Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.

Unfortunately I had to disallow certain animal types until they can be fixed.

- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.

- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.

- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!

- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
johnsonmt88@gmail.com
2012-08-27 02:51:07 +00:00
parent fbd575f6ef
commit 4406c057c9
4 changed files with 127 additions and 1 deletions

View File

@@ -269,4 +269,87 @@
new_corgi << "<B>You are now a Corgi. Yap Yap!</B>"
spawn(0)//To prevent the proc from returning null.
del(src)
return
return
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(bad_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
if(monkeyizing)
return
for(var/obj/item/W in src)
drop_from_inventory(W)
regenerate_icons()
monkeyizing = 1
canmove = 0
icon = null
invisibility = 101
for(var/t in organs)
del(t)
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You suddenly feel more... animalistic."
spawn()
del(src)
return
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in mobtypes
if(bad_animal(mobpath))
usr << "\red Sorry but this mob type is currently unavailable."
return
var/mob/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.a_intent = "hurt"
new_mob.UI = UI
new_mob << "You feel more... animalistic"
del(src)
//Certain mob types either do not work, or have major problems and should now be allowed to be controlled by players.
/mob/proc/bad_animal(var/MP)
//Sanity, this should never happen.
if(!MP || !ispath(MP, /mob/living/simple_animal))
return 1
//It is impossible to pull up the player panel for mice
if(ispath(MP, /mob/living/simple_animal/mouse))
return 1
//Bears will auto-attack mobs, even if they're player controlled
if(ispath(MP, /mob/living/simple_animal/bear))
return 1
//Parrots are unfinished, they have no sprite, movement, ect...
else if(ispath(MP, /mob/living/simple_animal/parrot))
return 1
//Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
else if(ispath(MP, /mob/living/simple_animal/space_worm))
return 1
//No problems found!
else
return 0