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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 18:44:48 +01:00
Ports over the status effect unification
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@@ -583,7 +583,7 @@ steam.start() -- spawns the effect
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// if(M.wear_suit, /obj/item/clothing/suit/wizrobe && (M.hat, /obj/item/clothing/head/wizard) && (M.shoes, /obj/item/clothing/shoes/sandal)) // I'll work on it later
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else
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M.drop_item()
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M:sleeping += 5
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M.AdjustSleeping(5)
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if(M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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@@ -600,7 +600,7 @@ steam.start() -- spawns the effect
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return
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else
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M.drop_item()
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M:sleeping += 5
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M.AdjustSleeping(5)
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if(M.coughedtime != 1)
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M.coughedtime = 1
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M.emote("cough")
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@@ -57,10 +57,11 @@
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var/close = range(world.view+round(devastation_range,1), epicenter)
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// to all distanced mobs play a different sound
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for(var/mob/M in world) if(M.z == epicenter.z) if(!(M in close))
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// check if the mob can hear
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if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space))
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M << 'sound/effects/explosionfar.ogg'
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for(var/mob/M in world)
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if(M.z == epicenter.z && !(M in close))
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// check if the mob can hear
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if(M.can_hear() && !istype(M.loc,/turf/space))
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M << 'sound/effects/explosionfar.ogg'
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if(heavy_impact_range > 1)
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var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
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@@ -474,10 +474,10 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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if(!(eyes.status & ORGAN_ROBOT) || !(eyes.status & ORGAN_ASSISTED)) //robot eyes bleeding might be a bit silly
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to_chat(M, "<span class='danger'>Your eyes start to bleed profusely!</span>")
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if(prob(50))
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if(M.stat != 2)
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if(M.stat != DEAD)
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to_chat(M, "<span class='danger'>You drop what you're holding and clutch at your eyes!</span>")
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M.drop_item()
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M.eye_blurry += 10
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M.AdjustEyeBlurry(10)
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M.Paralyse(1)
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M.Weaken(2)
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if(eyes.damage >= eyes.min_broken_damage)
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@@ -488,7 +488,7 @@ var/global/image/fire_overlay = image("icon" = 'icons/goonstation/effects/fire.d
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H.UpdateDamageIcon()
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.AdjustEyeBlurry(rand(3,4))
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return
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/obj/item/clean_blood()
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@@ -236,10 +236,10 @@
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var/mob/living/carbon/human/C = target
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user.visible_message("<span class='danger'> [user] sprays [src] into the face of [target]!</span>")
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if(C.client)
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C.eye_blurry = max(C.eye_blurry, 3)
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C.eye_blind = max(C.eye_blind, 1)
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C.EyeBlurry(3)
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C.EyeBlind(1)
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if(C.check_eye_prot() <= 0) // no eye protection? ARGH IT BURNS.
