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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-23 05:07:51 +01:00
Adds Skeletons for background use
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@@ -112,5 +112,5 @@
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mutations.Add(SKELETON)
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status_flags |= DISFIGURED
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update_body(0)
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update_body(1)
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return
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@@ -0,0 +1,53 @@
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/datum/species/skeleton
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name = "Skeleton"
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name_plural = "Skeletons"
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icobase = 'icons/mob/human_races/r_skeleton.dmi'
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primitive_form = "Monkey"
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language = "Sol Common"
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unarmed_types = list(/datum/unarmed_attack/claws/strong, /datum/unarmed_attack/bite/sharp) //Bones are pointy, fight me.
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blurb = "Spooky Scary Skeletons!"
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name_language = null // Use the first-name last-name generator rather than a language scrambler
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min_age = 17
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max_age = 110
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health_hud_intensity = 1.5
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flags = NO_SCAN | NO_PAIN | NO_SLIP | NO_POISON | NO_MINOR_CUT | NO_BLOOD | UNDEAD
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spawn_flags = SPECIES_IS_RESTRICTED
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appearance_flags = null
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show_ssd = null
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blood_volume = null
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taste_sensitivity = TASTE_DULL
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hunger_factor = 0
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metabolic_rate = 0
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virus_immune = 1
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brute_mod = 1
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burn_mod = 0
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oxy_mod = 0
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toxins_mod = 0
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radiation_mod = 0
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flash_mod = 0
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chemOD_mod = 0
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siemens_coefficient = 0
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death_message = "falls over and stops moving!"
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knockout_message = "falls over and stops moving!"
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has_organ = list()
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warning_low_pressure = 50
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hazard_low_pressure = -1
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cold_level_1 = 50
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cold_level_2 = -1
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cold_level_3 = -1
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heat_level_1 = 2000
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heat_level_2 = 3000
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heat_level_3 = 4000
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body_temperature = T20C
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@@ -695,9 +695,21 @@ default behaviour is:
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if(A.has_gravity)
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//this is the gay blood on floor shit -- Added back -- Skie
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if (M.lying && (prob(M.getBruteLoss() / 6)))
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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var/bloodtrail = 1 //Checks if it's possible to even spill blood
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & NO_BLOOD)
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bloodtrail = 0
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else
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var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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bloodtrail = 0 //Most of it's gone already, just leave it be
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else
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H.vessel.remove_reagent("blood", 1)
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if(bloodtrail)
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var/turf/location = M.loc
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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//pull damage with injured people
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if(prob(25))
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M.adjustBruteLoss(1)
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@@ -708,13 +720,20 @@ default behaviour is:
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visible_message("<span class='danger'>\The [M]'s [M.isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!</span>")
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood(M)
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var/bloodtrail = 1 //Checks if it's possible to even spill blood
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/blood_volume = round(H.vessel.get_reagent_amount("blood"))
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if(blood_volume > 0)
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H.vessel.remove_reagent("blood", 1)
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if(H.species.flags & NO_BLOOD)
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bloodtrail = 0
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else
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var/blood_volume = round((H.vessel.get_reagent_amount("blood")/H.species.blood_volume)*100)
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if(blood_volume < BLOOD_VOLUME_SURVIVE)
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bloodtrail = 0 //Most of it's gone already, just leave it be
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else
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H.vessel.remove_reagent("blood", 1)
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if(bloodtrail)
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if(istype(location, /turf/simulated))
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location.add_blood(M)
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step(pulling, get_dir(pulling.loc, T))
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if(t)
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