Ports Crusher Trophies

This commit is contained in:
Fox McCloud
2019-08-17 21:57:40 -04:00
parent 881c630a50
commit 9699beee82
37 changed files with 927 additions and 114 deletions
@@ -586,7 +586,8 @@ var/global/list/damage_icon_parts = list()
standing.overlays += image("icon" = A.sprite_sheets[dna.species.name], "icon_state" = "[A.icon_state]")
else
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
standing.alpha = w_uniform.alpha
standing.color = w_uniform.color
overlays_standing[UNIFORM_LAYER] = standing
else
// Automatically drop anything in store / id / belt if you're not wearing a uniform. //CHECK IF NECESARRY
@@ -769,6 +770,8 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "shoeblood")
bloodsies.color = shoes.blood_color
standing.overlays += bloodsies
standing.alpha = shoes.alpha
standing.color = shoes.color
overlays_standing[SHOES_LAYER] = standing
else
if(feet_blood_DNA)
@@ -819,6 +822,8 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "helmetblood")
bloodsies.color = head.blood_color
standing.overlays += bloodsies
standing.alpha = head.alpha
standing.color = head.color
overlays_standing[HEAD_LAYER] = standing
apply_overlay(HEAD_LAYER)
@@ -886,6 +891,8 @@ var/global/list/damage_icon_parts = list()
bloodsies.color = wear_suit.blood_color
standing.overlays += bloodsies
standing.alpha = wear_suit.alpha
standing.color = wear_suit.color
overlays_standing[SUIT_LAYER] = standing
apply_overlay(SUIT_LAYER)
@@ -951,6 +958,8 @@ var/global/list/damage_icon_parts = list()
var/image/bloodsies = image("icon" = dna.species.blood_mask, "icon_state" = "maskblood")
bloodsies.color = wear_mask.blood_color
standing.overlays += bloodsies
standing.alpha = wear_mask.alpha
standing.color = wear_mask.color
overlays_standing[FACEMASK_LAYER] = standing
apply_overlay(FACEMASK_LAYER)
@@ -973,6 +982,8 @@ var/global/list/damage_icon_parts = list()
standing = mutable_appearance('icons/mob/back.dmi', "[back.icon_state]", layer = -BACK_LAYER)
//create the image
standing.alpha = back.alpha
standing.color = back.color
overlays_standing[BACK_LAYER] = standing
apply_overlay(BACK_LAYER)
@@ -37,6 +37,7 @@ Difficulty: Medium
ranged = 1
ranged_cooldown_time = 16
pixel_x = -16
crusher_loot = list(/obj/item/melee/energy/cleaving_saw, /obj/item/gun/energy/kinetic_accelerator, /obj/item/crusher_trophy/miner_eye)
loot = list(/obj/item/melee/energy/cleaving_saw, /obj/item/gun/energy/kinetic_accelerator)
wander = FALSE
del_on_death = TRUE
@@ -48,7 +49,7 @@ Difficulty: Medium
var/guidance = FALSE
deathmessage = "falls to the ground, decaying into glowing particles."
death_sound = "bodyfall"
/obj/item/gps/internal/miner
icon_state = null
gpstag = "Resonant Signal"
@@ -42,6 +42,7 @@ Difficulty: Hard
ranged = 1
pixel_x = -32
del_on_death = 1
crusher_loot = list(/obj/structure/closet/crate/necropolis/bubblegum/crusher)
loot = list(/obj/structure/closet/crate/necropolis/bubblegum)
var/charging = 0
medal_type = BOSS_MEDAL_BUBBLEGUM
@@ -45,7 +45,8 @@ Difficulty: Very Hard
del_on_death = 1
medal_type = BOSS_MEDAL_COLOSSUS
score_type = COLOSSUS_SCORE
loot = list(/obj/machinery/anomalous_crystal/random, /obj/item/organ/internal/vocal_cords/colossus)
crusher_loot = list(/obj/structure/closet/crate/necropolis/colossus/crusher)
loot = list(/obj/structure/closet/crate/necropolis/colossus)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/animalhide/ashdrake = 10, /obj/item/stack/sheet/bone = 30)
deathmessage = "disintegrates, leaving a glowing core in its wake."
