mirror of
https://github.com/ParadiseSS13/Paradise.git
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Merge pull request #418 from Fox-McCloud/Fixes-Genetics
Fixes, Genetics, and Balance
This commit is contained in:
@@ -88,12 +88,14 @@
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update_icons()
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/mob/living/carbon/alien/humanoid/hunter/throw_impact(A)
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var/msg = ""
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if(!leaping)
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return ..()
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if(A)
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if(istype(A, /mob/living))
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var/mob/living/L = A
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msg = "<span class ='alertalien'>[src] pounces on [A]!</span>"
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.Weaken(5)
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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@@ -103,13 +105,12 @@
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spawn(pounce_cooldown_time) //3s by default
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pounce_cooldown = !pounce_cooldown
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else
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msg = "<span class ='alertalien'>[src] smashes into [A]!</span>"
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visible_message("<span class ='danger'>[src] smashes into [A]!</span>", "<span class ='alertalien'>[src] smashes into [A]!</span>")
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weakened = 2
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if(leaping)
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leaping = 0
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update_canmove()
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visible_message(msg)
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/mob/living/carbon/alien/humanoid/float(on)
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@@ -157,7 +158,5 @@
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src.throwing = 0
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if(isobj(src))
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src.throw_impact(get_turf(src))
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return 1
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@@ -22,7 +22,7 @@
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name = text("alien ([rand(1, 1000)])")
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real_name = name
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add_language("Xenomorph")
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add_language("Hivemind")
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add_language("Hivemind")
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..()
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//This is fine, works the same as a human
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@@ -65,7 +65,7 @@
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return (tally + move_delay_add + config.alien_delay)
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/mob/living/carbon/alien/humanoid/Process_Spacemove(var/check_drift = 0)
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return 1
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return 0
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///mob/living/carbon/alien/humanoid/bullet_act(var/obj/item/projectile/Proj) taken care of in living
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@@ -121,7 +121,7 @@
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show_message("<span class='userdanger'>The blob attacks!</span>")
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adjustFireLoss(damage)
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return
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/mob/living/carbon/alien/humanoid/meteorhit(O as obj)
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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@@ -271,7 +271,7 @@
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if (HULK in M.mutations)//HULK SMASH
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damage += 14
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spawn(0)
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Weaken(damage) // Why can a hulk knock an alien out but not knock out a human? Damage is robust enough.
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Paralyse(1)
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step_away(src,M,15)
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sleep(3)
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step_away(src,M,15)
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@@ -279,7 +279,7 @@
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visible_message("<span class='danger'>[M] has punched [src]!</span>", \
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"<span class='userdanger'>[M] has punched [src]!</span>")
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if ((stat != DEAD) && (damage > 9||prob(5)))//Regular humans have a very small chance of weakening an alien.
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Weaken(1,5)
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Paralyse(2)
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visible_message("<span class='danger'>[M] has weakened [src]!</span>", \
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"<span class='userdanger'>[M] has weakened [src]!</span>", \
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"<span class='danger'>You hear someone fall.</span>")
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@@ -292,7 +292,7 @@
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if ("disarm")
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if (!lying)
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if (prob(5))//Very small chance to push an alien down.
