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More their
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@@ -47,7 +47,7 @@
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to_chat(chugger, "<span class='notice'>You need to open [src] first!</span>")
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return
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if(istype(chugger) && loc == chugger && src == chugger.get_active_hand() && reagents.total_volume)
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chugger.visible_message("<span class='notice'>[chugger] raises the [src] to their mouth and starts [pick("chugging","gulping")] it down like [pick("a savage","a mad beast","it's going out of style","there's no tomorrow")]!</span>", "<span class='notice'>You start chugging \the [src].</span>", "<span class='notice'>You hear what sounds like gulping.</span>")
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chugger.visible_message("<span class='notice'>[chugger] raises the [src] to [chugger.p_their()] mouth and starts [pick("chugging","gulping")] it down like [pick("a savage","a mad beast","it's going out of style","there's no tomorrow")]!</span>", "<span class='notice'>You start chugging [src].</span>", "<span class='notice'>You hear what sounds like gulping.</span>")
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while(do_mob(chugger, chugger, 40)) //Between the default time for do_mob and the time it takes for a vampire to suck blood.
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chugger.eat(src, chugger, 25) //Half of a glass, quarter of a bottle.
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if(!reagents.total_volume) //Finish in style.
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@@ -179,7 +179,7 @@
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visible_message("<span class='notice'>The [qb] refuses to settle down. Maybe it's something to do with its reagent?</span>")
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if(queen_bee)
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visible_message("<span class='notice'>[user] sets [qb] down inside the apiary, making it their new home.</span>")
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visible_message("<span class='notice'>[user] sets [qb] down inside the apiary, making it [user.p_their()] new home.</span>")
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var/relocated = 0
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for(var/b in bees)
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var/mob/living/simple_animal/hostile/poison/bees/worker/B = b
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@@ -55,8 +55,8 @@
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/datum/martial_art/mimejutsu/proc/mimePalm(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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if(!D.stat && !D.stunned && !D.weakened)
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D.visible_message("<span class='danger'>[A] has barely touched [D] with their palm!</span>", \
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"<span class='userdanger'>[A] hovers their palm over your face!</span>")
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D.visible_message("<span class='danger'>[A] has barely touched [D] with [A.p_their()] palm!</span>", \
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"<span class='userdanger'>[A] hovers [A.p_their()] palm over your face!</span>")
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var/atom/throw_target = get_edge_target_turf(D, get_dir(D, get_step_away(D, A)))
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D.throw_at(throw_target, 200, 4,A)
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@@ -94,7 +94,7 @@
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if(D.weakened || D.resting || D.stat)
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A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
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D.visible_message("<span class='warning'>[A] elbow drops [D]!</span>", \
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"<span class='userdanger'>[A] piledrives you with their elbow!</span>")
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"<span class='userdanger'>[A] piledrives you with [A.p_their()] elbow!</span>")
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if(D.stat)
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D.death() //FINISH HIM!
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D.apply_damage(50, BRUTE, "chest")
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@@ -52,7 +52,7 @@
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return
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to_chat(user, "You call out for aid, attempting to summon spirits to your side.")
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notify_ghosts("[user] is raising their [src], calling for your help!", enter_link="<a href=?src=[UID()];follow=1>(Click to help)</a>", source = user, action = NOTIFY_FOLLOW)
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notify_ghosts("[user] is raising [user.p_their()] [src], calling for your help!", enter_link="<a href=?src=[UID()];follow=1>(Click to help)</a>", source = user, action = NOTIFY_FOLLOW)
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summon_cooldown = world.time + 600
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@@ -355,7 +355,7 @@
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if(cooldown < world.time)
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feedback_add_details("immortality_talisman","U") // usage
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cooldown = world.time + 600
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user.visible_message("<span class='danger'>[user] vanishes from reality, leaving a a hole in their place!</span>")
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user.visible_message("<span class='danger'>[user] vanishes from reality, leaving a a hole in [user.p_their()] place!</span>")
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var/obj/effect/immortality_talisman/Z = new(get_turf(src.loc))
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Z.name = "hole in reality"
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Z.desc = "It's shaped an awful lot like [user.name]."
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@@ -310,12 +310,7 @@
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to_chat(speaker,"<span class='warning'>You can't communicate while unable to move your hands to your head!</span>")
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return FALSE
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var/their = "their"
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if(speaker.gender == "female")
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their = "her"
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if(speaker.gender == "male")
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their = "his"
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speaker.visible_message("<span class='notice'>[speaker] touches [their] fingers to [their] temple.</span>") //If placed in grey/broadcast, it will happen regardless of the success of the action.
