)
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usr.visible_message("[usr] pets [src].","<span class='notice'>You rest your hand on [src]'s back for a moment.</span>")
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return
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if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
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item_to_add.afterattack(src,usr,1)
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return
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//The objects that corgis can wear on their backs.
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var/list/allowed_types = list(
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/obj/item/clothing/suit/armor/vest,
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/obj/item/clothing/suit/space/hardsuit/deathsquad,
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/obj/item/device/radio,
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/obj/item/device/radio/off,
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/obj/item/clothing/suit/cardborg,
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/obj/item/weapon/tank/internals/oxygen,
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/obj/item/weapon/tank/internals/air,
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/obj/item/weapon/extinguisher,
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)
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if( ! ( item_to_add.type in allowed_types ) )
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usr << "<span class='warning'>You set [item_to_add] on [src]'s back, but \he shakes it off!</span>"
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if(!usr.drop_item())
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usr << "<span class='warning'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s back!</span>"
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return
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item_to_add.loc = loc
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if(prob(25))
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step_rand(item_to_add)
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for(var/i in list(1,2,4,8,4,8,4,dir))
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dir = i
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sleep(1)
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return
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usr.drop_item()
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item_to_add.loc = src
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src.inventory_back = item_to_add
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regenerate_icons()
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show_inv(usr)
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else
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..()
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//Corgis are supposed to be simpler, so only a select few objects can actually be put
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//to be compatible with them. The objects are below.
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//Many hats added, Some will probably be removed, just want to see which ones are popular.
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/mob/living/simple_animal/pet/dog/corgi/proc/place_on_head(obj/item/item_to_add, mob/user)
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if(istype(item_to_add,/obj/item/weapon/c4)) // last thing he ever wears, I guess
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item_to_add.afterattack(src,user,1)
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return
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if(inventory_head)
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if(user) user << "<span class='warning'>You can't put more than one hat on [src]!</span>"
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return
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if(!item_to_add)
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user.visible_message("[user] pets [src].","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
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return
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var/valid = 0
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//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a hat is removed.
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if(istype(item_to_add, /obj/item/clothing/tie/scarf))
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valid = 1
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else
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switch(item_to_add.type)
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if( /obj/item/clothing/glasses/sunglasses, /obj/item/clothing/head/that, /obj/item/clothing/head/collectable/paper,
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/obj/item/clothing/head/hardhat, /obj/item/clothing/head/collectable/hardhat, /obj/item/clothing/head/hardhat/white,
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/obj/item/weapon/paper)
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valid = 1
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if(/obj/item/clothing/head/helmet)
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name = "Sergeant [real_name]"
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desc = "The ever-loyal, the ever-vigilant."
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valid = 1
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if(/obj/item/clothing/head/chefhat, /obj/item/clothing/head/collectable/chef)
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name = "Sous chef [real_name]"
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desc = "Your food will be taste-tested. All of it."
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valid = 1
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if(/obj/item/clothing/head/caphat, /obj/item/clothing/head/collectable/captain)
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name = "Captain [real_name]"
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desc = "Probably better than the last captain."
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valid = 1
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if(/obj/item/clothing/head/kitty, /obj/item/clothing/head/collectable/kitty)
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name = "Runtime"
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emote_see = list("coughs up a furball", "stretches")
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emote_hear = list("purrs")
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speak = list("Purrr", "Meow!", "MAOOOOOW!", "HISSSSS", "MEEEEEEW")
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desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
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valid = 1
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if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
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name = "Hoppy"
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emote_see = list("twitches its nose", "hops around a bit")
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desc = "This is Hoppy. It's a corgi-...urmm... bunny rabbit"
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valid = 1
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if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
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name = "Yann"
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desc = "Mon dieu! C'est un chien!"
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speak = list("le woof!", "le bark!", "JAPPE!!")
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emote_see = list("cowers in fear.", "surrenders.", "plays dead.","looks as though there is a wall in front of him.")
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valid = 1
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if(/obj/item/clothing/head/det_hat)
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name = "Detective [real_name]"
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desc = "[name] sees through your lies..."
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emote_see = list("investigates the area.","sniffs around for clues.","searches for scooby snacks.")
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valid = 1
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if(/obj/item/clothing/head/nursehat)
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name = "Nurse [real_name]"
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desc = "[name] needs 100cc of beef jerky... STAT!"
