Merge remote-tracking branch 'upstream/master' into SMC

# Conflicts:
#	code/__DEFINES/flags.dm
This commit is contained in:
tigercat2000
2018-03-22 15:35:12 -07:00
280 changed files with 6565 additions and 2171 deletions
+1 -1
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@@ -618,7 +618,7 @@
exclaim_verb = "tones"
colour = "say_quote"
key = "z"//Zwarmer...Or Zerg!
flags = RESTRICTED || HIVEMIND
flags = RESTRICTED | HIVEMIND
follow = 1
// Language handling.
@@ -24,7 +24,7 @@
for(var/datum/surgery/S in surgeries)
if(S.next_step(user, src))
return 1
..()
return ..()
/mob/living/carbon/attack_hand(mob/living/carbon/human/user)
if(!iscarbon(user))
@@ -24,5 +24,7 @@
var/failed_last_breath = FALSE //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/co2overloadtime = null
var/dreaming = 0 //How many dream images we have left to send
var/nightmare = 0
blood_volume = BLOOD_VOLUME_NORMAL
@@ -1668,6 +1668,41 @@
G.icon_state = "grabbed1"
G.synch()
/mob/living/carbon/human/proc/get_eyecon()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(istype(species) && species.eyes)
var/icon/eyes_icon = new/icon('icons/mob/human_face.dmi', species.eyes)
if(eye_implant) //Eye implants override native DNA eye colo(u)r
eyes_icon = eye_implant.generate_icon()
else if(eyes)
eyes_icon = eyes.generate_icon()
else
eyes_icon.Blend("#800000", ICON_ADD)
return eyes_icon
/mob/living/carbon/human/proc/get_eye_shine() //Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
var/obj/item/organ/external/head/head_organ = get_organ("head")
var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style]
var/icon/hair = new /icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
return image(get_icon_difference(get_eyecon(), hair), layer = LIGHTING_LAYER + 1) //Cut the hair's pixels from the eyes icon so eyes covered by bangs stay hidden even while on a higher layer.
/*Used to check if eyes should shine in the dark. Returns the image of the eyes on the layer where they will appear to shine.
Eyes need to have significantly high darksight to shine unless the mob has the XRAY vision mutation. Eyes will not shine if they are covered in any way.*/
/mob/living/carbon/human/proc/eyes_shine()
var/obj/item/organ/internal/eyes/eyes = get_int_organ(/obj/item/organ/internal/eyes)
var/obj/item/organ/internal/cyberimp/eyes/eye_implant = get_int_organ(/obj/item/organ/internal/cyberimp/eyes)
if(!(istype(eyes) || istype(eye_implant)))
return FALSE
if(!get_location_accessible(src, "eyes"))
return FALSE
if(!(eyes.shine()) && !istype(eye_implant) && !(XRAY in mutations)) //If their eyes don't shine, they don't have other augs, nor do they have X-RAY vision
return FALSE
return TRUE
/mob/living/carbon/human/proc/gut()
set category = "Abilities"
set name = "Gut"
@@ -228,6 +228,3 @@
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] attempted to disarm [src]!</span>")
return
/mob/living/carbon/human/proc/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, inrange, params)
return
@@ -176,21 +176,22 @@ emp_act
return 1
//Returns 1 if the attack hit, 0 if it missed.
