This commit is contained in:
Zuhayr
2013-12-27 17:48:41 +10:30
24 changed files with 123 additions and 68 deletions
+14 -1
View File
@@ -45,6 +45,7 @@
visible_message("\red <b>SPLAT!</b>")
M.splat()
playsound(target.loc, 'sound/effects/snap.ogg', 50, 1)
layer = MOB_LAYER - 0.2
armed = 0
update_icon()
pulse(0)
@@ -112,4 +113,16 @@
/obj/item/device/assembly/mousetrap/armed
icon_state = "mousetraparmed"
armed = 1
armed = 1
/obj/item/device/assembly/mousetrap/verb/hide_under()
set src in oview(1)
set name = "Hide"
set category = "Object"
if(usr.stat)
return
layer = TURF_LAYER+0.2
usr << "<span class='notice'>You hide [src].</span>"
+7 -1
View File
@@ -293,6 +293,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set name = "Become mouse"
set category = "Ghost"
if(config.disable_player_mice)
src << "<span class='warning'>Spawning as a mouse is currently disabled.</span>"
return
var/timedifference = world.time - client.time_died_as_mouse
if(client.time_died_as_mouse && timedifference <= mouse_respawn_time * 600)
var/timedifference_text
@@ -302,7 +306,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
var/response = alert(src, "Are you -sure- you want to become a mouse?","Are you sure you want to squeek?","Squeek!","Nope!")
if(response != "Squeek!") return //Hit the wrong key...again.
//find a viable mouse candidate
var/mob/living/simple_animal/mouse/host
@@ -318,6 +322,8 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
src << "<span class='warning'>Unable to find any unwelded vents to spawn mice at.</span>"
if(host)
if(config.uneducated_mice)
host.universal_understand = 0
host.ckey = src.ckey
host << "<span class='info'>You are now a mouse. Try to avoid interaction with players, and do not give hints away that you are more than a simple rodent.</span>"
@@ -67,8 +67,11 @@
G.process()
if(!client && stat == CONSCIOUS)
if(prob(33) && canmove && isturf(loc))
if(prob(33) && canmove && isturf(loc) && !pulledby) //won't move if being pulled
step(src, pick(cardinal))
if(prob(1))
emote(pick("scratch","jump","roll","tail"))
@@ -27,6 +27,7 @@
minbodytemp = 223 //Below -50 Degrees Celcius
maxbodytemp = 323 //Above 50 Degrees Celcius
universal_speak = 0
universal_understand = 1
/mob/living/simple_animal/mouse/Life()
..()
@@ -50,6 +51,7 @@
/mob/living/simple_animal/mouse/New()
..()
name = "[name] ([rand(1, 1000)])"
if(!body_color)
body_color = pick( list("brown","gray","white") )
icon_state = "mouse_[body_color]"
@@ -63,6 +65,7 @@
src.stat = DEAD
src.icon_dead = "mouse_[body_color]_splat"
src.icon_state = "mouse_[body_color]_splat"
layer = MOB_LAYER
if(client)
client.time_died_as_mouse = world.time
@@ -179,6 +182,7 @@
..()
/mob/living/simple_animal/mouse/Die()
layer = MOB_LAYER
if(client)
client.time_died_as_mouse = world.time
..()
@@ -79,7 +79,7 @@
if(stance_step in list(1,4,7)) //every 3 ticks
var/action = pick( list( "growls at [target_mob]", "stares angrily at [target_mob]", "prepares to attack [target_mob]", "closely watches [target_mob]" ) )
if(action)
emote(action)
custom_emote(1,action)
if(!found_mob)
stance_step--
@@ -90,7 +90,7 @@
if(HOSTILE_STANCE_ATTACKING)
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
emote( "is worn out and needs to rest" )
custom_emote(1, "is worn out and needs to rest" )
stance = HOSTILE_STANCE_TIRED
stance_step = 0
walk(src, 0) //This stops the bear's walking
@@ -118,14 +118,16 @@
/mob/living/simple_animal/hostile/bear/FindTarget()
. = ..()
if(.)
emote("stares alertly at [.]")
custom_emote(1,"stares alertly at [.]")
stance = HOSTILE_STANCE_ALERT
/mob/living/simple_animal/hostile/bear/LoseTarget()
..(5)
/mob/living/simple_animal/hostile/bear/AttackingTarget()
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
if(!Adjacent(target_mob))
return
custom_emote(1, pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
var/damage = rand(20,30)
@@ -44,7 +44,7 @@
/mob/living/simple_animal/hostile/carp/FindTarget()
. = ..()
if(.)
emote("nashes at [.]")
custom_emote(1,"nashes at [.]")
/mob/living/simple_animal/hostile/carp/AttackingTarget()
. =..()
@@ -87,6 +87,8 @@
return 1
/mob/living/simple_animal/hostile/proc/AttackingTarget()
if(!Adjacent(target_mob))
return
if(isliving(target_mob))
var/mob/living/L = target_mob
L.attack_animal(src)
+1
View File
@@ -207,6 +207,7 @@
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
var/robot_talk_understand = 0
var/alien_talk_understand = 0
+3 -3
View File
@@ -66,7 +66,7 @@
if(!other)
return 1
//Universal speak makes everything understandable, for obvious reasons.
else if(other.universal_speak || src.universal_speak)
else if(other.universal_speak || src.universal_speak || src.universal_understand)
return 1
else if (src.stat == 2)
return 1
@@ -83,11 +83,11 @@
else
return 0
else if(other.universal_speak || src.universal_speak)
else if(other.universal_speak || src.universal_speak || src.universal_understand)
return 1
else if(isAI(src) && ispAI(other))
return 1
else if (istype(other, src.type) || istype(src, other.type))
else if (istype(other, src.type) || istype(src, other.type))
return 1
return 0
+1
View File
@@ -218,6 +218,7 @@
if (istype(user, /mob/living/silicon) && get_dist(src,user)>1)
return src.attack_hand(user)
src.add_fingerprint(user)
if (istype(W, /obj/item/weapon/crowbar) && opened)
if (has_electronics==1)
if (terminal)
@@ -12,7 +12,7 @@
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(!target.reagents || !flag) return
if(filled)
@@ -105,4 +105,4 @@
////////////////////////////////////////////////////////////////////////////////
/// Droppers. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
+2 -1
View File
@@ -177,7 +177,8 @@
target.updatehealth()
target.UpdateDamageIcon()
var/obj/item/weapon/organ/head/B = tool
B.brainmob.mind.transfer_to(target)
if (B.brainmob.mind)
B.brainmob.mind.transfer_to(target)
del(B)