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Bubberstation/code/game/objects/structures/petrified_statue.dm
Coffee 653d75e429 Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
2021-01-11 14:59:48 -03:00

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/obj/structure/statue/petrified
name = "statue"
desc = "An incredibly lifelike marble carving."
icon_state = "human_male"
density = TRUE
anchored = TRUE
max_integrity = 200
var/timer = 480 //eventually the person will be freed
var/mob/living/petrified_mob
/obj/structure/statue/petrified/New(loc, mob/living/L, statue_timer)
if(statue_timer)
timer = statue_timer
if(L)
petrified_mob = L
if(L.buckled)
L.buckled.unbuckle_mob(L,force=1)
L.visible_message("<span class='warning'>[L]'s skin rapidly turns to marble!</span>", "<span class='userdanger'>Your body freezes up! Can't... move... can't... think...</span>")
L.forceMove(src)
ADD_TRAIT(L, TRAIT_MUTE, STATUE_MUTE)
L.faction += "mimic" //Stops mimics from instaqdeling people in statues
L.status_flags |= GODMODE
obj_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
max_integrity = obj_integrity
START_PROCESSING(SSobj, src)
..()
/obj/structure/statue/petrified/process(delta_time)
if(!petrified_mob)
STOP_PROCESSING(SSobj, src)
timer -= delta_time
petrified_mob.Stun(40) //So they can't do anything while petrified
if(timer <= 0)
STOP_PROCESSING(SSobj, src)
qdel(src)
/obj/structure/statue/petrified/contents_explosion(severity, target)
return
/obj/structure/statue/petrified/handle_atom_del(atom/A)
if(A == petrified_mob)
petrified_mob = null
/obj/structure/statue/petrified/Destroy()
if(istype(src.loc, /mob/living/simple_animal/hostile/statue))
var/mob/living/simple_animal/hostile/statue/S = src.loc
forceMove(S.loc)
if(S.mind)
if(petrified_mob)
S.mind.transfer_to(petrified_mob)
petrified_mob.Paralyze(100)
to_chat(petrified_mob, "<span class='notice'>You slowly come back to your senses. You are in control of yourself again!</span>")
qdel(S)
for(var/obj/O in src)
O.forceMove(loc)
if(petrified_mob)
petrified_mob.status_flags &= ~GODMODE
petrified_mob.forceMove(loc)
REMOVE_TRAIT(petrified_mob, TRAIT_MUTE, STATUE_MUTE)
REMOVE_TRAIT(petrified_mob, TRAIT_NOBLEED, MAGIC_TRAIT)
petrified_mob.take_overall_damage((petrified_mob.health - obj_integrity + 100)) //any new damage the statue incurred is transfered to the mob
petrified_mob.faction -= "mimic"
petrified_mob = null
return ..()
/obj/structure/statue/petrified/deconstruct(disassembled = TRUE)
if(!disassembled)
if(petrified_mob)
petrified_mob.dust()
visible_message("<span class='danger'>[src] shatters!.</span>")
qdel(src)
/mob/proc/petrify(statue_timer)
/mob/living/carbon/human/petrify(statue_timer)
if(!isturf(loc))
return FALSE
var/obj/structure/statue/petrified/S = new(loc, src, statue_timer)
S.name = "statue of [name]"
ADD_TRAIT(src, TRAIT_NOBLEED, MAGIC_TRAIT)
S.copy_overlays(src)
var/newcolor = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
S.add_atom_colour(newcolor, FIXED_COLOUR_PRIORITY)
return TRUE
/mob/living/simple_animal/pet/dog/corgi/petrify(statue_timer)
if(!isturf(loc))
return FALSE
var/obj/structure/statue/petrified/S = new (loc, src, statue_timer)
S.name = "statue of a corgi"
S.icon_state = "corgi"
S.desc = "If it takes forever, I will wait for you..."
return TRUE