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valid = 1
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if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
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name = "[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]"
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desc = "Yaarghh!! Thar' be a scurvy dog!"
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emote_see = list("hunts for treasure.","stares coldly...","gnashes his tiny corgi teeth!")
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emote_hear = list("growls ferociously!", "snarls.")
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speak = list("Arrrrgh!!","Grrrrrr!")
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valid = 1
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if(/obj/item/clothing/head/ushanka)
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name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
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desc = "A follower of Karl Barx."
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emote_see = list("contemplates the failings of the capitalist economic model.", "ponders the pros and cons of vanguardism.")
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valid = 1
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if(/obj/item/clothing/head/warden, /obj/item/clothing/head/collectable/police)
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name = "Officer [real_name]"
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emote_see = list("drools.","looks for donuts.")
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desc = "Stop right there criminal scum!"
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valid = 1
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if(/obj/item/clothing/head/wizard/fake, /obj/item/clothing/head/wizard, /obj/item/clothing/head/collectable/wizard)
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name = "Grandwizard [real_name]"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
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valid = 1
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if(/obj/item/clothing/head/cardborg)
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name = "Borgi"
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speak = list("Ping!","Beep!","Woof!")
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emote_see = list("goes rogue.", "sniffs out non-humans.")
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desc = "Result of robotics budget cuts."
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valid = 1
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if(/obj/item/weapon/bedsheet)
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name = "\improper Ghost"
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speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
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emote_see = list("stumbles around.", "shivers.")
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emote_hear = list("howls!","groans.")
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desc = "Spooky!"
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valid = 1
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if(/obj/item/clothing/head/helmet/space/santahat)
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name = "Santa's Corgi Helper"
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emote_hear = list("barks Christmas songs.", "yaps merrily!")
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emote_see = list("looks for presents.", "checks his list.")
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desc = "He's very fond of milk and cookies."
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valid = 1
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if(/obj/item/clothing/head/soft)
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name = "Corgi Tech [real_name]"
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desc = "The reason your yellow gloves have chew-marks."
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valid = 1
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if(/obj/item/clothing/head/hardhat/reindeer)
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name = "[real_name] the red-nosed Corgi"
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emote_hear = list("lights the way!", "illuminates.", "yaps!")
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desc = "He has a very shiny nose."
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SetLuminosity(1)
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valid = 1
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if(/obj/item/clothing/head/sombrero)
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name = "Segnor [real_name]"
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desc = "You must respect elder [real_name]"
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valid = 1
|
||||
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if(/obj/item/clothing/head/hopcap)
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name = "Lieutenant [real_name]"
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desc = "Can actually be trusted to not run off on his own."
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valid = 1
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||||
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if(/obj/item/clothing/head/helmet/space/hardsuit/deathsquad)
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name = "Trooper [real_name]"
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desc = "That's not red paint. That's real corgi blood."
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valid = 1
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if(valid)
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if(user && !user.drop_item())
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user << "<span class='warning'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
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return 0
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if(health <= 0)
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user << "<span class ='notice'>There is merely a dull, lifeless look in [real_name]'s eyes as you put the [item_to_add] on \him.</span>"
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else if(user)
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user.visible_message("[user] puts [item_to_add] on [real_name]'s head. [src] looks at [user] and barks once.",
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"<span class='notice'>You put [item_to_add] on [real_name]'s head. [src] gives you a peculiar look, then wags \his tail once and barks.</span>",
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"<span class='italics'>You hear a friendly-sounding bark.</span>")
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item_to_add.loc = src
|
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src.inventory_head = item_to_add
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||||
regenerate_icons()
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else
|
||||
if(user && !user.drop_item())
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user << "<span class='warning'>\The [item_to_add] is stuck to your hand, you cannot put it on [src]'s head!</span>"
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return 0
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||||
user << "<span class='warning'>You set [item_to_add] on [src]'s head, but \he shakes it off!</span>"
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||||
item_to_add.loc = loc
|
||||
if(prob(25))
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||||
step_rand(item_to_add)
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||||
for(var/i in list(1,2,4,8,4,8,4,dir))
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||||
dir = i
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||||
sleep(1)
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||||
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return valid
|
||||
|
||||
|
||||
//IAN! SQUEEEEEEEEE~
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||||
/mob/living/simple_animal/pet/dog/corgi/Ian
|
||||
name = "Ian"
|
||||
real_name = "Ian" //Intended to hold the name without altering it.