/mob/living/carbon/human/proc/attacked_by(var/obj/item/I, var/mob/living/user, var/def_zone)
if(!I || !user) return 0
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user, def_zone)
if(!I || !user)
return 0
if((istype(I, /obj/item/weapon/kitchen/knife/butcher/meatcleaver) || istype(I, /obj/item/weapon/twohanded/chainsaw)) && src.stat == DEAD && user.a_intent == INTENT_HARM)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new /obj/item/weapon/reagent_containers/food/snacks/meat/human(get_turf(src.loc))
newmeat.name = src.real_name + newmeat.name
newmeat.subjectname = src.real_name
newmeat.subjectjob = src.job
newmeat.reagents.add_reagent ("nutriment", (src.nutrition / 15) / 3)
src.reagents.trans_to (newmeat, round ((src.reagents.total_volume) / 3, 1))
if((istype(I, /obj/item/weapon/kitchen/knife/butcher/meatcleaver) || istype(I, /obj/item/weapon/twohanded/chainsaw)) && stat == DEAD && user.a_intent == INTENT_HARM)
var/obj/item/weapon/reagent_containers/food/snacks/meat/human/newmeat = new /obj/item/weapon/reagent_containers/food/snacks/meat/human(get_turf(loc))
newmeat.name = real_name + newmeat.name
newmeat.subjectname = real_name
newmeat.subjectjob = job
newmeat.reagents.add_reagent("nutriment", (nutrition / 15) / 3)
reagents.trans_to(newmeat, round((reagents.total_volume) / 3, 1))
add_mob_blood(src)
--src.meatleft
to_chat(user, "<span class='warning'>You hack off a chunk of meat from [src.name]</span>")
if(!src.meatleft)
src.create_attack_log("Was chopped up into meat by <b>[key_name(user)]</b>")
--meatleft
to_chat(user, "<span class='warning'>You hack off a chunk of meat from [name]</span>")
if(!meatleft)
create_attack_log("Was chopped up into meat by <b>[key_name(user)]</b>")
user.create_attack_log("Chopped up <b>[key_name(src)]</b> into meat</b>")
msg_admin_attack("[key_name_admin(user)] chopped up [key_name_admin(src)] into meat")
if(!iscarbon(user))
@@ -214,19 +215,18 @@ emp_act
if(istype(I,/obj/item/weapon/card/emag))
emag_act(user, affecting)
if(! I.discrete)
if(I.attack_verb.len)
visible_message("<span class='combat danger'>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</span>")
else
visible_message("<span class='combat danger'>[src] has been attacked in the [hit_area] with [I.name] by [user]!</span>")
send_item_attack_message(I, user, hit_area)
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].", armour_penetration = I.armour_penetration)
if(!I.force)
return 0 //item force is zero
var/armor = run_armor_check(affecting, "melee", "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened hit to your [hit_area].</span>", armour_penetration = I.armour_penetration)
var/weapon_sharp = is_sharp(I)
if(weapon_sharp && prob(getarmor(user.zone_sel.selecting, "melee")))
weapon_sharp = 0
if(armor >= 100) return 0
if(!I.force) return 0
if(armor >= 100)
return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
apply_damage(I.force, I.damtype, affecting, armor, sharp = weapon_sharp, used_weapon = I)
@@ -234,8 +234,6 @@ emp_act
var/bloody = 0
if(I.damtype == BRUTE && I.force && prob(25 + I.force * 2))
I.add_mob_blood(src) //Make the weapon bloody, not the person.
// if(user.hand) user.update_inv_l_hand() //updates the attacker's overlay for the (now bloodied) weapon
// else user.update_inv_r_hand() //removed because weapons don't have on-mob blood overlays
if(prob(I.force * 2)) //blood spatter!
bloody = 1
var/turf/location = loc
@@ -170,9 +170,9 @@ I use this to standardize shadowling dethrall code
-- Crazylemon
*/
/mob/living/carbon/human/proc/named_organ_parent(var/organ_name)
if(!get_int_organ(organ_name))
if(!get_int_organ_tag(organ_name))
return null
var/obj/item/organ/internal/O = get_int_organ(organ_name)
var/obj/item/organ/internal/O = get_int_organ_tag(organ_name)
return O.parent_organ
/mob/living/carbon/human/has_organic_damage()
@@ -187,4 +187,4 @@ I use this to standardize shadowling dethrall code
splinted_limbs.Cut()
for(var/obj/item/organ/external/limb in bodyparts)
if(limb.status & ORGAN_SPLINTED)
splinted_limbs += limb
splinted_limbs += limb
@@ -58,6 +58,7 @@
default_headacc = "Simple"
default_headacc_colour = "#404040"
butt_sprite = "unathi"
brute_mod = 1.05
has_organ = list(
"heart" = /obj/item/organ/internal/heart,
@@ -78,6 +79,38 @@
"is twisting their own neck!",
"is holding their breath!")
