fixes and improves some bugs

This commit is contained in:
Screemonster
2016-10-20 04:03:46 +01:00
parent 2ea9555d86
commit e59c33b554
4 changed files with 29 additions and 29 deletions

View File

@@ -13,7 +13,7 @@
var/nutrition_used = C.nutrition/2
if(C.species.reviving == 1) //If they're already unable to
C << "We are already reconstructing, or our body is currently recovering from the intense process of our previous reconstitution."
C << "You are already reconstructing, or your body is currently recovering from the intense process of your previous reconstitution."
return
if(C.stat == DEAD) //Uh oh, you died!
@@ -27,13 +27,13 @@
spawn(time SECONDS)
if(C) //Runtime prevention.
C << "<span class='notice'>We have reconstituted our form and are ready to hatch..</span>"
C << "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>"
C.verbs += /mob/living/carbon/human/proc/hatch
return
else
return //Something went wrong.
else //Dead until nutrition injected.
C << "You're dead and have no liquid nutriment to use for the regeneration process."
C << "Your body is too damaged to regenerate without additional nutrients to feed what few living cells remain."
return
else if(C.stat != DEAD) //If they're alive at the time of reviving.
@@ -46,15 +46,15 @@
spawn(time SECONDS)
if(C.stat != DEAD) //If they're still alive after regenning.
C << "<span class='notice'>We have reconstituted our form and are ready to hatch..</span>"
C << "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>"
C.verbs += /mob/living/carbon/human/proc/hatch
return
else if(C.stat == DEAD)
if(C.reagents.has_reagent("nutriment")) //Let's hope you have nutriment in you.... If not
C << "<span class='notice'>We have reconstituted our form and are ready to hatch..</span>"
C << "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>"
C.verbs += /mob/living/carbon/human/proc/hatch
else //Dead until nutrition injected.
C << "You're dead and have no liquid nutriment to use for the regeneration process."
C << "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process."
return
else
return //Something went wrong
@@ -80,8 +80,8 @@
if(C) //Runtime prevention.
C.nutrition -= C.nutrition/2 //Cut their nutrition in half.
var/old_nutrition = C.nutrition //Since the game is being annoying.
C << "<span class='notice'>We have reconstituted our form.</span>"
viewers(C) << "<span class='danger'><p><font size=4> [C] suddenly bursts into a gorey mess, a copy of theirself laying in the viscera and blood. What the fuck?!</font> </span>" //Bloody hell...
C << "<span class='notice'>Your new body awakens, bursting free from your old skin.</span>"
viewers(C) << "<span class='danger'><p><font size=4>The lifeless husk of [C] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>" //Bloody hell...
var/T = get_turf(src)
new /obj/effect/gibspawner/human/scree(T)
var/braindamage = C.brainloss/2 //If you have 100 brainloss, it gives you 50.
@@ -105,8 +105,8 @@
else if(C.stat != DEAD) //If they're alive at the time of reviving.
C.nutrition -= C.nutrition/2 //Cut their nutrition in half.
var/old_nutrition = C.nutrition //Since the game is being annoying.
C << "<span class='notice'>We have reconstituted our form.</span>"
viewers(C) << "<span class='danger'><p><font size=4> [C] suddenly bursts into a gorey mess, a copy of theirself laying in the viscera and blood. What the fuck?!</font> </span>" //Bloody hell...
C << "<span class='notice'>Your new body awakens, bursting free from your old skin.</span>"
viewers(C) << "<span class='danger'><p><font size=4>The dormant husk of [C] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>" //Bloody hell...
var/T = get_turf(src)
new /obj/effect/gibspawner/human/scree(T)
var/braindamage = C.brainloss/2 //If you have 100 brainloss, it gives you 50.