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C.confused = max(C.confused, 3)
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C.Confused(3)
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C.Weaken(3)
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C.lip_style = "spray_face"
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C.lip_color = colour
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@@ -251,4 +251,4 @@
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overlays.Cut()
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var/image/I = image('icons/obj/crayons.dmi',icon_state = "[capped ? "spraycan_cap_colors" : "spraycan_colors"]")
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I.color = colour
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overlays += I
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overlays += I
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@@ -55,7 +55,7 @@
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interact(user)
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/obj/item/device/camera_bug/check_eye(var/mob/user as mob)
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if(user.stat || loc != user || !user.canmove || user.eye_blind || !current)
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if(user.stat || loc != user || !user.canmove || !user.can_see() || !current)
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user.reset_view(null)
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user.unset_machine()
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return null
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@@ -81,7 +81,7 @@
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_eyes(1, 1))
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M.confused += power
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M.AdjustConfused(power)
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terrible_conversion_proc(M, user)
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M.Stun(1)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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@@ -96,7 +96,7 @@
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to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
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else
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if(M.flash_eyes())
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M.confused += power
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M.AdjustConfused(power)
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/obj/item/device/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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@@ -91,7 +91,7 @@
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G.state = GRAB_NECK
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G.hud.icon_state = "kill"
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G.hud.name = "kill"
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M.silent += 1
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M.AdjustSilence(1)
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garrote_time = world.time + 10
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processing_objects.Add(src)
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@@ -152,11 +152,11 @@
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return
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strangling.silent = max(strangling.silent, 3) // Non-improvised effects
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strangling.Silence(3) // Non-improvised effects
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strangling.apply_damage(4, OXY, "head")
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/obj/item/weapon/twohanded/garrote/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is wrapping the [src] around \his neck and pulling the handles! It looks like \he's trying to commit suicide.</span>")
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playsound(src.loc, 'sound/weapons/cablecuff.ogg', 15, 1, -1)
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return (OXYLOSS)
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return (OXYLOSS)
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@@ -51,12 +51,13 @@
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if(!ear_safety)
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M.Stun(max(10/distance, 3))
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M.Weaken(max(10/distance, 3))
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M.setEarDamage(M.ear_damage + rand(0, 5), max(M.ear_deaf,15))
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M.EarDeaf(15)
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M.AdjustEarDamage(rand(0, 5))
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if(M.ear_damage >= 15)
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to_chat(M, "<span class='warning'>Your ears start to ring badly!</span>")
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if(prob(M.ear_damage - 10 + 5))
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if(prob(M.ear_damage - 5))
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to_chat(M, "<span class='warning'>You can't hear anything!</span>")
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M.disabilities |= DEAF
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M.BecomeDeaf()
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else
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if(M.ear_damage >= 5)
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to_chat(M, "<span class='warning'>Your ears start to ring!</span>")
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@@ -115,7 +115,7 @@
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if(do_after(user, 50, target = H))
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playsound(loc, "sound/weapons/bladeslice.ogg", 50, 1, -1)
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user.visible_message("<span class='danger'>[user] abruptly stops cutting [M]'s hair and slices their throat!</span>", "<span class='danger'>You stop cutting [M]'s hair and slice their throat!</span>") //Just a little off the top.
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H.losebreath += 10 //30 Oxy damage over time
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H.AdjustLoseBreath(10) //30 Oxy damage over time
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H.apply_damage(18, BRUTE, "head", sharp =1, edge =1, used_weapon = "scissors")
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var/turf/location = get_turf(H)
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if(istype(location, /turf/simulated))
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@@ -138,8 +138,8 @@
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affected_mob.setStaminaLoss(0)
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var/status = CANSTUN | CANWEAKEN | CANPARALYSE
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affected_mob.status_flags &= ~status
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affected_mob.dizziness = max(0, affected_mob.dizziness-10)
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affected_mob.drowsyness = max(0, affected_mob.drowsyness-10)
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affected_mob.AdjustDizzy(-10)
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affected_mob.AdjustDrowsy(-10)
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affected_mob.SetSleeping(0)
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stage = 1
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switch(progenitor.hunger)
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@@ -181,4 +181,4 @@
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affected_mob.adjustBruteLoss(5)
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if(ismob(progenitor.loc))
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progenitor.hunger++
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progenitor.hunger++
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@@ -116,7 +116,7 @@
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if(H.get_item_by_slot(slot_head) == src)
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if(H.internal)
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return
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H.losebreath += 1
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H.AdjustLoseBreath(1)
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else
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storage_slots = 7
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processing_objects.Remove(src)
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@@ -420,8 +420,7 @@
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H.lip_style = null //Washes off lipstick
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H.lip_color = initial(H.lip_color)
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H.regenerate_icons()
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user.drowsyness -= rand(2,3) //Washing your face wakes you up if you're falling asleep
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user.drowsyness = Clamp(user.drowsyness, 0, INFINITY)
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user.AdjustDrowsy(-rand(2,3)) //Washing your face wakes you up if you're falling asleep
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else
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user.clean_blood()
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@@ -459,4 +458,3 @@
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icon_state = "puddle-splash"
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..()
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icon_state = "puddle"
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