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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
Might as well update golems also
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@@ -102,6 +102,10 @@
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h_style = "Bald"
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..(new_loc, "Shadow")
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/mob/living/carbon/human/golem/New(var/new_loc)
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h_style = "Bald"
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..(new_loc, "Golem")
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/mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes)
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if ((!( yes ) || now_pushing))
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return
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@@ -1076,9 +1080,6 @@
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if(!species)
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set_species()
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if(dna && dna.mutantrace == "golem")
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return "Animated Construct"
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return species.name
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/mob/living/carbon/human/proc/play_xylophone()
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@@ -0,0 +1,23 @@
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/datum/species/golem
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name = "Golem"
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icobase = 'icons/mob/human_races/r_golem.dmi'
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deform = 'icons/mob/human_races/r_golem.dmi'
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default_language = "Galactic Common"
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flags = NO_BREATHE | NO_PAIN | NO_BLOOD | NO_SCAN
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blood_color = "#515573"
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flesh_color = "#137E8F"
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has_organ = list(
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"brain" = /obj/item/organ/brain/golem
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)
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/datum/species/golem/handle_post_spawn(var/mob/living/carbon/human/H)
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if(H.mind)
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H.mind.assigned_role = "Golem"
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H.mind.special_role = "Golem"
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H.real_name = "adamantine golem ([rand(1, 1000)])"
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H.name = H.real_name
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..()
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@@ -447,14 +447,12 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(dna)
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switch(dna.mutantrace)
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if("golem","adamantine")
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overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/genetics.dmi', "icon_state" = "[dna.mutantrace][fat]_[gender]_s")
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if("slime")
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overlays_standing[MUTANTRACE_LAYER] = image("icon" = 'icons/effects/slimemutant.dmi', "icon_state" = "[slime_color]_[dna.mutantrace][fat]_[gender]_s")
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else
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overlays_standing[MUTANTRACE_LAYER] = null
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if(!dna || !(dna.mutantrace in list("golem","metroid")))
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if(!dna || !(dna.mutantrace in list("metroid")))
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update_body(0)
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update_hair(0)
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@@ -899,90 +899,6 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
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icon = 'icons/obj/chemical.dmi'
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icon_state = "bottle17"
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/*afterattack(obj/target, mob/user , flag)
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if(istype(target, /obj/item/slime_extract))
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if(target.enhanced == 1)
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user << "<span class='warning'> This extract has already been enhanced!</span>"
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return ..()
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if(target.Uses == 0)
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user << "<span class='warning'> You can't enhance a used extract!</span>"
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return ..()
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user <<"You apply the enhancer. It now has triple the amount of uses."
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target.Uses = 3
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target.enahnced = 1
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del(src)*/
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////////Adamantine Golem stuff I dunno where else to put it
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// This will eventually be removed.
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/obj/item/clothing/under/golem
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name = "adamantine skin"
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desc = "a golem's skin"
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icon_state = "golem"
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item_state = "golem"
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_color = "golem"
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has_sensor = 0
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flags = ABSTRACT | NODROP
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/golem
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name = "adamantine shell"
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desc = "a golem's thick outter shell"
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icon_state = "golem"
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item_state = "golem"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.90
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permeability_coefficient = 0.50
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
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slowdown = 1.0
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags = ONESIZEFITSALL | STOPSPRESSUREDMAGE | ABSTRACT | NODROP
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
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max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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armor = list(melee = 80, bullet = 20, laser = 20, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/shoes/golem
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name = "golem's feet"
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desc = "sturdy adamantine feet"
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icon_state = "golem"
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item_state = "golem"
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flags = NOSLIP | ABSTRACT | MASKINTERNALS | MASKCOVERSMOUTH | NODROP
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slowdown = SHOES_SLOWDOWN+1
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/obj/item/clothing/mask/gas/golem
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name = "golem's face"
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desc = "the imposing face of an adamantine golem"
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icon_state = "golem"
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item_state = "golem"
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siemens_coefficient = 0
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unacidable = 1
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flags = ABSTRACT | NODROP
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/obj/item/clothing/gloves/golem
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name = "golem's hands"
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desc = "strong adamantine hands"
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icon_state = "golem"
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item_state = null
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siemens_coefficient = 0
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flags = ABSTRACT | NODROP
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/obj/item/clothing/head/space/golem
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icon_state = "golem"
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item_state = "dermal"
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_color = "dermal"
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name = "golem's head"
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desc = "a golem's head"
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unacidable = 1
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flags = STOPSPRESSUREDMAGE | ABSTRACT | NODROP
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
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armor = list(melee = 80, bullet = 20, laser = 20, energy = 10, bomb = 0, bio = 0, rad = 0)
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/obj/effect/goleRUNe
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anchored = 1
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@@ -1014,16 +930,8 @@ mob/living/carbon/slime/var/temperature_resistance = T0C+75
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if(!ghost)
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user << "The rune fizzles uselessly. There is no spirit nearby."
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return
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var/mob/living/carbon/human/G = new /mob/living/carbon/human
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G.dna.mutantrace = "adamantine"
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var/mob/living/carbon/human/golem/G = new /mob/living/carbon/human/golem
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if(prob(50)) G.gender = "female"
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G.real_name = text("Adamantine Golem ([rand(1, 1000)])")
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G.equip_to_slot_or_del(new /obj/item/clothing/under/golem(G), slot_w_uniform)
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G.equip_to_slot_or_del(new /obj/item/clothing/suit/golem(G), slot_wear_suit)
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G.equip_to_slot_or_del(new /obj/item/clothing/shoes/golem(G), slot_shoes)
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G.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/golem(G), slot_wear_mask)
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G.equip_to_slot_or_del(new /obj/item/clothing/gloves/golem(G), slot_gloves)
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//G.equip_to_slot_or_del(new /obj/item/clothing/head/space/golem(G), slot_head)
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G.loc = src.loc
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G.key = ghost.key
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G << "You are an adamantine golem. You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. Serve [user], and assist them in completing their goals at any cost."
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@@ -217,7 +217,7 @@ proc/wabbajack(mob/living/M)
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var/mob/living/carbon/human/human/H = new_mob
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// ready_dna(H)
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if(H.dna)
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H.dna.mutantrace = pick("lizard","golem","plant","fly","adamantine","skeleton",8;"")
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H.dna.mutantrace = pick("lizard","plant","fly","skeleton",8;"")
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H.update_body()
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else
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return
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