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Weaken(2)
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Paralyse(2)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
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"<span class='userdanger'>[M] has pushed down [src]!</span>")
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@@ -399,4 +399,4 @@ In all, this is a lot like the monkey code. /N
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/mob/living/carbon/alien/humanoid/canBeHandcuffed()
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return 1
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return 1
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@@ -24,7 +24,7 @@
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real_name = name
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regenerate_icons()
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add_language("Xenomorph")
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add_language("Hivemind")
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add_language("Hivemind")
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..()
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//This is fine, works the same as a human
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@@ -128,7 +128,7 @@
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//can't equip anything
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/mob/living/carbon/alien/larva/attack_ui(slot_id)
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return
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/mob/living/carbon/alien/larva/meteorhit(O as obj)
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for(var/mob/M in viewers(src, null))
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if ((M.client && !( M.blinded )))
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@@ -254,7 +254,7 @@
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visible_message("<span class='danger'>[M] has kicked [src]!</span>", \
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"<span class='userdanger'>[M] has kicked [src]!</span>")
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if ((stat != DEAD) && (damage > 4.9))
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Weaken(rand(5,10))
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Paralyse(rand(5,10))
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visible_message("<span class='danger'>[M] has weakened [src]!</span>", \
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"<span class='userdanger'>[M] has weakened [src]!</span>", \
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"<span class='danger'>You hear someone fall.</span>")
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@@ -1,5 +1,6 @@
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/mob/living/carbon/alien/proc/handle_chemicals_in_body()
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if(reagents) reagents.metabolize(src)
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if(reagents)
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reagents.metabolize(src)
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if (drowsyness)
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drowsyness--
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@@ -78,7 +78,10 @@
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/mob/living/carbon/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
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if(status_flags & GODMODE) return 0 //godmode
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if(status_flags & GODMODE) //godmode
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return 0
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if(NO_SHOCK in mutations) //shockproof
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return 0
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shock_damage *= siemens_coeff
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if (shock_damage<1)
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return 0
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@@ -99,8 +102,14 @@
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"\red <B>You feel a powerful shock course through your body!</B>", \
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"\red You hear a heavy electrical crack." \
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)
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Stun(10)//This should work for now, more is really silly and makes you lay there forever
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Weaken(10)
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jitteriness += 1000 //High numbers for violent convulsions
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do_jitter_animation(jitteriness)
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stuttering += 2
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Stun(2)
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spawn(20)
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jitteriness -= 990 //Still jittery, but vastly less
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Stun(3)
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Weaken(3)
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if (shock_damage > 200)
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src.visible_message(
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"\red [src] was arc flashed by the [source]!", \
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@@ -588,6 +597,6 @@
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/mob/living/carbon/proc/canBeHandcuffed()
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return 0
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/mob/living/carbon/is_muzzled()
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return(istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
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@@ -403,7 +403,7 @@
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L.amount_grown = min(L.amount_grown + damage, L.max_grown)
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var/datum/organ/external/affecting = get_organ(ran_zone(L.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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apply_damage(damage, BRUTE, affecting, armor_block)
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apply_damage(damage, BRUTE, affecting, armor_block)
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/mob/living/carbon/human/proc/is_loyalty_implanted(mob/living/carbon/human/M)
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for(var/L in M.contents)
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@@ -636,7 +636,10 @@
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//Removed the horrible safety parameter. It was only being used by ninja code anyways.
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//Now checks siemens_coefficient of the affected area by default
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/mob/living/carbon/human/electrocute_act(var/shock_damage, var/obj/source, var/base_siemens_coeff = 1.0, var/def_zone = null)
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if(status_flags & GODMODE) return 0 //godmode
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if(status_flags & GODMODE) //godmode
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return 0
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if(NO_SHOCK in mutations) //shockproof
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return 0
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if (!def_zone)
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def_zone = pick("l_hand", "r_hand")
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@@ -32,7 +32,9 @@
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var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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if(HULK in M.mutations) damage += 5
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if(HULK in M.mutations)
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damage += 5
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Weaken(4)
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playsound(loc, "punch", 25, 1, -1)
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@@ -139,8 +141,9 @@
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var/datum/organ/external/affecting = get_organ(ran_zone(M.zone_sel.selecting))
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var/armor_block = run_armor_check(affecting, "melee")
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if(HULK in M.mutations) damage += 5
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if(HULK in M.mutations)
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damage += 5
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Weaken(4)
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playsound(loc, attack.attack_sound, 25, 1, -1)
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@@ -32,7 +32,7 @@
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timeofdeath = 0
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/mob/living/carbon/human/getBrainLoss()
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if(species && species.flags & NO_INTORGANS)
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if(species && species.flags & NO_INTORGANS)
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return
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var/res = brainloss
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var/datum/organ/internal/brain/sponge = internal_organs_by_name["brain"]
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@@ -110,15 +110,12 @@
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hud_updateflag |= 1 << HEALTH_HUD
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/mob/living/carbon/human/Stun(amount)
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if(HULK in mutations) return
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..()
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/mob/living/carbon/human/Weaken(amount)
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if(HULK in mutations) return
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..()
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/mob/living/carbon/human/Paralyse(amount)
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if(HULK in mutations) return
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..()
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@@ -62,7 +62,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(life_tick%30==15)
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hud_updateflag = 1022
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voice = GetVoice()
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//No need to update all of these procs if the guy is dead.
