last tweaks

This commit is contained in:
Fox-McCloud
2017-07-01 01:44:02 -04:00
parent bf7b43ded5
commit 04b9394d34
15 changed files with 3 additions and 68 deletions
+1 -1
View File
@@ -83,7 +83,7 @@
var/obj/item/organ/external/part = X
if(item_to_retrive in part.embedded_objects)
part.embedded_objects -= item_to_retrive
to_chat(C, "<span class='warning'>The [item_to_retrive] that was embedded in your [part] has myseriously vanished. How fortunate!</span>")
to_chat(C, "<span class='warning'>The [item_to_retrive] that was embedded in your [part] has mysteriously vanished. How fortunate!</span>")
if(!C.has_embedded_objects())
C.clear_alert("embeddedobject")
break
-1
View File
@@ -4,7 +4,6 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
name = "item"
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/no_embed = 0 // For use in item_attack.dm
var/image/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
var/item_state = null
@@ -98,7 +98,6 @@
throw_range = 6
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
no_embed = 1
sharp = 1
edge = 1
@@ -6,7 +6,6 @@
var/w_class_on = WEIGHT_CLASS_BULKY
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
no_embed = 1 // Physically impossible for energy weapons to embed themselves into people, this should fix that. -- Dave
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg'
toolspeed = 1
+1 -24
View File
@@ -88,27 +88,4 @@
if(affecting.take_damage(5, 0))
H.UpdateDamageIcon()
H.updatehealth()
..()
// Shrapnel
/obj/item/weapon/shard/shrapnel
name = "shrapnel"
icon = 'icons/obj/shards.dmi'
icon_state = "shrapnellarge"
desc = "A bunch of tiny bits of shattered metal."
embedded_fall_chance = 0
/obj/item/weapon/shard/shrapnel/New()
..()
icon_state = pick("shrapnellarge", "shrapnelmedium", "shrapnelsmall")
switch(icon_state)
if("shrapnelsmall")
pixel_x = rand(-12, 12)
pixel_y = rand(-12, 12)
if("shrapnelmedium")
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
if("shrapnellarge")
pixel_x = rand(-5, 5)
pixel_y = rand(-5, 5)
..()
@@ -210,7 +210,6 @@
block_chance = 75
sharp = 1
edge = 1
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
/obj/item/weapon/twohanded/dualsaber/New()
blade_color = pick("red", "blue", "green", "purple")
@@ -500,7 +499,6 @@
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
sharp = 1
edge = 1
no_embed = 1
/obj/item/weapon/twohanded/chainsaw/update_icon()
if(wielded)
@@ -539,7 +537,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 20
@@ -604,7 +601,6 @@
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 25
@@ -652,7 +648,6 @@
icon_state = "knighthammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
no_embed = 1
force = 5
force_unwielded = 5
force_wielded = 30
@@ -8,7 +8,7 @@ emp_act
*/
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
@@ -41,20 +41,6 @@ emp_act
. = bullet_act(P, "chest") //act on chest instead
return
//Shrapnel
if(P.damage_type == BRUTE)
var/armor = getarmor_organ(organ, "bullet")
if((P.embed && prob(20 + max(P.damage - armor, -10))))
var/obj/item/weapon/shard/shrapnel/SP = new()
SP.name = "[P.name] shrapnel"
if(P.ammo_casing && P.ammo_casing.caliber)
SP.desc = "[SP.desc] It looks like it is a [P.ammo_casing.caliber] caliber round."
else
SP.desc = "[SP.desc] The round's caliber is unidentifiable."
throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
organ.embedded_objects |= SP
SP.forceMove(src)
organ.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
return (..(P , def_zone))
@@ -260,10 +260,6 @@
stored_comms["glass"]++
else if(istype(W,/obj/item/ammo_casing))
stored_comms["metal"]++
else if(istype(W,/obj/item/weapon/shard/shrapnel))
stored_comms["metal"]++
stored_comms["metal"]++
stored_comms["metal"]++
else if(istype(W,/obj/item/weapon/shard))
stored_comms["glass"]++
stored_comms["glass"]++
-1
View File
@@ -101,6 +101,5 @@
flag = "bullet"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
embed = 0
weaken = 5
stun = 5
@@ -170,8 +170,6 @@
/obj/item/weapon/arrow/rod/removed()
if(superheated) // The rod has been superheated - we don't want it to be useable when removed from the bow.
visible_message("[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
var/obj/item/weapon/shard/shrapnel/S = new /obj/item/weapon/shard/shrapnel
S.loc = get_turf(src)
qdel(src)
#undef XBOW_TENSION_20
-1
View File
@@ -48,7 +48,6 @@
var/drowsy = 0
var/stamina = 0
var/jitter = 0
var/embed = 0 // whether or not the projectile can embed itself in the mob
var/forcedodge = 0 //to pass through everything
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
@@ -4,7 +4,6 @@
damage = 60
damage_type = BRUTE
flag = "bullet"
embed = 1
sharp = 1
hitsound_wall = "ricochet"
@@ -14,11 +13,9 @@
stamina = 80
/obj/item/projectile/bullet/weakbullet/rubber //beanbag that shells that don't embed
embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet/booze
embed = 0
/obj/item/projectile/bullet/weakbullet/booze/on_hit(atom/target, blocked = 0)
if(..(target, blocked))
@@ -45,7 +42,6 @@
icon_state = "bullet-r"
/obj/item/projectile/bullet/weakbullet2/rubber //detective's bullets that don't embed
embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet3
@@ -56,7 +52,6 @@
damage = 5
stamina = 30
icon_state = "bullet-r"
embed = 0
sharp = 0
/obj/item/projectile/bullet/toxinbullet
@@ -145,7 +140,6 @@
name = "rubber pellet"
damage = 3
stamina = 25
embed = 0
sharp = 0
icon_state = "bullet-r"
@@ -157,7 +151,6 @@
stutter = 5
jitter = 20
range = 7
embed = 0
sharp = 0
icon_state = "spark"
color = "#FFFF00"
@@ -209,7 +202,6 @@
stun = 5
forcedodge = 1
nodamage = 1
embed = 0
sharp = 0
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
hitsound = 'sound/items/bikehorn.ogg'
@@ -244,7 +236,6 @@
name = "dart"
icon_state = "cbbolt"
damage = 6
embed = 0
sharp = 0
var/piercing = 0
@@ -307,7 +298,6 @@
name = "cap"
damage = 0
nodamage = 1
embed = 0
sharp = 0
/obj/item/projectile/bullet/cap/fire()
@@ -4,7 +4,6 @@
icon_state = "ice_1"
damage = 20
flag = "energy"
embed = 1
/obj/item/projectile/forcebolt/strong
name = "force bolt"
@@ -36,7 +36,6 @@
range = 10
var/obj/item/weapon/pen/pen = null
edge = 0
embed = 0
log_override = TRUE//it won't log even when there's a pen inside, but since the damage will be so low, I don't think there's any point in making it any more complex
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
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