mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Armalis sprites, simple animal/mob yank-out verb and embedding.
This commit is contained in:
@@ -1119,8 +1119,8 @@
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del(feet_blood_DNA)
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return 1
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mob/living/carbon/human/verb/yank_out_object()
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set category = "IC"
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mob/living/carbon/human/yank_out_object()
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set category = "Object"
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set name = "Yank out object"
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set desc = "Remove an embedded item at the cost of bleeding and pain."
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set src in view(1)
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@@ -1137,89 +1137,62 @@ mob/living/carbon/human/verb/yank_out_object()
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usr << "You are restrained and cannot do that!"
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return
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// /*
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var/list/valid_objects = list()
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var/datum/organ/external/affected = null
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var/mob/living/carbon/human/S = src
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var/mob/living/carbon/human/U = usr
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var/self = null
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if(S == U) // Removing something from yourself.
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valid_objects = get_visible_implants(1)
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if(S == U)
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self = 1 // Removing object from yourself.
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if(!valid_objects.len)
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valid_objects = get_visible_implants(1)
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if(!valid_objects.len)
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if(self)
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src << "You have nothing stuck in your wounds that is large enough to remove without surgery."
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return
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
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bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(!selection || !affected || !S || !U)
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return
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visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
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selection.loc = get_turf(src)
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affected.implants -= selection
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shock_stage+=10
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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anchored = 0
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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else // Removing something from someone else.
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valid_objects = src.get_visible_implants(1)
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if(!valid_objects.len)
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else
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U << "[src] has nothing stuck in their wounds that is large enough to remove without surgery."
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return
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return
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in src.organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in organs) //Grab the organ holding the implant.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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if(self)
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src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
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else
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U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s [affected] with bloody fingers.</span>"
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U.bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(istype(U,/mob/living/carbon/human/)) U.bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(!selection || !affected || !S || !U)
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return
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if(self)
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visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
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else
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visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s [affected] in a welter of blood.</b></span>","<span class='warning'><b>[src] rips [selection] out of your [affected] in a welter of blood.</b></span>")
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selection.loc = get_turf(usr)
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affected.implants -= selection
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src.shock_stage+=10
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for(var/obj/item/weapon/O in S.pinned)
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if(O == selection)
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S.pinned -= O
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S.anchored = 0
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selection.loc = get_turf(src)
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affected.implants -= selection
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shock_stage+=10
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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if(!pinned.len)
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anchored = 0
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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/mob/living/carbon/human/proc/get_visible_implants(var/class = 0)
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@@ -77,8 +77,10 @@
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if(!O.fingerprintslast)
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return
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visible_message("Debug: checking client for [O.fingerprintslast]")
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var/client/assailant = directory[ckey(O.fingerprintslast)]
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if(assailant && assailant.mob && istype(assailant.mob,/mob))
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visible_message("Assailant has client: [assailant]")
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var/mob/M = assailant.mob
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src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with [O], last touched by [M.name] ([assailant.ckey])</font>")
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M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with [O]</font>")
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@@ -96,8 +98,14 @@
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if(near_wall(dir,2) && W.w_class >= 3 && W.sharp) //If they're close to a wall and the projectile is suitable.
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visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
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src.anchored = 1
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src.pinned += O
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if(!istype(src,/mob/living/carbon/human))
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O.loc = src
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src.embedded += O
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src.anchored = 1
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src.pinned += O
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else
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src.anchored = 1
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src.pinned += O
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/mob/living/proc/near_wall(var/direction,var/distance=1)
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@@ -96,7 +96,7 @@
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AdjustParalysis(-1)
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//Movement
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if(!client && !stop_automated_movement && wander)
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if(!client && !stop_automated_movement && wander && !anchored)
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if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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@@ -8,7 +8,7 @@
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icon_living = "armalis"
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maxHealth = 500
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health = 500
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response_harm = "flails ineffectually at the"
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response_harm = "flails ineffectually at the"
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harm_intent_damage = 0
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melee_damage_lower = 30
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melee_damage_upper = 40
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@@ -50,5 +50,35 @@
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O << "\red [src] launches a razor-sharp quill at [target]!"
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var/obj/item/weapon/arrow/quill/Q = new(loc)
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Q.fingerprintslast = src
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Q.throw_at(target,10,15)
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Q.fingerprintslast = src.ckey
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Q.throw_at(target,10,15)
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/mob/living/simple_animal/vox/armalis/verb/message_mob()
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set category = "Alien"
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set name = "Commune with creature"
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set desc = "Send a telepathic message to an unlucky recipient."
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var/list/targets = list()
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var/target = null
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var/text = null
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targets += getmobs() //Fill list, prompt user with list
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target = input("Select a creature!", "Speak to creature", null, null) as null|anything in targets
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text = input("What would you like to say?", "Speak to creature", null, null)
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if (!target || !text)
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return
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var/mob/M = targets[target]
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if(istype(M, /mob/dead/observer) || M.stat == DEAD)
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src << "Not even the armalis can speak to the dead."
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return
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M << "\blue Like lead slabs crashing into the ocean, alien thoughts drop into your mind: [text]"
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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if(H.dna.mutantrace == "vox")
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return
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H << "\red Your nose begins to bleed..."
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H.drip(1)
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@@ -895,3 +895,66 @@ note dizziness decrements automatically in the mob's Life() proc.
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/mob/proc/flash_weak_pain()
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flick("weak_pain",pain)
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mob/verb/yank_out_object()
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set category = "Object"
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set name = "Yank out object"
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set desc = "Remove an embedded item at the cost of bleeding and pain."
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set src in view(1)
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if(!isliving(usr) || usr.next_move > world.time)
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return
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usr.next_move = world.time + 20
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if(usr.stat == 1)
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usr << "You are unconcious and cannot do that!"
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return
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if(usr.restrained())
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usr << "You are restrained and cannot do that!"
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return
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var/mob/S = src
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var/mob/U = usr
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var/list/valid_objects = list()
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var/self = null
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if(S == U)
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self = 1 // Removing object from yourself.
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for(var/obj/item/weapon/W in embedded)
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if(W.w_class >= 2)
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valid_objects += W
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if(!valid_objects.len)
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if(self)
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src << "You have nothing stuck in your body that is large enough to remove."
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else
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U << "[src] has nothing stuck in their wounds that is large enough to remove."
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return
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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if(self)
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src << "<span class='warning'>You attempt to get a good grip on the [selection] in your body.</span>"
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else
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U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s body.</span>"
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if(!do_after(U, 80))
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return
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if(!selection || !S || !U)
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return
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if(self)
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visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
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else
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visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[src] rips [selection] out of your body.</b></span>")
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selection.loc = get_turf(src)
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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if(!pinned.len)
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anchored = 0
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return 1
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@@ -86,6 +86,7 @@
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var/unacidable = 0
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var/small = 0
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var/list/pinned = list() //List of things pinning this creature to walls (see living_defense.dm)
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var/list/embedded = list() //Embedded items, since simple mobs don't have organs.
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var/name_archive //For admin things like possession
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@@ -10,14 +10,14 @@
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w_class = 3.0
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sharp = 1
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart..
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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/obj/item/weapon/arrow/quill
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name = "vox quill"
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desc = "A wickedly barbed quill from some bizarre animal."
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icon = 'icons/mob/vox.dmi'
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icon = 'icons/obj/weapons.dmi'
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icon_state = "quill"
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item_state = "quill"
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throwforce = 15
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