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@@ -1165,13 +1165,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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//Jitteryness
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if(jitteriness)
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var/amplitude = min(4, (jitteriness/100) + 1)
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var/pixel_x_diff = rand(-amplitude, amplitude)
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var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
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animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
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animate(pixel_x = initial(pixel_x) , pixel_y = initial(pixel_y) , time = 2)
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jitteriness = max(jitteriness-1, 0)
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do_jitter_animation(jitteriness)
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//Other
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handle_statuses()
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@@ -1926,7 +1920,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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var/client/C = client
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for(var/mob/living/carbon/human/H in view(src, 14))
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C.images += H.hud_list[NATIONS_HUD]
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/mob/living/carbon/human/handle_silent()
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if(..())
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speech_problem_flag = 1
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@@ -121,7 +121,10 @@
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if ((HULK in mutations) && health <= 25)
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mutations.Remove(HULK)
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src << "\red You suddenly feel very weak."
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dna.SetSEState(HULKBLOCK,0)
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update_mutations() //update our mutation overlays
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status_flags |= CANSTUN | CANWEAKEN | CANPARALYSE | CANPUSH //temporary fix until the problem can be solved.
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src << "<span class='danger'>You suddenly feel very weak.</span>"
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Weaken(3)
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emote("collapse")
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@@ -131,7 +131,7 @@
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now_pushing = 1
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if(ismob(AM))
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var/mob/tmob = AM
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if(istype(tmob, /mob/living/carbon/human) && (HULK in tmob.mutations))
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if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
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if(prob(70))
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usr << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
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now_pushing = 0
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@@ -188,8 +188,8 @@
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if ((O.icon_state == "flaming" && !( shielded )))
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adjustFireLoss(40)
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health = 100 - getOxyLoss() - getToxLoss() - getFireLoss() - getBruteLoss()
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return
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return
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/mob/living/carbon/monkey/attack_paw(mob/living/M as mob)
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..()
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@@ -434,7 +434,7 @@
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updatehealth()
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return
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/mob/living/carbon/monkey/Stat()
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..()
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statpanel("Status")
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@@ -58,6 +58,8 @@
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halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
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if(IRRADIATE)
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radiation += max(effect * ((100-run_armor_check(null, "rad", "Your clothes feel warm.", "Your clothes feel warm."))/100),0)//Rads auto check armor
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if(SLUR)
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slurring = max(slurring,(effect * blocked))
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * blocked))
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@@ -66,7 +68,8 @@
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if(DROWSY)
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drowsyness = max(drowsyness,(effect * blocked))
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if(JITTER)
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jitteriness = max(jitteriness,(effect * blocked))
|
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if(status_flags & CANSTUN)
|
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jitteriness = max(jitteriness,(effect * blocked))
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updatehealth()
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return 1
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@@ -80,12 +83,13 @@
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/mob/living/carbon/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0)
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return ..()
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
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/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/slur = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/agony = 0, var/blocked = 0, var/stamina = 0, var/jitter = 0)
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if(blocked >= 100) return 0
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if(stun) apply_effect(stun, STUN, blocked)
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if(weaken) apply_effect(weaken, WEAKEN, blocked)
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if(paralyze) apply_effect(paralyze, PARALYZE, blocked)
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if(irradiate) apply_effect(irradiate, IRRADIATE, blocked)
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if(slur) apply_effect(slur, SLUR, blocked)
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if(stutter) apply_effect(stutter, STUTTER, blocked)
|
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if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
|
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if(drowsy) apply_effect(drowsy, DROWSY, blocked)
|
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@@ -47,8 +47,6 @@
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/mob/living/proc/burn_skin(burn_amount)
|
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if(istype(src, /mob/living/carbon/human))
|
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//world << "DEBUG: burn_skin(), mutations=[mutations]"
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if(NO_SHOCK in src.mutations) //shockproof
|
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return 0
|
||||
if (RESIST_HEAT in src.mutations) //fireproof
|
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return 0
|
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var/mob/living/carbon/human/H = src //make this damage method divide the damage to be done among all the body parts, then burn each body part for that much damage. will have better effect then just randomly picking a body part
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@@ -629,7 +627,8 @@
|
||||
var/mob/living/carbon/CM = L
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if(CM.on_fire && CM.canmove)
|
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CM.fire_stacks -= 5
|
||||
CM.Weaken(3)
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CM.weakened = max(CM.weakened, 3)//We dont check for CANWEAKEN, I don't care how immune to weakening you are, if you're rolling on the ground, you're busy.