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speaker.visible_message("<span class='notice'>[speaker] touches [speaker.p_their()] fingers to [speaker.p_their()] temple.</span>") //If placed in grey/broadcast, it will happen regardless of the success of the action.
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return TRUE
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@@ -161,7 +161,7 @@ Doesn't work on other aliens/AI.*/
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stomach_contents.Remove(M)
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M.loc = loc
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//Paralyse(10)
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src.visible_message("<span class='alertalien'><B>[src] hurls out the contents of their stomach!</span>")
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src.visible_message("<span class='alertalien'><B>[src] hurls out the contents of [p_their()] stomach!</span>")
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return
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/mob/living/carbon/proc/getPlasma()
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@@ -173,14 +173,14 @@
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if("clack", "clacks")
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var/M = handle_emote_param(param)
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message = "<B>[src]</B> clacks their mandibles[M ? " at [M]" : ""]."
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message = "<B>[src]</B> clacks [p_their()] mandibles[M ? " at [M]" : ""]."
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playsound(loc, 'sound/effects/Kidanclack.ogg', 50, 0) //Credit to DrMinky (freesound.org) for the sound.
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m_type = 2
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if("click", "clicks")
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var/M = handle_emote_param(param)
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message = "<B>[src]</B> clicks their mandibles[M ? " at [M]" : ""]."
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message = "<B>[src]</B> clicks [p_their()] mandibles[M ? " at [M]" : ""]."
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playsound(loc, 'sound/effects/Kidanclack2.ogg', 50, 0) //Credit to DrMinky (freesound.org) for the sound.
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m_type = 2
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@@ -201,7 +201,7 @@
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if("quill", "quills")
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var/M = handle_emote_param(param)
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message = "<B>[src]</B> rustles their quills[M ? " at [M]" : ""]."
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message = "<B>[src]</B> rustles [p_their()] quills[M ? " at [M]" : ""]."
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playsound(loc, 'sound/effects/voxrustle.ogg', 50, 0) //Credit to sound-ideas (freesfx.co.uk) for the sound.
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m_type = 2
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@@ -294,7 +294,7 @@
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if("burp", "burps")
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if(miming)
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message = "<B>[src]</B> opens their mouth rather obnoxiously."
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message = "<B>[src]</B> opens [p_their()] mouth rather obnoxiously."
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m_type = 1
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else
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if(!muzzled)
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@@ -605,7 +605,7 @@
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message = "<B>[src]</B> takes a drag from a cigarette and blows \"[M]\" out in smoke."
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m_type = 1
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else
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message = "<B>[src]</B> says, \"[M], please. They had a family.\" [name] takes a drag from a cigarette and blows their name out in smoke."
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message = "<B>[src]</B> says, \"[M], please. They had a family.\" [name] takes a drag from a cigarette and blows [p_their()] name out in smoke."
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m_type = 2
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if("point", "points")
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@@ -608,7 +608,7 @@
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if(!I || I.loc != src) //no item, no limb, or item is not in limb or in the person anymore
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return
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var/time_taken = I.embedded_unsafe_removal_time*I.w_class
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usr.visible_message("<span class='warning'>[usr] attempts to remove [I] from their [L.name].</span>","<span class='notice'>You attempt to remove [I] from your [L.name]... (It will take [time_taken/10] seconds.)</span>")
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usr.visible_message("<span class='warning'>[usr] attempts to remove [I] from [usr.p_their()] [L.name].</span>","<span class='notice'>You attempt to remove [I] from your [L.name]... (It will take [time_taken/10] seconds.)</span>")
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if(do_after(usr, time_taken, needhand = 1, target = src))
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if(!I || !L || I.loc != src || !(I in L.embedded_objects))
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return
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@@ -617,7 +617,7 @@
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I.forceMove(get_turf(src))
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usr.put_in_hands(I)
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usr.emote("scream")
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usr.visible_message("[usr] successfully rips [I] out of their [L.name]!","<span class='notice'>You successfully remove [I] from your [L.name].</span>")
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usr.visible_message("[usr] successfully rips [I] out of [usr.p_their()] [L.name]!","<span class='notice'>You successfully remove [I] from your [L.name].</span>")
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if(!has_embedded_objects())
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clear_alert("embeddedobject")
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return
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@@ -1064,7 +1064,7 @@
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var/fail_msg
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if(!affecting)
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. = 0
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fail_msg = "They are missing that limb."