View File

@@ -46,41 +46,41 @@
if(H.absorbed == 1) //If they get nomphed and absorbed.
return
if(H.nutrition > 50 && H.feral == 1) //If they went feral then ate something.
if(H.nutrition > 100 && H.feral == 1) //If they went feral then ate something.
H.feral = 0
H << "<span class='primary'>You feel as if you're no longer feral, the feeling of intense hunger having now passed. You're sated. For the time being, at least.</span>"
H << "<span class='primary'>Your thoughts start clearing, the feeling of intense hunger having now passed. You're sated. For the time being, at least.</span>"
H.hallucination = 0 //Remove all their hallucinations.
else if(H.nutrition < 300 && H.nutrition > 200)
else if(H.nutrition < 200 && H.nutrition > 150)
if(prob(0.5)) //A bit of an issue, not too bad.
H << "<span class='info'>You feel extremely hungry. It might be a good idea to find some some food...</span>"
H << "<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>"
else if(H.nutrition <= 200 && H.nutrition > 100)
else if(H.nutrition <= 150 && H.nutrition > 125)
if(prob(0.5)) //Getting closer, should probably eat some food about now...
H << "<span class='warning'>You feel like you're going to starve and give into your hunger soon... It might would be for the best to find some [pick("food","prey")] to eat...</span>"
H << "<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>"
else if(H.nutrition <= 100 && H.nutrition > 50)
else if(H.nutrition <= 125 && H.nutrition > 100)
if(prob(1)) //Getting real close here! Eat something!
H << "<span class='danger'> You feel a sharp jabbing pain in your abdomen. You feel as if you're beginning to become feral, with food being the only thing on your mind. </span>"
H << "<span class='danger'> Your surroundings seem somehow... wrong, unnatural. Every movement attracting your gaze, each one either a threat or a meal... </span>"
else if(H.nutrition <= 50 && H.feral == 0) //Should've eaten sooner!
H << "<span class='danger'><big>You suddenly feel a sharp stabbing pain in your stomach. You feel as if you've became completely feral, food the only thing on your mind.</big></span>"
else if(H.nutrition <= 100 && H.feral == 0) //Should've eaten sooner!
H << "<span class='danger'><big>Something in your mind flips, and this place feels.. bad, wrong. Confusing, full of stange, incomprehensible sights and sounds, but the scent of.. food? Prey? hangs in the air - you must feed, survive, there is nothing else. Eat. Hide. Hunt. Repeat.</big></span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
H.feral = 1 //Begin hallucinating
for(var/mob/living/M in viewers(H))
if(M != H && H.nutrition <= 50)
if(M != H && H.nutrition <= 100)
if(prob(0.5))//1 in 200 chance to tell them that person looks like food. This is so irregular so it doesn't pop up 24/7 during ERP.
H << "<span class='danger'> You feel a stabbing pain in your gut, causing you to twitch in pain.. It would be extremely wise to find some type of food... In fact, [M] looks extremely appetizing...</span>"
H << "<span class='danger'> Every movement, every flick, every sight and sound has your full attention, but the direst need right now is food.. you must to find something to eat... In fact, [M] looks extremely appetizing...</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
if(H.feral == 1) //This should always be the case under 500 nutrition, but just in case.
if(H.feral == 1) //This should always be the case under 100 nutrition, but just in case.
H.hallucination -= 25 //Start to stop hallucinating once you see someone.
else if(M == H && H.nutrition <= 50) //Hungry and nobody is in view.
else if(M == H && H.nutrition <= 100) //Hungry and nobody is in view.
if(prob(1)) //Constantly nag them to go and find someone or something to eat.
H << "<span class='danger'> You feel a sharp jab in your stomach from hunger, causing you to twitch in pain. You need to find something to eat immediately.</span>"
H << "<span class='danger'> Confusing sights and sounds and smells surround you, this place is wrong, confusing, frightening, you must run, hide, survive, FEED.</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
if(H.feral == 1)
@@ -107,14 +107,14 @@
else if(H.bodytemperature <= 260) //If they're not in stasis and are cold. Don't really have to add in an exception to cryo cells, as the effects aren't anything /too/ horrible.
if(H.bodytemperature <= 260 && H.bodytemperature >= 200) //Chilly
if(H.halloss < 100) //100 halloss cap. Harsh punishment for staying in space, and it'll take them a while to fully thaw out when they get retrieved.
H.halloss = H.halloss + 1 //This will begin to knock them out over twenty seconds until they run out of oxygen and suffocate or until someone finds them.
H.halloss = H.halloss + 4 //This will begin to knock them out until they run out of oxygen and suffocate or until someone finds them.
H.eye_blurry = 5 //Blurry vision in the cold.
if(H.bodytemperature <= 199 && H.bodytemperature >= 100) //Extremely cold.
if(H.bodytemperature <= 199 && H.bodytemperature >= 100) //Extremely cold. Even in somewhere like the server room it takes a while for bodytemp to drop this low.
if(H.halloss < 100)
H.halloss = H.halloss + 2
H.halloss = H.halloss + 8
H.eye_blurry = 5
if(H.bodytemperature <= 99) //Insanely cold.
if(H.halloss < 100)
H.halloss = H.halloss + 5
H.halloss = H.halloss + 20
H.eye_blurry = 5
return

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