var/datum/action/innate/tail_lash/lash = new()
/datum/species/unathi/handle_post_spawn(var/mob/living/carbon/human/H)
lash.Grant(H)
..()
/datum/action/innate/tail_lash
name = "Tail lash"
icon_icon = 'icons/effects/effects.dmi'
button_icon_state = "tail"
/datum/action/innate/tail_lash/Activate()
var/mob/living/carbon/human/user = owner
if(!user.restrained() || !user.buckled)
to_chat(user, "<span class='warning'>You need freedom of movement to tail lash!</span>")
return
if(user.getStaminaLoss() >= 50)
to_chat(user, "<span class='warning'>Rest before tail lashing again!</span>")
return
for(var/mob/living/carbon/human/C in orange(1))
var/obj/item/organ/external/E = C.get_organ(pick("l_leg", "r_leg", "l_foot", "r_foot", "groin"))
if(E)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='danger'>[src] smacks [C] in [E] with their tail! </span>", "<span class='danger'>You hit [C] in [E] with your tail!</span>")
user.adjustStaminaLoss(15)
C.apply_damage(5, BRUTE, E)
user.spin(20, 1)
playsound(user.loc, 'sound/weapons/slash.ogg', 50, 0)
/datum/species/unathi/handle_death(var/mob/living/carbon/human/H)
H.stop_tail_wagging(1)
@@ -163,6 +196,7 @@
clothing_flags = HAS_UNDERWEAR | HAS_UNDERSHIRT | HAS_SOCKS
bodyflags = HAS_TAIL | TAIL_WAGGING | TAIL_OVERLAPPED | HAS_HEAD_ACCESSORY | HAS_MARKINGS | HAS_SKIN_COLOR
dietflags = DIET_OMNI
hunger_drain = 0.11
taste_sensitivity = TASTE_SENSITIVITY_SHARP
reagent_tag = PROCESS_ORG
flesh_color = "#966464"
@@ -551,11 +585,27 @@
var/list/mob/living/carbon/human/recolor_list = list()
var/datum/action/innate/regrow/grow = new()
species_abilities = list(
/mob/living/carbon/human/verb/toggle_recolor_verb,
/mob/living/carbon/human/proc/regrow_limbs
)
/datum/species/slime/handle_post_spawn(var/mob/living/carbon/human/H)
grow.Grant(H)
..()
/datum/action/innate/regrow
name = "Regrow limbs"
icon_icon = 'icons/effects/effects.dmi'
button_icon_state = "greenglow"
/datum/action/innate/regrow/Activate()
var/mob/living/carbon/human/user = owner
user.regrow_limbs()
/datum/species/slime/handle_life(var/mob/living/carbon/human/H)
//This is allegedly for code "style". Like a plaid sweater?
