mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 19:52:40 +00:00
Merge branch 'features' into work_in_progress
This commit is contained in:
@@ -21,7 +21,7 @@
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var/move_delay_add = 0 // movement delay to add
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var/move_delay_add = 0 // movement delay to add
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status_flags = CANPARALYSE
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status_flags = CANPARALYSE
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var/heal_rate = 5
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var/heal_rate = 1
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var/plasma_rate = 5
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var/plasma_rate = 5
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var/oxygen_alert = 0
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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
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/mob/living/carbon/alien/humanoid/proc/neurotoxin(mob/target as mob in oview())
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/mob/living/carbon/alien/humanoid/proc/neurotoxin(mob/target as mob in oview())
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set name = "Spit Neurotoxin (50)"
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set name = "Spit Neurotoxin (50)"
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set desc = "Spits neurotoxin at someone, paralyzing them for a short time."
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set desc = "Spits neurotoxin at someone, paralyzing them for a short time if they are not wearing protective gear."
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set category = "Alien"
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set category = "Alien"
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if(powerc(50))
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if(powerc(50))
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@@ -129,12 +129,12 @@ I kind of like the right click only--the window version can get a little confusi
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if(!istype(T, /turf))
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if(!istype(T, /turf))
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return
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return
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if (U == T)
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if (U == T)
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usr.bullet_act(src, get_organ_target())
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usr.bullet_act(new /obj/item/projectile/neurotoxin(usr.loc), get_organ_target())
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return
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return
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if(!istype(U, /turf))
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if(!istype(U, /turf))
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return
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return
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var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(usr.loc)
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var/obj/item/projectile/neurotoxin/A = new /obj/item/projectile/neurotoxin(usr.loc)
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A.current = U
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A.current = U
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A.yo = U.y - T.y
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A.yo = U.y - T.y
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@@ -89,6 +89,7 @@ var/const/MAX_ACTIVE_TIME = 400
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return
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return
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/obj/item/clothing/mask/facehugger/throw_impact(atom/hit_atom)
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/obj/item/clothing/mask/facehugger/throw_impact(atom/hit_atom)
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if(prob(25))
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Attach(hit_atom)
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Attach(hit_atom)
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return
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return
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@@ -129,6 +130,7 @@ var/const/MAX_ACTIVE_TIME = 400
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for(var/mob/O in viewers(target, null))
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for(var/mob/O in viewers(target, null))
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O.show_message("\red \b [src] tears [W] off of [target]'s face!", 1)
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O.show_message("\red \b [src] tears [W] off of [target]'s face!", 1)
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if(prob(75))
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loc = target
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loc = target
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layer = 20
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layer = 20
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target.wear_mask = src
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target.wear_mask = src
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@@ -140,6 +142,9 @@ var/const/MAX_ACTIVE_TIME = 400
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spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
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spawn(rand(MIN_IMPREGNATION_TIME,MAX_IMPREGNATION_TIME))
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Impregnate(target)
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Impregnate(target)
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else
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for(var/mob/O in viewers(target, null))
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O.show_message("\red \b [src] misses [target]'s face!", 1)
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return
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return
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@@ -42,19 +42,20 @@
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apply_damage(damage, BRUTE, affecting, armor_block)
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apply_damage(damage, BRUTE, affecting, armor_block)
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if (damage >= 25)
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if (damage >= 25)
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visible_message("\red <B>[M] has wounded [src]!</B>")
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visible_message("\red <B>[M] has wounded [src]!</B>")
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apply_effect(4, WEAKEN, armor_block)
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apply_effect(rand(0.5,3), WEAKEN, armor_block)
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updatehealth()
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updatehealth()
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if("disarm")
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if("disarm")
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var/randn = rand(1, 100)
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if (prob(80))
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if (randn <= 90)
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playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
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playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
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Weaken(rand(10,15))
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Weaken(rand(0.5,3))
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for(var/mob/O in viewers(src, null))
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for(var/mob/O in viewers(src, null))
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if ((O.client && !( O.blinded )))
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if ((O.client && !( O.blinded )))
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O.show_message(text("\red <B>[] has tackled down []!</B>", M, src), 1)
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O.show_message(text("\red <B>[] has tackled down []!</B>", M, src), 1)
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if (prob(25))
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M.Weaken(rand(2,4))
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else
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else
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if (randn <= 99)
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if (prob(80))
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playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
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playsound(loc, 'sound/weapons/slash.ogg', 25, 1, -1)
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drop_item()
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drop_item()
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for(var/mob/O in viewers(src, null))
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for(var/mob/O in viewers(src, null))
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@@ -36,7 +36,7 @@
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var/damage = 10
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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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
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var/projectile_type = "/obj/item/projectile"
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var/projectile_type = "/obj/item/projectile"
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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//Effects
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@@ -125,3 +125,11 @@
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M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
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M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
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else
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else
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return 1
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return 1
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/obj/item/projectile/neurotoxin
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name = "neurotoxin"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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flag = "bio"
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@@ -56,6 +56,14 @@ Stuff which is in development and not yet visible to players or just code relate
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should be listed in the changelog upon commit though. Thanks. -->
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should be listed in the changelog upon commit though. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">December 3rd</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Aliens have been significantly nerfed: neurotoxin is affected by bio protection suits, tackle stuns for much shorter time and facehuggers have a chance to fail when leaping.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<div class="commit sansserif">
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<h2 class="date">23.11.12</h2>
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<h2 class="date">23.11.12</h2>
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<h3 class="author">CIB updated:</h3>
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<h3 class="author">CIB updated:</h3>
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