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fail_msg = "[p_they()] [p_are()] missing that limb."
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else if(affecting.status & ORGAN_ROBOT)
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. = 0
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fail_msg = "That limb is robotic."
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@@ -1078,7 +1078,7 @@
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. = 0
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if(!. && error_msg && user)
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if(!fail_msg)
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fail_msg = "There is no exposed flesh or thin material [target_zone == "head" ? "on their head" : "on their body"] to inject into."
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fail_msg = "There is no exposed flesh or thin material [target_zone == "head" ? "on [p_their()] head" : "on [p_their()] body"] to inject into."
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to_chat(user, "<span class='alert'>[fail_msg]</span>")
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/mob/living/carbon/human/proc/check_obscured_slots()
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@@ -1254,10 +1254,10 @@
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if(usr == src)
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self = 1
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if(!self)
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usr.visible_message("<span class='notice'>[usr] kneels down, puts \his hand on [src]'s wrist and begins counting their pulse.</span>",\
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usr.visible_message("<span class='notice'>[usr] kneels down, puts \his hand on [src]'s wrist and begins counting [p_their()] pulse.</span>",\
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"You begin counting [src]'s pulse")
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else
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usr.visible_message("<span class='notice'>[usr] begins counting their pulse.</span>",\
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usr.visible_message("<span class='notice'>[usr] begins counting [p_their()] pulse.</span>",\
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"You begin counting your pulse.")
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if(src.pulse)
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@@ -105,7 +105,7 @@
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if(!unEquip(r_hand))
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continue
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custom_emote(1, "drops what [p_they()] [p_were()] holding, their [E.name] malfunctioning!")
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custom_emote(1, "drops what [p_they()] [p_were()] holding, [p_their()] [E.name] malfunctioning!")
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var/datum/effect_system/spark_spread/spark_system = new /datum/effect_system/spark_spread()
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spark_system.set_up(5, 0, src)
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@@ -87,11 +87,11 @@
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if(inactivity_period <= 0)
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inactivity_period = 9999 // technically infinite
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if(do_after(src, 60, target = traitorTarget))
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custom_emote(1, "A fire bursts from [src]'s eyes, igniting white hot and consuming their body in a flaming explosion!")
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custom_emote(1, "A fire bursts from [src]'s eyes, igniting white hot and consuming [p_their()] body in a flaming explosion!")
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explosion(src, 6, 6, 6)
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else
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inactivity_period = 0
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custom_emote(1, "[src]'s chest closes, hiding their insides.")
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custom_emote(1, "[src]'s chest closes, hiding [p_their()] insides.")
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if(SNPC_PSYCHO)
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var/choice = pick(typesof(/obj/item/grenade/chem_grenade) - /obj/item/grenade/chem_grenade)
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@@ -150,7 +150,7 @@
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AdjustSilence(2)
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if(getBrainLoss() >= 120 && stat != 2) //they died from stupidity--literally. -Fox
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visible_message("<span class='alert'><B>[src]</B> goes limp, their facial expression utterly blank.</span>")
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visible_message("<span class='alert'><B>[src]</B> goes limp, [p_their()] facial expression utterly blank.</span>")
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death()
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/mob/living/carbon/human/handle_mutations_and_radiation()
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@@ -43,7 +43,7 @@
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if(shock_stage >= 30)
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if(shock_stage == 30)
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custom_emote(1,"is having trouble keeping their eyes open.")
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custom_emote(1,"is having trouble keeping [p_their()] eyes open.")
