This commit is contained in:
Improvedname
2020-03-22 19:17:51 +01:00
parent 1bbb7d1a94
commit 78786b28da
57 changed files with 1354 additions and 207 deletions
@@ -38,6 +38,8 @@
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
var/force_alternate_icon = FALSE
/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
..()
if(hasprimary) //Checks if the overlay is enabled
@@ -14,6 +14,7 @@
desc = "Oooh... right."
icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/clothing/trek_mob_icon.dmi'
force_alternate_icon = TRUE
item_state = ""
can_adjust = FALSE //to prevent you from "wearing it casually"
@@ -23,17 +24,20 @@
desc = "The uniform worn by command officers in the mid 2260s."
icon_state = "trek_command"
item_state = "trek_command"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
force_alternate_icon = TRUE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/under/rank/trek/engsec
name = "Operations Uniform"
desc = "The uniform worn by operations officers of the mid 2260s. You feel strangely vulnerable just seeing this..."
force_alternate_icon = TRUE
icon_state = "trek_engsec"
item_state = "trek_engsec"
/obj/item/clothing/under/rank/trek/medsci
name = "MedSci Uniform"
desc = "The uniform worn by medsci officers in the mid 2260s."
force_alternate_icon = TRUE
icon_state = "trek_medsci"
item_state = "trek_medsci"
permeability_coefficient = 0.50
@@ -18,7 +18,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
name = "combat jaws"
desc = "The jaws of the law. Very sharp."
icon_state = "jaws"
force = 12
force = 10 //Lowered to match secborg. No reason it should be more than a secborg's baton.
attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
/obj/item/dogborg/jaws/small
@@ -32,7 +32,6 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
..()
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
log_combat(user, A, "bit")
/obj/item/dogborg/jaws/small/attack_self(mob/user)
var/mob/living/silicon/robot.R = user
@@ -307,8 +306,8 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
/mob/living/silicon/robot
var/leaping = 0
var/pounce_cooldown = 0
var/pounce_cooldown_time = 50 //Nearly doubled, u happy?
var/pounce_spoolup = 3
var/pounce_cooldown_time = 20 //Buffed to counter balance changes
var/pounce_spoolup = 1
var/leap_at
var/disabler
var/laser
@@ -338,7 +337,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
//It's also extremely buggy visually, so it's balance+bugfix
return
if(cell.charge <= 500)
if(cell.charge <= 750)
to_chat(src,"<span class='danger'>Insufficent reserves for jump actuators!</span>")
return
@@ -348,7 +347,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
pixel_y = 10
update_icons()
throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
cell.use(500) //Doubled the energy consumption
cell.use(750) //Less than a stunbaton since stunbatons hit everytime.
weather_immunities -= "lava"
/mob/living/silicon/robot/throw_impact(atom/A)
@@ -366,13 +365,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
blocked = 1
if(!blocked)
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(iscarbon(L) ? 450 : 45) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
L.Knockdown(iscarbon(L) ? 225 : 45) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
log_combat(src, L, "borg pounced")
else
Knockdown(45, 1, 1)
Knockdown(15, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
@@ -380,7 +379,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
else if(A.density && !A.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='userdanger'>You smash into [A]!</span>")
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
Knockdown(45, 1, 1)
Knockdown(15, 1, 1)
if(leaping)
leaping = 0