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Speech bubble refactor and Features (#13598)
* Speech Bubble Update and Refactor * OBJECTION * magistrate too * args * clean up and plug in atom say * better
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@@ -80,7 +80,7 @@
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/obj/machinery/computer/mob_battle_terminal/proc/eject_card(override = 0)
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if(!override)
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if(ready && SSmob_hunt.battle_turn != team)
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audible_message("You can't recall on your rival's turn!", null, 2)
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atom_say("You can't recall on your rival's turn!")
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return
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card.mob_data = mob_info
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mob_info = null
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@@ -202,7 +202,7 @@
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start_battle()
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else if(option == 2)
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ready = 0
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audible_message("[team] Player cancels their battle challenge.", null, 5)
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atom_say("[team] Player cancels their battle challenge.")
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updateUsrDialog()
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@@ -246,7 +246,7 @@
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var/message = "[mob_info.mob_name] attacks!"
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if(mob_info.nickname)
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message = "[mob_info.nickname] attacks!"
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audible_message(message, null, 5)
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atom_say(message)
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SSmob_hunt.launch_attack(team, mob_info.get_raw_damage(), mob_info.get_attack_type())
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/obj/machinery/computer/mob_battle_terminal/proc/start_battle()
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@@ -255,7 +255,7 @@
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if(!card) //don't do anything if there isn't a card inserted
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return
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ready = 1
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audible_message("[team] Player is ready for battle! Waiting for rival...", null, 5)
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atom_say("[team] Player is ready for battle! Waiting for rival...")
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SSmob_hunt.start_check()
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/obj/machinery/computer/mob_battle_terminal/proc/receive_attack(raw_damage, datum/mob_type/attack_type)
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@@ -268,7 +268,7 @@
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SSmob_hunt.end_turn()
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/obj/machinery/computer/mob_battle_terminal/proc/surrender()
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audible_message("[team] Player surrenders the battle!", null, 5)
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atom_say("[team] Player surrenders the battle!")
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SSmob_hunt.end_battle(team, 1)
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//////////////////////////////
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@@ -55,7 +55,7 @@
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var/datum/data/pda/app/mob_hunter_game/client = P.current_app
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var/total_catch_mod = client.catch_mod + catch_mod //negative values decrease the chance of the mob running, positive values makes it more likely to flee
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if(!client.connected) //must be connected to attempt captures
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P.audible_message("[bicon(P)] No server connection. Capture aborted.", null, 4)
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P.atom_say("No server connection. Capture aborted.")
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return
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if(mob_info.is_trap) //traps work even if you ran into them before, which is why this is before the clients_encountered check
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@@ -79,7 +79,7 @@
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return
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else //deal with the new hunter by either running away or getting caught
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clients_encountered += client
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var/message = "[bicon(P)] "
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var/message = null
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var/effective_run_chance = mob_info.run_chance + total_catch_mod
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if((effective_run_chance > 0) && prob(effective_run_chance))
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message += "Capture failed! [name] escaped [P.owner ? "from [P.owner]" : "from this hunter"]!"
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@@ -91,7 +91,7 @@
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else
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message += "Capture error! Try again."
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clients_encountered -= client //if the capture registration failed somehow, let them have another chance with this mob
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P.audible_message(message, null, 4)
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P.atom_say(message)
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/obj/effect/nanomob/proc/despawn()
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if(SSmob_hunt)
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