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## About The Pull Request If you shoot a Syndicate NPC, and it dies and spawns a corpse, the corpse will - rather than having zero damage - have the corresponding damage you dealt to it. ## Why It's Good For The Game Always found it a little immersion breaking that they just spawned flawless corpses. Course they won't have any wounds or anything... but hey it's *better*. ## Changelog 🆑 Melbert qol: Corpses spawned from human-like NPCs will spawn damaged according to how they died (or will even gib if the npc was gibbed) fix: Maint Russians with guns will now spawn corpses instead of vanishing /🆑
88 lines
2.9 KiB
Plaintext
88 lines
2.9 KiB
Plaintext
/// Pirate trooper subtype
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/mob/living/basic/trooper/pirate
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name = "Pirate"
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desc = "Does what he wants cause a pirate is free."
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response_help_continuous = "pushes"
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response_help_simple = "push"
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speak_emote = list("yarrs")
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faction = list(FACTION_PIRATE)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate
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corpse = /obj/effect/mob_spawn/corpse/human/pirate
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/// The amount of money to steal with a melee attack
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var/plunder_credits = 25
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/mob/living/basic/trooper/pirate/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/plundering_attacks, plunder_amount = plunder_credits)
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/mob/living/basic/trooper/pirate/melee
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name = "Pirate Swashbuckler"
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melee_damage_lower = 30
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melee_damage_upper = 30
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armour_penetration = 35
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attack_verb_continuous = "slashes"
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attack_verb_simple = "slash"
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attack_sound = 'sound/items/weapons/blade1.ogg'
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attack_vis_effect = ATTACK_EFFECT_SLASH
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loot = list(/obj/effect/mob_spawn/corpse/human/pirate/melee)
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light_range = 2
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light_power = 2.5
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light_color = COLOR_SOFT_RED
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loot = list(
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/obj/item/melee/energy/sword/pirate,
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)
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mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee
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corpse = /obj/effect/mob_spawn/corpse/human/pirate/melee
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r_hand = /obj/item/melee/energy/sword/pirate
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plunder_credits = 50 //they hit hard so they steal more
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/mob/living/basic/trooper/pirate/melee/space
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name = "Space Pirate Swashbuckler"
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unsuitable_atmos_damage = 0
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minimum_survivable_temperature = 0
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loot = null
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mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee/space
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corpse = /obj/effect/mob_spawn/corpse/human/pirate/melee/space
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/mob/living/basic/trooper/pirate/melee/space/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)
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/mob/living/basic/trooper/pirate/ranged
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name = "Pirate Gunner"
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mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged
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corpse = /obj/effect/mob_spawn/corpse/human/pirate/ranged
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r_hand = /obj/item/gun/energy/laser
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ai_controller = /datum/ai_controller/basic_controller/trooper/ranged
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/// Type of bullet we use
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var/projectiletype = /obj/projectile/beam/laser
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/// Sound to play when firing weapon
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var/projectilesound = 'sound/items/weapons/laser.ogg'
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/// number of burst shots
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var/burst_shots = 2
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/// Time between taking shots
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var/ranged_cooldown = 6 SECONDS
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/mob/living/basic/trooper/pirate/ranged/Initialize(mapload)
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. = ..()
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AddComponent(\
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/datum/component/ranged_attacks,\
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projectile_type = projectiletype,\
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projectile_sound = projectilesound,\
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cooldown_time = ranged_cooldown,\
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burst_shots = burst_shots,\
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)
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/mob/living/basic/trooper/pirate/ranged/space
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name = "Space Pirate Gunner"
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unsuitable_atmos_damage = 0
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minimum_survivable_temperature = 0
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corpse = /obj/effect/mob_spawn/corpse/human/pirate/ranged/space
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mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged/space
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r_hand = /obj/item/gun/energy/e_gun/lethal
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/mob/living/basic/trooper/pirate/ranged/space/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)
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