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||||
gender = MALE
|
||||
desc = "It's a corgi."
|
||||
var/turns_since_scan = 0
|
||||
var/obj/movement_target
|
||||
response_help = "pets"
|
||||
response_disarm = "bops"
|
||||
response_harm = "kicks"
|
||||
|
||||
/mob/living/simple_animal/pet/dog/corgi/Ian/Life()
|
||||
..()
|
||||
|
||||
//Feeding, chasing food, FOOOOODDDD
|
||||
if(!stat && !resting && !buckled)
|
||||
turns_since_scan++
|
||||
if(turns_since_scan > 5)
|
||||
turns_since_scan = 0
|
||||
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
|
||||
movement_target = null
|
||||
stop_automated_movement = 0
|
||||
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
|
||||
movement_target = null
|
||||
stop_automated_movement = 0
|
||||
for(var/obj/item/weapon/reagent_containers/food/snacks/S in oview(src,3))
|
||||
if(isturf(S.loc) || ishuman(S.loc))
|
||||
movement_target = S
|
||||
break
|
||||
if(movement_target)
|
||||
stop_automated_movement = 1
|
||||
step_to(src,movement_target,1)
|
||||
sleep(3)
|
||||
step_to(src,movement_target,1)
|
||||
sleep(3)
|
||||
step_to(src,movement_target,1)
|
||||
|
||||
if(movement_target) //Not redundant due to sleeps, Item can be gone in 6 decisecomds
|
||||
if (movement_target.loc.x < src.x)
|
||||
dir = WEST
|
||||
else if (movement_target.loc.x > src.x)
|
||||
dir = EAST
|
||||
else if (movement_target.loc.y < src.y)
|
||||
dir = SOUTH
|
||||
else if (movement_target.loc.y > src.y)
|
||||
dir = NORTH
|
||||
else
|
||||
dir = SOUTH
|
||||
|
||||
if(!Adjacent(movement_target)) //can't reach food through windows.
|
||||
return
|
||||
|
||||
if(isturf(movement_target.loc) )
|
||||
movement_target.attack_animal(src)
|
||||
else if(ishuman(movement_target.loc) )
|
||||
if(prob(20))
|
||||
emote("me", 1, "stares at [movement_target.loc]'s [movement_target] with a sad puppy-face")
|
||||
|
||||
if(prob(1))
|
||||
emote("me", 1, pick("dances around.","chases its tail!"))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
dir = i
|
||||
sleep(1)
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/pet/dog/corgi/regenerate_icons()
|
||||
overlays.Cut()
|
||||
if(inventory_head)
|
||||
var/image/head_icon
|
||||
if(health <= 0)
|
||||
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state, dir = EAST)
|
||||
head_icon.pixel_y = -8
|
||||
head_icon.transform = turn(head_icon.transform, 180)
|
||||
else
|
||||
head_icon = image('icons/mob/corgi_head.dmi', icon_state = inventory_head.icon_state)
|
||||
overlays += head_icon
|
||||
if(inventory_back)
|
||||
var/image/back_icon
|
||||
if(health <= 0)
|
||||
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state, dir = EAST)
|
||||
back_icon.pixel_y = -11
|
||||
back_icon.transform = turn(back_icon.transform, 180)
|
||||
else
|
||||
back_icon = image('icons/mob/corgi_back.dmi', icon_state = inventory_back.icon_state)
|
||||
overlays += back_icon
|
||||
if(facehugger)
|
||||
if(istype(src, /mob/living/simple_animal/pet/dog/corgipuppy))
|
||||
overlays += image('icons/mob/mask.dmi',"facehugger_corgipuppy")
|
||||
else
|
||||
overlays += image('icons/mob/mask.dmi',"facehugger_corgi")
|
||||
if(pcollar)
|
||||
overlays += collar
|
||||
overlays += pettag
|
||||
|
||||
return
|
||||
|
||||
|
||||
|
||||
/mob/living/simple_animal/pet/dog/corgipuppy
|
||||
name = "\improper corgi puppy"
|
||||
real_name = "corgi"
|
||||
desc = "It's a corgi puppy."