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EyeBlurry(2)
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Stuttering(5)
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@@ -687,7 +687,7 @@
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var/limb_select = input(src, "Choose a limb to regrow", "Limb Regrowth") as null|anything in missing_limbs
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var/chosen_limb = missing_limbs[limb_select]
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visible_message("<span class='notice'>[src] begins to hold still and concentrate on their missing [limb_select]...</span>", "<span class='notice'>You begin to focus on regrowing your missing [limb_select]... (This will take [round(SLIMEPERSON_REGROWTHDELAY/10)] seconds, and you must hold still.)</span>")
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visible_message("<span class='notice'>[src] begins to hold still and concentrate on [p_their()] missing [limb_select]...</span>", "<span class='notice'>You begin to focus on regrowing your missing [limb_select]... (This will take [round(SLIMEPERSON_REGROWTHDELAY/10)] seconds, and you must hold still.)</span>")
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if(do_after(src, SLIMEPERSON_REGROWTHDELAY, needhand=0, target = src))
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if(stat || paralysis || stunned)
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to_chat(src, "<span class='warning'>You cannot regenerate missing limbs in your current state.</span>")
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@@ -725,7 +725,7 @@
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updatehealth()
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UpdateDamageIcon()
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nutrition -= SLIMEPERSON_HUNGERCOST
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visible_message("<span class='notice'>[src] finishes regrowing their missing [new_limb]!</span>", "<span class='notice'>You finish regrowing your [limb_select]</span>")
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visible_message("<span class='notice'>[src] finishes regrowing [p_their()] missing [new_limb]!</span>", "<span class='notice'>You finish regrowing your [limb_select]</span>")
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else
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to_chat(src, "<span class='warning'>You need to hold still in order to regrow a limb!</span>")
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return
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@@ -36,7 +36,7 @@
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L.reagents.add_reagent("terror_black_toxin", 30) // inject our special poison
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visible_message("<span class='danger'>[src] buries its long fangs deep into the [inject_target] of [target]!</span>")
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else
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visible_message("<span class='danger'>[src] bites [target], but cannot inject venom into their [inject_target]!</span>")
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visible_message("<span class='danger'>[src] bites [target], but cannot inject venom into [target.p_their()] [inject_target]!</span>")
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L.attack_animal(src)
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if(!ckey && (!(target in enemies) || L.reagents.has_reagent("terror_black_toxin", 60)))
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step_away(src, L)
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@@ -93,5 +93,5 @@
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// instead of having a venom that only lasts seconds, we just add the eyeblur directly.
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visible_message("<span class='danger'>[src] buries its fangs deep into the [inject_target] of [target]!</span>")
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else
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visible_message("<span class='danger'>[src] bites [target], but cannot inject venom into their [inject_target]!</span>")
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visible_message("<span class='danger'>[src] bites [target], but cannot inject venom into [target.p_their()] [inject_target]!</span>")
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L.attack_animal(src)
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@@ -27,7 +27,7 @@
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..()
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if(stat == 2)
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new /obj/item/reagent_containers/food/snacks/ectoplasm(src.loc)
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src.visible_message("<span class='warning'>\The [src] lets out a contented sigh as their form unwinds.</span>")
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src.visible_message("<span class='warning'>[src] lets out a contented sigh as [p_their()] form unwinds.</span>")
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src.ghostize()
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qdel(src)
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return
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||||
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||||
@@ -726,7 +726,7 @@
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update()
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/obj/item/light/suicide_act(mob/living/carbon/human/user)
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user.visible_message("<span class=suicide>[user] touches \the [src], burning their hands off!</span>", "<span class=suicide>You touch \the [src], burning your hands off!</span>")
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user.visible_message("<span class=suicide>[user] touches [src], burning [user.p_their()] hands off!</span>", "<span class=suicide>You touch [src], burning your hands off!</span>")
|
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||||
for(var/oname in list("l_hand", "r_hand"))
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var/obj/item/organ/external/limb = user.get_organ(oname)