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||||
CM.update_canmove()
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CM.spin(32,2)
|
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CM.visible_message("<span class='danger'>[CM] rolls on the floor, trying to put themselves out!</span>", \
|
||||
"<span class='notice'>You stop, drop, and roll!</span>")
|
||||
@@ -761,7 +760,7 @@
|
||||
|
||||
/mob/living/proc/can_use_vents()
|
||||
return "You can't fit into that vent."
|
||||
|
||||
|
||||
|
||||
|
||||
/atom/movable/proc/do_attack_animation(atom/A)
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||||
@@ -791,3 +790,15 @@
|
||||
pixel_y_diff = -8
|
||||
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
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||||
animate(pixel_x = initial(pixel_x), pixel_y = initial(pixel_y), time = 2)
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||||
|
||||
/mob/living/do_attack_animation(atom/A)
|
||||
..()
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||||
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
|
||||
|
||||
/mob/living/proc/do_jitter_animation(jitteriness)
|
||||
var/amplitude = min(4, (jitteriness/100) + 1)
|
||||
var/pixel_x_diff = rand(-amplitude, amplitude)
|
||||
var/pixel_y_diff = rand(-amplitude/3, amplitude/3)
|
||||
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff , time = 2, loop = 6)
|
||||
animate(pixel_x = initial(pixel_x) , pixel_y = initial(pixel_y) , time = 2)
|
||||
floating = 0 // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.
|
||||
|
||||
@@ -1114,16 +1114,19 @@ var/list/slot_equipment_priority = list( \
|
||||
/mob/proc/Stun(amount)
|
||||
if(status_flags & CANSTUN)
|
||||
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
|
||||
if(status_flags & CANSTUN)
|
||||
stunned = max(amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/AdjustStunned(amount)
|
||||
if(status_flags & CANSTUN)
|
||||
stunned = max(stunned + amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/Weaken(amount)
|
||||
@@ -1147,40 +1150,49 @@ var/list/slot_equipment_priority = list( \
|
||||
/mob/proc/Paralyse(amount)
|
||||
if(status_flags & CANPARALYSE)
|
||||
paralysis = max(max(paralysis,amount),0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/SetParalysis(amount)
|
||||
if(status_flags & CANPARALYSE)
|
||||
paralysis = max(amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/AdjustParalysis(amount)
|
||||
if(status_flags & CANPARALYSE)
|
||||
paralysis = max(paralysis + amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/Sleeping(amount)
|
||||
sleeping = max(max(sleeping,amount),0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/SetSleeping(amount)
|
||||
sleeping = max(amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/AdjustSleeping(amount)
|
||||
sleeping = max(sleeping + amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/Resting(amount)
|
||||
resting = max(max(resting,amount),0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/SetResting(amount)
|
||||
resting = max(amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/AdjustResting(amount)
|
||||
resting = max(resting + amount,0)
|
||||
update_canmove()
|
||||
return
|
||||
|
||||
/mob/proc/get_species()
|
||||
|
||||
@@ -25,6 +25,12 @@
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
proj_hit = 1
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(HULK in C.mutations)
|
||||
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
else if(C.status_flags & CANWEAKEN)
|
||||
C.do_jitter_animation(jitter)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
|
||||
|
||||
Reference in New Issue
Block a user