Changes "Water Breather" to "Aquatic" and reworks the trait to make it more vore-centric

This commit is contained in:
Casey
2022-08-25 18:59:46 -04:00
committed by CHOMPStation2
parent eb55c960fd
commit 8a5bbd6183
7 changed files with 158 additions and 9 deletions

View File

@@ -0,0 +1,33 @@
/datum/modifier/underwater_stealth
name = "underwater stealth"
desc = "You are currently underwater, rendering it more difficult to see you and enabling you to move quicker, thanks to your aquatic nature."
on_created_text = "<span class='warning'>You sink under the water.</span>"
on_expired_text = "<span class='notice'>You come out from the water.</span>"
stacks = MODIFIER_STACK_FORBID
slowdown = -1.5 //A bit faster when actually submerged fully in water, as you're not waddling through it.
siemens_coefficient = 1.5 //You are, however, underwater. Getting shocked will hurt.
outgoing_melee_damage_percent = 0.75 //You are swinging a sword under water...Good luck.
accuracy = -50 //You're underwater. Good luck shooting a gun. (Makes shots as if you were 3.33 tiles further.)
evasion = 30 //You're underwater and a bit harder to hit.
/datum/modifier/underwater_stealth/on_applied()
holder.alpha = 50
return
/datum/modifier/underwater_stealth/on_expire()
holder.alpha = 255
return
/datum/modifier/underwater_stealth/tick()
if(holder.stat == DEAD)
expire(silent = TRUE) //If you're dead you float to the top.
if(istype(holder.loc, /turf/simulated/floor/water))
var/turf/simulated/floor/water/water_floor = holder.loc
if(water_floor.depth < 1) //You're not in deep enough water anymore.
expire(silent = FALSE)
else
expire(silent = FALSE)