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||||
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||||
@@ -347,7 +347,7 @@ obj/item/gun/proc/newshot()
|
||||
return
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||||
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||||
if(user == target)
|
||||
target.visible_message("<span class='warning'>[user] sticks [src] in their mouth, ready to pull the trigger...</span>", \
|
||||
target.visible_message("<span class='warning'>[user] sticks [src] in [user.p_their()] mouth, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
|
||||
else
|
||||
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
|
||||
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||||
@@ -208,7 +208,7 @@
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||||
M.reagents.add_reagent("jagged_crystals", 5)
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else if(effect <= 7)
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M.emote("scream")
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||||
M.visible_message("<span class='warning'>[M] nervously scratches at their skin!</span>")
|
||||
M.visible_message("<span class='warning'>[M] nervously scratches at [M.p_their()] skin!</span>")
|
||||
M.Jitter(10)
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M.adjustBruteLoss(5)
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||||
M.emote("twitch_s")
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||||
@@ -315,7 +315,7 @@
|
||||
var/effect = ..()
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||||
if(severity == 1)
|
||||
if(effect <= 2)
|
||||
M.visible_message("<span class='warning'>[M] can't seem to control their legs!</span>")
|
||||
M.visible_message("<span class='warning'>[M] can't seem to control [M.p_their()] legs!</span>")
|
||||
M.AdjustConfused(20)
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||||
M.Weaken(4)
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||||
else if(effect <= 4)
|
||||
@@ -356,7 +356,7 @@
|
||||
head_organ.f_style = "Very Long Beard"
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||||
H.update_hair()
|
||||
H.update_fhair()
|
||||
H.visible_message("<span class='warning'>[H] has a wild look in their eyes!</span>")
|
||||
H.visible_message("<span class='warning'>[H] has a wild look in [H.p_their()] eyes!</span>")
|
||||
if(check < 60)
|
||||
M.SetParalysis(0)
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||||
M.SetStunned(0)
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||||
@@ -368,7 +368,7 @@
|
||||
M.AdjustConfused(10)
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||||
if(check < 8)
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||||
M.reagents.add_reagent(pick("methamphetamine", "crank", "neurotoxin"), rand(1,5))
|
||||
M.visible_message("<span class='warning'>[M] scratches at something under their skin!</span>")
|
||||
M.visible_message("<span class='warning'>[M] scratches at something under [M.p_their()] skin!</span>")
|
||||
M.adjustBruteLoss(5)
|
||||
else if(check < 16)
|
||||
M.AdjustHallucinate(30)
|
||||
@@ -427,7 +427,7 @@
|
||||
M.reagents.add_reagent("jagged_crystals", 5)
|
||||
else if(effect <= 7)
|
||||
M.emote("scream")
|
||||
M.visible_message("<span class='danger'>[M] tears at their own skin!</span>")
|
||||
M.visible_message("<span class='danger'>[M] tears at [M.p_their()] own skin!</span>")
|
||||
M.adjustBruteLoss(5)
|
||||
M.reagents.add_reagent("jagged_crystals", 5)
|
||||
M.emote("twitch")
|
||||
@@ -541,7 +541,7 @@
|
||||
var/effect = ..()
|
||||
if(severity == 1)
|
||||
if(effect <= 2)
|
||||
M.visible_message("<span class='warning'>[M] can't seem to control their legs!</span>")
|
||||
M.visible_message("<span class='warning'>[M] can't seem to control [M.p_their()] legs!</span>")
|
||||
M.AdjustConfused(33)
|
||||
M.Weaken(2)
|
||||
else if(effect <= 4)
|
||||
|
||||
@@ -73,7 +73,7 @@
|
||||
M.visible_message("<span class='warning'>[M] suddenly and violently vomits!</span>")
|
||||
M.fakevomit(no_text = 1)
|
||||
else if(effect <= 5)
|
||||
M.visible_message("<span class='warning'>[M] staggers and drools, their eyes bloodshot!</span>")
|
||||
M.visible_message("<span class='warning'>[M] staggers and drools, [M.p_their()] eyes bloodshot!</span>")
|
||||
M.Dizzy(8)
|
||||
M.Weaken(4)
|
||||
if(effect <= 15)
|
||||
@@ -277,7 +277,7 @@
|
||||
if(severity == 1) //lesser
|
||||
M.stuttering += 1
|
||||
if(effect <= 1)
|
||||
M.visible_message("<span class='warning'>[M] suddenly cluches their gut!</span>")
|
||||
M.visible_message("<span class='warning'>[M] suddenly cluches [M.p_their()] gut!</span>")
|
||||
M.emote("scream")
|
||||
M.Stun(4)
|
||||
M.Weaken(4)
|
||||
@@ -293,7 +293,7 @@
|
||||
M.Jitter(30)
|
||||
else if(severity == 2) // greater
|
||||
if(effect <= 2)
|
||||
M.visible_message("<span class='warning'>[M] suddenly cluches their gut!</span>")
|
||||
M.visible_message("<span class='warning'>[M] suddenly cluches [M.p_their()] gut!</span>")
|
||||
M.emote("scream")
|
||||
M.Stun(7)
|
||||
M.Weaken(7)
|
||||
@@ -446,7 +446,7 @@
|
||||
M.visible_message("<span class='warning'>[M] suddenly and violently vomits!</span>")
|
||||
M.fakevomit(no_text = 1)
|
||||
else if(effect <= 5)
|
||||
M.visible_message("<span class='warning'>[M.name] staggers and drools, their eyes bloodshot!</span>")
|
||||
M.visible_message("<span class='warning'>[M.name] staggers and drools, [M.p_their()] eyes bloodshot!</span>")
|
||||
M.Dizzy(2)
|
||||
M.Weaken(3)
|
||||
if(effect <= 15)
|
||||
@@ -597,7 +597,7 @@
|
||||
M.visible_message("<span class='warning'>[M] suddenly and violently vomits!</span>")
|
||||
M.fakevomit(no_text = 1)
|
||||
else if(effect <= 5)
|
||||
M.visible_message("<span class='warning'>[M] staggers and drools, their eyes bloodshot!</span>")
|
||||
M.visible_message("<span class='warning'>[M] staggers and drools, [M.p_their()] eyes bloodshot!</span>")
|
||||
M.Dizzy(2)
|
||||
M.Weaken(3)
|
||||
if(effect <= 15)
|
||||
|
||||
@@ -1016,7 +1016,7 @@
|
||||
M.Drowsy(10)
|
||||
if(11)
|
||||
M.Paralyse(10)
|
||||
M.visible_message("<B>[M]</B> seizes up and falls limp, their eyes dead and lifeless...") //so you can't trigger deathgasp emote on people. Edge case, but necessary.