death_sound = 'sound/misc/demon_dies.ogg'
@@ -43,6 +43,7 @@ Difficulty: Medium
move_to_delay = 10
ranged = 1
pixel_x = -16
crusher_loot = list(/obj/structure/closet/crate/necropolis/dragon/crusher)
loot = list(/obj/structure/closet/crate/necropolis/dragon)
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/sinew = 5, /obj/item/stack/sheet/animalhide/ashdrake = 10, /obj/item/stack/sheet/bone = 30)
var/swooping = 0
@@ -271,6 +272,7 @@ Difficulty: Medium
melee_damage_lower = 30
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
loot = list()
crusher_loot = list()
/mob/living/simple_animal/hostile/megafauna/dragon/lesser/grant_achievement(medaltype,scoretype)
return
@@ -53,6 +53,7 @@ Difficulty: Hard
ranged_cooldown_time = 40
aggro_vision_range = 23
loot = list(/obj/item/hierophant_staff)
crusher_loot = list(/obj/item/hierophant_staff, /obj/item/crusher_trophy/vortex_talisman)
wander = FALSE
var/burst_range = 3 //range on burst aoe
var/beam_range = 5 //range on cross blast beams
@@ -556,6 +557,37 @@ Difficulty: Hard
playsound(M,'sound/weapons/sear.ogg', 50, 1, -4)
M.take_damage(damage, BURN, 0, 0)
/obj/effect/temp_visual/hierophant/wall //smoothing and pooling were not friends, but pooling is dead.
name = "vortex wall"
icon = 'icons/turf/walls/hierophant_wall_temp.dmi'
icon_state = "wall"
light_range = MINIMUM_USEFUL_LIGHT_RANGE
duration = 100
smooth = SMOOTH_TRUE
/obj/effect/temp_visual/hierophant/wall/New(loc, new_caster)
..()
queue_smooth_neighbors(src)
queue_smooth(src)
/obj/effect/temp_visual/hierophant/wall/Destroy()
queue_smooth_neighbors(src)
return ..()
/obj/effect/temp_visual/hierophant/wall/CanPass(atom/movable/mover, turf/target)
if(QDELETED(caster))
return FALSE
if(mover == caster.pulledby)
return TRUE
if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer == caster)
return TRUE
if(mover == caster)
return TRUE
return FALSE
/obj/effect/hierophant
name = "hierophant rune"
desc = "A powerful magic mark allowing whomever attunes themself to it to return to it at will."
@@ -31,6 +31,7 @@
/obj/structure/barricade,
/obj/machinery/field,
/obj/machinery/power/emitter)
var/list/crusher_loot
var/medal_type
var/score_type = BOSS_SCORE
var/elimination = 0
@@ -43,6 +44,10 @@
layer = LARGE_MOB_LAYER //Looks weird with them slipping under mineral walls and cameras and shit otherwise
mouse_opacity = MOUSE_OPACITY_OPAQUE // Easier to click on in melee, they're giant targets anyway
/mob/living/simple_animal/hostile/megafauna/New()
..()
apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
/mob/living/simple_animal/hostile/megafauna/Destroy()
QDEL_NULL(internal_gps)
. = ..()
@@ -53,11 +58,17 @@
/mob/living/simple_animal/hostile/megafauna/death(gibbed)
// this happens before the parent call because `del_on_death` may be set
if(can_die() && !admin_spawned)
feedback_set_details("megafauna_kills","[initial(name)]")
var/datum/status_effect/crusher_damage/C = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(C && crusher_loot && C.total_damage >= maxHealth * 0.6)
spawn_crusher_loot()
if(!elimination) //used so the achievment only occurs for the last legion to die.