#define SLIMEPERSON_COLOR_SHIFT_TRIGGER 0.1
@@ -787,7 +837,8 @@
species_traits = list(NO_BREATHE, RADIMMUNE, IS_PLANT, NO_BLOOD, NO_PAIN)
clothing_flags = HAS_SOCKS
dietflags = 0 //Diona regenerate nutrition in light, no diet necessary
default_hair_colour = "#000000"
dietflags = 0 //Diona regenerate nutrition in light and water, no diet necessary
taste_sensitivity = TASTE_SENSITIVITY_NO_TASTE
oxy_mod = 0
@@ -947,6 +998,8 @@
/datum/species/machine/handle_death(var/mob/living/carbon/human/H)
var/obj/item/organ/external/head/head_organ = H.get_organ("head")
if(!head_organ)
return
head_organ.h_style = "Bald"
head_organ.f_style = "Shaved"
spawn(100)
@@ -105,6 +105,7 @@ Please contact me on #coderbus IRC. ~Carn x
/mob/living/carbon/human
var/list/overlays_standing[TOTAL_LAYERS]
var/list/misc_effect_overlays = list() //Overlays that are applied at a custom layer (defined in each image's .layer property) outside of standard overlay application. Updated in update_misc_effects()
var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
var/icon/skeleton
var/list/cached_standing_overlays = list() // List of everything currently in a human's actual overlays
@@ -154,6 +155,10 @@ Please contact me on #coderbus IRC. ~Carn x
I.layer = (-2 - (TOTAL_LAYERS - i)) // Highest layer gets -2, each prior layer is 1 lower
new_overlays += I
update_misc_effects()
if(misc_effect_overlays)
new_overlays += misc_effect_overlays
if(frozen) // Admin freeze overlay
new_overlays += frozen
@@ -1324,6 +1329,13 @@ var/global/list/damage_icon_parts = list()
if(update_icons) update_icons()
/mob/living/carbon/human/proc/update_misc_effects()
misc_effect_overlays.Cut()
//Begin appending miscellaneous effects.
if(eyes_shine())
misc_effect_overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
/mob/living/carbon/human/proc/force_update_limbs()
for(var/obj/item/organ/external/O in bodyparts)
O.sync_colour_to_human(src)
+15
View File
@@ -353,6 +353,21 @@
if(..())
handle_dreams()
adjustStaminaLoss(-10)
var/comfort = 1
if(istype(buckled, /obj/structure/stool/bed))
var/obj/structure/stool/bed/bed = buckled
comfort+= bed.comfort
for(var/obj/item/weapon/bedsheet/bedsheet in range(loc,0))
if(bedsheet.loc != loc) //bedsheets in your backpack/neck don't give you comfort
continue
comfort+= bedsheet.comfort
break //Only count the first bedsheet
if(drunk)
comfort += 1 //Aren't naps SO much better when drunk?
AdjustDrunk(1-0.0015*comfort) //reduce drunkenness ~6% per two seconds, when on floor.
if(comfort > 1 && prob(3))//You don't heal if you're just sleeping on the floor without a blanket.
adjustBruteLoss(-1*comfort)
adjustFireLoss(-1*comfort)
if(prob(10) && health && hal_screwyhud != SCREWYHUD_CRIT)
emote("snore")
// Keep SSD people asleep
+26 -36
View File
@@ -193,6 +193,12 @@
updatehealth()
return
/mob/living/carbon/slime/MouseDrop(atom/movable/A)
if(isliving(A) && A != usr)
var/mob/living/Food = A
if(Food.Adjacent(usr) && !stat && Food.stat != DEAD) //messy
Feedon(Food)
..()
/mob/living/carbon/slime/unEquip(obj/item/W as obj)
return
@@ -200,28 +206,25 @@
/mob/living/carbon/slime/attack_ui(slot)
return
/mob/living/carbon/slime/attack_slime(mob/living/carbon/slime/M as mob)
/mob/living/carbon/slime/attack_slime(mob/living/carbon/slime/M)
if(!ticker)
to_chat(M, "You cannot attack people before the game has started.")
return
if(Victim) return // can't attack while eating!
if(Victim)
return // can't attack while eating!