|
||||
M.visible_message("<B>[M]</B> seizes up and falls limp, [M.p_their()] eyes dead and lifeless...") //so you can't trigger deathgasp emote on people. Edge case, but necessary.
|
||||
if(12 to 60)
|
||||
M.Paralyse(10)
|
||||
if(61 to INFINITY)
|
||||
|
||||
@@ -289,7 +289,7 @@
|
||||
return
|
||||
if(owner && robotic == 2)
|
||||
Stop() // In the name of looooove~!
|
||||
owner.visible_message("<span class='danger'>[owner] clutches their chest and gasps!</span>","<span class='userdanger'>You clutch your chest in pain!</span>")
|
||||
owner.visible_message("<span class='danger'>[owner] clutches [owner.p_their()] chest and gasps!</span>","<span class='userdanger'>You clutch your chest in pain!</span>")
|
||||
else if(owner && robotic == 1)
|
||||
receive_damage(11,1)
|
||||
|
||||
|
||||
@@ -172,7 +172,7 @@
|
||||
owner.emote("scream") //getting hit on broken hand hurts
|
||||
if(status & ORGAN_SPLINTED && prob((brute + burn)*4)) //taking damage to splinted limbs removes the splints
|
||||
status &= ~ORGAN_SPLINTED
|
||||
owner.visible_message("<span class='danger'>The splint on [owner]'s left arm unravels from their [name]!</span>","<span class='userdanger'>The splint on your [name] unravels!</span>")
|
||||
owner.visible_message("<span class='danger'>The splint on [owner]'s left arm unravels from [owner.p_their()] [name]!</span>","<span class='userdanger'>The splint on your [name] unravels!</span>")
|
||||
owner.handle_splints()
|
||||
if(used_weapon)
|
||||
add_autopsy_data("[used_weapon]", brute + burn)
|
||||
@@ -442,7 +442,7 @@ Note that amputating the affected organ does in fact remove the infection from t
|
||||
return
|
||||
if(owner.step_count >= splinted_count + SPLINT_LIFE)
|
||||
status &= ~ORGAN_SPLINTED //oh no, we actually need surgery now!
|
||||
owner.visible_message("<span class='danger'>[owner] screams in pain as their splint pops off their [name]!</span>","<span class='userdanger'>You scream in pain as your splint pops off your [name]!</span>")
|
||||
owner.visible_message("<span class='danger'>[owner] screams in pain as [owner.p_their()] splint pops off their [name]!</span>","<span class='userdanger'>You scream in pain as your splint pops off your [name]!</span>")
|
||||
owner.emote("scream")
|
||||
owner.Stun(2)
|
||||
owner.handle_splints()
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
// Actually, let's make it slightly worse... just to discourage people from bringing back infections.
|
||||
alternate_ending = 1
|
||||
to_chat(owner,"<span class='danger'>The shapes extend tendrils out of your wound... no... those are legs! SPIDER LEGS! You have spiderlings growing inside you! You scratch at the wound, but it just aggrivates them - they swarm out of the wound, biting you all over!</span>")
|
||||
owner.visible_message("<span class='danger'>[owner] flails around on the floor as spiderlings erupt from their skin and swarm all over them! </span>")
|
||||
owner.visible_message("<span class='danger'>[owner] flails around on the floor as spiderlings erupt from [owner.p_their()] skin and swarm all over them! </span>")
|
||||
owner.Stun(20)
|
||||
owner.Weaken(20)
|
||||
// yes, this is a long stun - that's intentional. Gotta give the spiderlings time to escape.
|
||||
|
||||
Reference in New Issue
Block a user