grant_achievement(medal_type,score_type)
feedback_set_details("megafauna_kills","[initial(name)]")
return ..()
/mob/living/simple_animal/hostile/megafauna/proc/spawn_crusher_loot()
loot = crusher_loot
/mob/living/simple_animal/hostile/megafauna/AttackingTarget()
..()
if(isliving(target))
@@ -77,6 +77,7 @@
stat_attack = 1
flying = TRUE
robust_searching = 1
crusher_loot = /obj/item/crusher_trophy/watcher_wing
loot = list()
butcher_results = list(/obj/item/stack/ore/diamond = 2, /obj/item/stack/sheet/sinew = 2, /obj/item/stack/sheet/bone = 1)
@@ -102,6 +103,8 @@
light_power = 2.5
light_color = LIGHT_COLOR_ORANGE
projectiletype = /obj/item/projectile/temp/basilisk/magmawing
crusher_loot = /obj/item/crusher_trophy/blaster_tubes/magma_wing
crusher_drop_mod = 60
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/icewing
name = "icewing watcher"
@@ -114,6 +117,8 @@
health = 170
projectiletype = /obj/item/projectile/temp/basilisk/icewing
butcher_results = list(/obj/item/stack/ore/diamond = 5, /obj/item/stack/sheet/bone = 1) //No sinew; the wings are too fragile to be usable
crusher_loot = /obj/item/crusher_trophy/watcher_wing/ice_wing
crusher_drop_mod = 30
/obj/item/projectile/temp/basilisk/magmawing
name = "scorching blast"
@@ -83,6 +83,7 @@
icon_dead = "goliath_dead"
throw_message = "does nothing to the tough hide of the"
pre_attack_icon = "goliath2"
crusher_loot = /obj/item/crusher_trophy/goliath_tentacle
butcher_results = list(/obj/item/reagent_containers/food/snacks/goliath = 2, /obj/item/stack/sheet/animalhide/goliath_hide = 1, /obj/item/stack/sheet/bone = 2)
loot = list()
stat_attack = TRUE
@@ -45,6 +45,9 @@
/mob/living/simple_animal/hostile/asteroid/hivelord/AttackingTarget()
OpenFire()
/mob/living/simple_animal/hostile/asteroid/hivelord/spawn_crusher_loot()
loot += crusher_loot //we don't butcher
/mob/living/simple_animal/hostile/asteroid/hivelord/death(gibbed)
// Only execute the below if we successfully died
. = ..(gibbed)
@@ -231,6 +234,7 @@
speak_emote = list("echoes")
attack_sound = 'sound/weapons/pierce.ogg'
throw_message = "bounces harmlessly off of"
crusher_loot = /obj/item/crusher_trophy/legion_skull
loot = list(/obj/item/organ/internal/hivelord_core/legion)
brood_type = /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion
del_on_death = 1
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/asteroid/
/mob/living/simple_animal/hostile/asteroid
vision_range = 2
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
unsuitable_atmos_damage = 15
@@ -13,12 +13,18 @@
response_harm = "strikes"
status_flags = 0
a_intent = INTENT_HARM
var/crusher_loot
var/throw_message = "bounces off of"
var/icon_aggro = null // for swapping to when we get aggressive
var/fromtendril = FALSE
see_in_dark = 8
see_invisible = SEE_INVISIBLE_MINIMUM
mob_size = MOB_SIZE_LARGE
var/crusher_drop_mod = 25
/mob/living/simple_animal/hostile/asteroid/New()
..()
apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
/mob/living/simple_animal/hostile/asteroid/Aggro()
..()
@@ -46,3 +52,12 @@
visible_message("<span class='notice'>The [T.name] [src.throw_message] [src.name]!</span>")
return
..()
/mob/living/simple_animal/hostile/asteroid/death(gibbed)
var/datum/status_effect/crusher_damage/C = has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING)
if(C && crusher_loot && prob((C.total_damage/maxHealth) * crusher_drop_mod)) //on average, you'll need to kill 4 creatures before getting the item
spawn_crusher_loot()
..(gibbed)
/mob/living/simple_animal/hostile/asteroid/proc/spawn_crusher_loot()
butcher_results[crusher_loot] = 1