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Merge pull request #1237 from ArchieBeepBoop/apathy
Apathy Minor Revamp / Death moodlet tweak
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@@ -194,6 +194,7 @@
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#define TRAIT_VIRILE "virile" //you have 20% more chance of impreg
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#define TRAIT_MACROPHILE "macrophile" //likes the big
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#define TRAIT_MICROPHILE "microphile" //likes the small
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#define TRAIT_APATHETIC "apathetic" //doesn't care
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#define TRAIT_TOUGH "tough" //you have 10% more maxhealth
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#define TRAIT_AUTO_CATCH_ITEM "auto_catch_item"
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@@ -16,6 +16,7 @@
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desc = "You just don't care as much as other people. That's nice to have in a place like this, I guess."
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value = 1
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category = CATEGORY_MOODS
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mob_trait = TRAIT_APATHETIC
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mood_quirk = TRUE
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medical_record_text = "Patient was administered the Apathy Evaluation Scale but did not bother to complete it."
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@@ -19,12 +19,6 @@
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if(SSticker.mode)
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SSticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now
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//watching someone die is traumatic
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for(var/mob/living/carbon/human/H in oview(5, src))
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "death", /datum/mood_event/deathsaw)
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if(prob(10)) //10% chance to pump adrenaline into their body
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H.jitteriness += 5
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/mob/living/carbon/gib(no_brain, no_organs, no_bodyparts)
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var/atom/Tsec = drop_location()
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for(var/mob/M in src)
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@@ -52,6 +52,14 @@
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if(is_devil(src))
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INVOKE_ASYNC(is_devil(src), /datum/antagonist/devil.proc/beginResurrectionCheck, src)
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//watching someone die is traumatic
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for(var/mob/living/carbon/human/C in oview(5, src))
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if(C.mind) //We don't need to give this to anything that doesn't have a mind. That's wasted processing.
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if(!HAS_TRAIT(C, TRAIT_APATHETIC) || !C.mind.assigned_role == "Medical Doctor") //Shamelessly stolen from the Doctor's Delight
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SEND_SIGNAL(C, COMSIG_ADD_MOOD_EVENT, "death", /datum/mood_event/deathsaw)
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if(prob(10)) //10% chance to pump adrenaline into their body
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C.jitteriness += 5
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/mob/living/carbon/human/proc/makeSkeleton()
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ADD_TRAIT(src, TRAIT_DISFIGURED, TRAIT_GENERIC)
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set_species(/datum/species/skeleton)
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@@ -15,10 +15,10 @@
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/datum/mood_event/deathsaw
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description = "<span class='boldwarning'>I saw someone die!</span>\n"
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mood_change = -8
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timeout = 20 MINUTES //takes a long time to get over
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mood_change = -5
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timeout = 20 MINUTES //May be fine tuned in the future.
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/datum/mood_event/healsbadman
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description = "<span class='warning'>I feel like I'm held together by flimsy string, and could fall apart at any moment!</span>\n"
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mood_change = -4
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timeout = 2 MINUTES
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timeout = 2 MINUTES
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