M.do_attack_animation(src)
visible_message("<span class='danger'>[M.name] has glomped [src]!</span>", \
"<span class='userdanger'>[M.name] has glomped [src]!</span>")
var/damage = rand(1, 3)
attacked += 5
if(M.is_adult)
damage = rand(1, 6)
else
damage = rand(1, 3)
if(health > -100)
M.do_attack_animation(src)
visible_message("<span class='danger'> The [M.name] has glomped [src]!</span>", \
"<span class='userdanger'> The [M.name] has glomped [src]!</span>")
var/damage = rand(1, 3)
attacked += 5
if(M.is_adult)
damage = rand(1, 6)
else
damage = rand(1, 3)
adjustBruteLoss(damage)
updatehealth()
return
@@ -327,20 +330,6 @@
if(S.next_step(M, src))
return 1
/*
if(M.gloves && istype(M.gloves,/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = M.gloves
if(G.cell)
if(M.a_intent == "hurt")//Stungloves. Any contact will stun the alien.
if(G.cell.charge >= 2500)
G.cell.use(2500)
visible_message("<span class='warning'>[src] has been touched with the stun gloves by [M]!</span>")
return
else
to_chat(M, "<span class='warning'>Not enough charge! </span>")
return
*/
switch(M.a_intent)
if(INTENT_HELP)
@@ -373,9 +362,9 @@
playsound(loc, "punch", 25, 1, -1)
visible_message("<span class='danger'>[M] has punched [src]!</span>", \
"<span class='userdanger'>[M] has punched [src]!</span>")
adjustBruteLoss(damage)
updatehealth()
if(health > -100)
adjustBruteLoss(damage)
updatehealth()
else
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to punch [src]!</span>")
@@ -404,13 +393,14 @@
var/damage = rand(15, 30)
if(damage >= 25)
damage = rand(20, 40)
visible_message("<span class='danger'>[M] has attacked [name]!</span>", \
"<span class='userdanger'>[M] has attacked [name]!</span>")
visible_message("<span class='danger'>[M] has slashed [name]!</span>", \
"<span class='userdanger'>[M] has slashed [name]!</span>")
else
visible_message("<span class='danger'>[M] has wounded [name]!</span>", \
"<span class='userdanger'>)[M] has wounded [name]!</span>")
adjustBruteLoss(damage)
updatehealth()
if(health > -100)
adjustBruteLoss(damage)
updatehealth()
else
playsound(loc, 'sound/weapons/slashmiss.ogg', 25, 1, -1)
visible_message("<span class='danger'>[M] has attempted to lunge at [name]!</span>", \
+4 -3
View File
@@ -983,11 +983,12 @@
return 0
/mob/living/proc/attempt_harvest(obj/item/I, mob/user)
if(stat == DEAD && !isnull(butcher_results)) //can we butcher it?
if(istype(I, /obj/item/weapon/kitchen/knife))
if(user.a_intent == INTENT_HARM && stat == DEAD && butcher_results) //can we butcher it?
var/sharpness = is_sharp(I)
if(sharpness)
to_chat(user, "<span class='notice'>You begin to butcher [src]...</span>")
playsound(loc, 'sound/weapons/slice.ogg', 50, 1, -1)
if(do_mob(user, src, 80))
if(do_mob(user, src, 80 / sharpness) && Adjacent(I))
harvest(user)
return 1
+21
View File
@@ -226,6 +226,27 @@ var/list/ai_verbs_default = list(
job = "AI"
/mob/living/silicon/ai/Stat()
..()
if(statpanel("Status"))
if(stat)
stat(null, text("Systems nonfunctional"))
return
show_borg_info()
/mob/living/silicon/ai/proc/show_borg_info()
stat(null, text("Connected cyborgs: [connected_robots.len]"))
for(var/mob/living/silicon/robot/R in connected_robots)
var/robot_status = "Nominal"
if(R.stat || !R.client)
robot_status = "OFFLINE"
else if(!R.cell || R.cell.charge <= 0)
robot_status = "DEPOWERED"
// Name, Health, Battery, Module, Area, and Status! Everything an AI wants to know about its borgies!