|
||||
icon_state = "puppy"
|
||||
icon_living = "puppy"
|
||||
icon_dead = "puppy_dead"
|
||||
var.shaved = 0
|
||||
density = 0
|
||||
pass_flags = PASSMOB
|
||||
mob_size = MOB_SIZE_SMALL
|
||||
|
||||
//puppies cannot wear anything.
|
||||
/mob/living/simple_animal/pet/dog/corgipuppy/Topic(href, href_list)
|
||||
if(href_list["remove_inv"] || href_list["add_inv"])
|
||||
usr << "<span class='warning'>You can't fit this on [src]!</span>"
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
//LISA! SQUEEEEEEEEE~
|
||||
/mob/living/simple_animal/pet/dog/corgi/Lisa
|
||||
name = "Lisa"
|
||||
real_name = "Lisa"
|
||||
gender = FEMALE
|
||||
desc = "It's a corgi with a cute pink bow."
|
||||
icon_state = "lisa"
|
||||
icon_living = "lisa"
|
||||
icon_dead = "lisa_dead"
|
||||
response_help = "pets"
|
||||
response_disarm = "bops"
|
||||
response_harm = "kicks"
|
||||
var/turns_since_scan = 0
|
||||
var/puppies = 0
|
||||
|
||||
//Lisa already has a cute bow!
|
||||
/mob/living/simple_animal/pet/dog/corgi/Lisa/Topic(href, href_list)
|
||||
if(href_list["remove_inv"] || href_list["add_inv"])
|
||||
usr << "<span class='danger'>[src] already has a cute bow!</span>"
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/pet/dog/corgi/Lisa/Life()
|
||||
..()
|
||||
|
||||
make_babies()
|
||||
|
||||
if(!stat && !resting && !buckled)
|
||||
if(prob(1))
|
||||
emote("me", 1, pick("dances around.","chases her tail."))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
dir = i
|
||||
sleep(1)
|
||||
|
||||
/mob/living/simple_animal/pet/pug/Life()
|
||||
..()
|
||||
|
||||
if(!stat && !resting && !buckled)
|
||||
if(prob(1))
|
||||
emote("me", 1, pick("chases its tail."))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
dir = i
|
||||
sleep(1)
|
||||
|
||||
/mob/living/simple_animal/pet/dog/attack_hand(mob/living/carbon/human/M)
|
||||
. = ..()
|
||||
switch(M.a_intent)
|
||||
if("help") wuv(1,M)
|
||||
if("harm") wuv(-1,M)
|
||||
|
||||
/mob/living/simple_animal/pet/dog/proc/wuv(change, mob/M)
|
||||
if(change)
|
||||
if(change > 0)
|
||||
if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
|
||||
flick_overlay(image('icons/mob/animal.dmi',src,"heart-ani2",MOB_LAYER+1), list(M.client), 20)
|
||||
emote("me", 1, "yaps happily!")
|
||||
else
|
||||
if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
|
||||
emote("me", 1, "growls!")
|
||||
@@ -0,0 +1,30 @@
|
||||
/mob/living/simple_animal/pet/pug
|
||||
name = "\improper pug"
|
||||
real_name = "pug"
|
||||
desc = "It's a pug."
|
||||
icon = 'icons/mob/pets.dmi'
|
||||
icon_state = "pug"
|
||||
icon_living = "pug"
|
||||
icon_dead = "pug_dead"
|
||||
speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
|
||||
speak_emote = list("barks", "woofs")
|
||||
emote_hear = list("barks!", "woofs!", "yaps.","pants.")
|
||||
emote_see = list("shakes its head.", "chases its tail.","shivers.")
|
||||
speak_chance = 1
|
||||
turns_per_move = 10
|
||||
butcher_results = list(/obj/item/weapon/reagent_containers/food/snacks/meat/slab/pug = 3)
|
||||
response_help = "pets"
|
||||
response_disarm = "bops"
|
||||
response_harm = "kicks"
|
||||
see_in_dark = 5
|
||||
|
||||
/mob/living/simple_animal/pet/pug/Life()
|
||||
..()
|
||||
|
||||
if(!stat && !resting && !buckled)
|
||||
if(prob(1))
|
||||
emote("me", 1, pick("chases its tail."))
|
||||
spawn(0)
|
||||
for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
|
||||
dir = i
|
||||
sleep(1)
|
||||
Reference in New Issue
Block a user