Merge branch 'features' into work_in_progress

This commit is contained in:
Cael_Aislinn
2012-12-11 12:39:22 +10:00
7 changed files with 42 additions and 20 deletions

View File

@@ -21,7 +21,7 @@
var/move_delay_add = 0 // movement delay to add
status_flags = CANPARALYSE
var/heal_rate = 5
var/heal_rate = 1
var/plasma_rate = 5
var/oxygen_alert = 0

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@@ -106,7 +106,7 @@ I kind of like the right click only--the window version can get a little confusi
/mob/living/carbon/alien/humanoid/proc/neurotoxin(mob/target as mob in oview())
set name = "Spit Neurotoxin (50)"
set desc = "Spits neurotoxin at someone, paralyzing them for a short time."
set desc = "Spits neurotoxin at someone, paralyzing them for a short time if they are not wearing protective gear."
set category = "Alien"
if(powerc(50))
@@ -129,12 +129,12 @@ I kind of like the right click only--the window version can get a little confusi
if(!istype(T, /turf))
return
if (U == T)
usr.bullet_act(src, get_organ_target())
usr.bullet_act(new /obj/item/projectile/neurotoxin(usr.loc), get_organ_target())
return
if(!istype(U, /turf))
return
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(usr.loc)
var/obj/item/projectile/neurotoxin/A = new /obj/item/projectile/neurotoxin(usr.loc)
A.current = U
A.yo = U.y - T.y

View File

@@ -89,7 +89,8 @@ var/const/MAX_ACTIVE_TIME = 400
return
/obj/item/clothing/mask/facehugger/throw_impact(atom/hit_atom)
Attach(hit_atom)
if(prob(25))
Attach(hit_atom)
return
/obj/item/clothing/mask/facehugger/proc/Attach(M as mob)
@@ -129,17 +130,21 @@ var/const/MAX_ACTIVE_TIME = 400
for(var/mob/O in viewers(target, null))
O.show_message("\red \b [src] tears [W] off of [target]'s face!", 1)
loc = target
layer = 20
target.wear_mask = src
target.update_inv_wear_mask()
if(prob(75))
loc = target
layer = 20
target.wear_mask = src
target.update_inv_wear_mask()
GoIdle() //so it doesn't jump the people that tear it off
GoIdle() //so it doesn't jump the people that tear it off
if(!sterile) target.Paralyse(MAX_IMPREGNATION_TIME/6) //something like 25 ticks = 20 seconds with the default settings
if(!sterile) target.Paralyse(MAX_IMPREGNATION_TIME/6) //something like 25 ticks = 20 seconds with the default settings
spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
Impregnate(target)
spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
Impregnate(target)
else
for(var/mob/O in viewers(target, null))
O.show_message("\red \b [src] misses [target]'s face!", 1)
return

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@@ -42,19 +42,20 @@
apply_damage(damage, BRUTE, affecting, armor_block)
if (damage >= 25)
visible_message("\red <B>[M] has wounded [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
apply_effect(rand(0.5,3), WEAKEN, armor_block)
updatehealth()
if("disarm")
var/randn = rand(1, 100)
if (randn <= 90)
if (prob(80))
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
Weaken(rand(10,15))
Weaken(rand(0.5,3))
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has tackled down []!</B>", M, src), 1)
if (prob(25))
M.Weaken(rand(2,4))
else
if (randn <= 99)
if (prob(80))
playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
drop_item()
for(var/mob/O in viewers(src, null))

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@@ -36,7 +36,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects

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@@ -124,4 +124,12 @@
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
return 1
/obj/item/projectile/neurotoxin
name = "neurotoxin"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
flag = "bio"