var/area/A = get_area(R)
stat(null, text("[R.name] | S.Integrity: [R.health]% | Cell: [R.cell ? "[R.cell.charge] / [R.cell.maxcharge]" : "Empty"] | \
Module: [R.designation] | Loc: [sanitize(A.name)] | Status: [robot_status]"))
/mob/living/silicon/ai/rename_character(oldname, newname)
if(!..(oldname, newname))
return FALSE
@@ -567,10 +567,7 @@ var/list/robot_verbs_default = list(
return 2
/mob/living/silicon/robot/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/restraints/handcuffs)) // fuck i don't even know why isrobot() in handcuff code isn't working so this will have to do
return
/mob/living/silicon/robot/attackby(obj/item/weapon/W, mob/user, params)
if(opened) // Are they trying to insert something?
for(var/V in components)
var/datum/robot_component/C = components[V]
@@ -610,6 +607,7 @@ var/list/robot_verbs_default = list(
else if(istype(W, /obj/item/stack/cable_coil) && user.a_intent == INTENT_HELP && (wiresexposed || istype(src,/mob/living/silicon/robot/drone)))
user.changeNext_move(CLICK_CD_MELEE)
if(!getFireLoss())
to_chat(user, "<span class='notice'>Nothing to fix!</span>")
return
@@ -744,9 +742,13 @@ var/list/robot_verbs_default = list(
to_chat(user, "<span class='danger'>Upgrade error.</span>")
else
spark_system.start()
return ..()
/mob/living/silicon/robot/attacked_by(obj/item/I, mob/living/user, def_zone)
if(I.force && I.damtype != STAMINA && stat != DEAD) //only sparks if real damage is dealt.
spark_system.start()
..()
/mob/living/silicon/robot/emag_act(user as mob)
if(!ishuman(user) && !issilicon(user))
return
@@ -8,7 +8,7 @@
health = 100
maxHealth = 100
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)
obj_damage = 60
environment_smash = 2 //Walls can't stop THE LAW
mob_size = MOB_SIZE_LARGE
@@ -221,8 +221,9 @@
update_controls()
return
/mob/living/simple_animal/bot/medbot/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
/mob/living/simple_animal/bot/medbot/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
. = 1 //no afterattack
if(locked)
to_chat(user, "<span class='warning'>You cannot insert a beaker because the panel is locked!</span>")
return
@@ -236,7 +237,6 @@
reagent_glass = W
to_chat(user, "<span class='notice'>You insert [W].</span>")
show_controls(user)
return
else
var/current_health = health
@@ -100,6 +100,7 @@
health = 250
response_harm = "harmlessly punches"
harm_intent_damage = 0
obj_damage = 90
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
@@ -181,7 +182,7 @@
/mob/living/simple_animal/hostile/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
desc = "A bulbous construct dedicated to building and maintaining Cult armies."
icon = 'icons/mob/mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
@@ -189,6 +190,7 @@
health = 50
response_harm = "viciously beats"
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rams"
@@ -302,7 +304,7 @@
melee_damage_lower = 1
melee_damage_upper = 5
attacktext = "prods"
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
see_in_dark = 8
attack_sound = 'sound/weapons/tap.ogg'
const_type = "harvester"
@@ -9,7 +9,7 @@
health = 5
maxHealth = 5
attacktext = "bites"
attacktext = "bites"
obj_damage = 0
melee_damage_lower = 1
melee_damage_upper = 2
response_help = "pets"
@@ -14,6 +14,7 @@
maxHealth = 100
health = 100
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashes"
@@ -145,6 +146,7 @@
melee_damage_upper = 0
a_intent = INTENT_HELP
friendly = "caresses"
obj_damage = 0
environment_smash = 0
icon_state = "maid"
icon_living = "maid"
@@ -20,6 +20,7 @@
stop_automated_movement_when_pulled = 0
maxHealth = 60
health = 60
obj_damage = 60
melee_damage_lower = 20
