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New color, Regen refactor
Regen tiers all shifted up by one Previous tier 3 rates now tier 4, even harder to reach Drask language now has its own color (Bugged commits retconned) Signed-off-by: HugoLuman <qaggeler@uci.edu>
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@@ -282,7 +282,7 @@
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speech_verb = "drones"
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ask_verb = "hums"
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exclaim_verb = "rumbles"
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colour = "slime"
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colour = "drask"
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key = "%"
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flags = RESTRICTED
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syllables = list("hoorb","vrrm","ooorm","urrrum","ooum","ee","ffm","hhh","mn","ongg")
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@@ -56,8 +56,8 @@
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)
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/datum/species/drask/handle_temperature(datum/gas_mixture/breath, var/mob/living/carbon/human/H) // called by human/life, handles temperatures
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if( (abs(310.15 - breath.temperature) > 50) && !(RESIST_HEAT in H.mutations)) // Hot air hurts :(
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/datum/species/drask/handle_temperature(datum/gas_mixture/breath, var/mob/living/carbon/human/H)
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if( (abs(310.15 - breath.temperature) > 50) && !(RESIST_HEAT in H.mutations))
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if(H.status_flags & GODMODE) return 1 //godmode
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if(breath.temperature < 260)
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if(prob(20))
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@@ -67,21 +67,26 @@
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to_chat(H, "<span class='warning'>You feel your face burning and a searing heat in your lungs!</span>")
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switch(breath.temperature)
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if(-INFINITY to 65)
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if(-INFINITY to 30) // This'll make the tank pressure drop really low, won't last very long
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H.adjustFireLoss(cold_env_multiplier*5) //Has to be half the brute, since it has a 2x multiplier from burn_mod
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H.adjustBruteLoss(cold_env_multiplier*10)
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H.fire_alert = max(H.fire_alert, 1) //To alert that their breath is cold enough for healing. Does not seem to affect cold movement slowdown
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if(66 to 200)
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if(31 to 75)
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H.adjustFireLoss(cold_env_multiplier*3)
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H.adjustBruteLoss(cold_env_multiplier*6)
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H.fire_alert = max(H.fire_alert, 1)
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if(201 to 260)
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if(76 to 200) // A bit slower than Diona. More per increment, but increments much slower than Diona
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H.adjustFireLoss(cold_env_multiplier*1.5)
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H.adjustBruteLoss(cold_env_multiplier*3)
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H.fire_alert = max(H.fire_alert, 1)
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if(201 to 260) // Much slower than Diona
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H.adjustFireLoss(cold_env_multiplier*0.5)
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H.adjustBruteLoss(cold_env_multiplier*1)
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H.fire_alert = max(H.fire_alert, 1)
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if(heat_level_1 to heat_level_2)
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H.apply_damage(hot_env_multiplier*HEAT_GAS_DAMAGE_LEVEL_1, BURN, "head", used_weapon = "Excessive Heat")
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H.fire_alert = max(H.fire_alert, 2)
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