melee_damage_upper = 30
attacktext = "mauls"
@@ -29,6 +29,7 @@
health = 10
faction = list("hostile")
move_to_delay = 0
obj_damage = 0
environment_smash = 0
mouse_opacity = 2
pass_flags = PASSTABLE | PASSGRILLE | PASSMOB
@@ -18,6 +18,7 @@
health = 25
harm_intent_damage = 8
obj_damage = 50
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "bites"
@@ -70,6 +71,6 @@
health = 65
pixel_x = -16
mob_size = MOB_SIZE_LARGE
obj_damage = 80
melee_damage_lower = 20
melee_damage_upper = 20
@@ -8,6 +8,7 @@
icon_dead = "otherthing-dead"
health = 80
maxHealth = 80
obj_damage = 100
melee_damage_lower = 25
melee_damage_upper = 50
attacktext = "chomps"
@@ -17,7 +17,7 @@
armour_penetration = 25
melee_damage_lower = 10
melee_damage_upper = 100
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
force_threshold = 15
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)
@@ -12,7 +12,7 @@
speed = 0
maxHealth = 80
health = 80
obj_damage = 50
harm_intent_damage = 10
melee_damage_lower = 15
melee_damage_upper = 15
@@ -39,6 +39,7 @@
response_harm = "hits"
maxHealth = 200
health = 200
obj_damage = 60
melee_damage_lower = 15
melee_damage_upper = 20
heat_damage_per_tick = 20 //amount of damage applied if animal's body temperature is higher than maxbodytemp
@@ -16,6 +16,7 @@
faction = list("creature")
robust_searching = 1
stat_attack = 2
obj_damage = 0
environment_smash = 0
speak_emote = list("squeaks")
ventcrawler = 2
@@ -1,6 +1,7 @@
/mob/living/simple_animal/hostile
faction = list("hostile")
stop_automated_movement_when_pulled = 0
obj_damage = 40
environment_smash = 1 //Set to 1 to break closets,tables,racks, etc; 2 for walls; 3 for rwalls
var/atom/target
var/ranged = 0
@@ -241,7 +242,7 @@
if(target.loc != null && get_dist(targets_from, target.loc) <= vision_range) //We can't see our target, but he's in our vision range still
if(ranged_ignores_vision && ranged_cooldown <= world.time) //we can't see our target... but we can fire at them!
OpenFire(target)
if(environment_smash >= 2) //If we're capable of smashing through walls, forget about vision completely after finding our target
if((environment_smash & ENVIRONMENT_SMASH_WALLS) || (environment_smash & ENVIRONMENT_SMASH_RWALLS)) //If we're capable of smashing through walls, forget about vision completely after finding our target
Goto(target,move_to_delay,minimum_distance)
FindHidden()
return 1
@@ -65,6 +65,7 @@
melee_damage_lower = 0
melee_damage_upper = 0
speed = -1
obj_damage = 0
environment_smash = 0
@@ -267,6 +267,7 @@ Difficulty: Medium
maxHealth = 200
health = 200
faction = list("neutral")
obj_damage = 80
melee_damage_upper = 30
melee_damage_lower = 30
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
@@ -7,7 +7,8 @@
maxHealth = 1000
a_intent = INTENT_HARM
sentience_type = SENTIENCE_BOSS
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
obj_damage = 400
luminosity = 3
faction = list("mining", "boss")
weather_immunities = list("lava","ash")
@@ -225,6 +225,7 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca
/mob/living/simple_animal/hostile/mimic/copy/ranged/CopyObject(obj/O, mob/living/creator, destroy_original = 0)
if(..())
emote_see = list("aims menacingly")
obj_damage = 0
environment_smash = 0 //needed? seems weird for them to do so
ranged = 1
retreat_distance = 1 //just enough to shoot
@@ -17,6 +17,7 @@
maxHealth = 75
health = 75
harm_intent_damage = 5
obj_damage = 0
melee_damage_lower = 0
melee_damage_upper = 0
attacktext = "lashes out at"
@@ -4,6 +4,7 @@
unsuitable_atmos_damage = 15
faction = list("mining")
weather_immunities = list("lava","ash")
obj_damage = 30
environment_smash = 2
minbodytemp = 0
heat_damage_per_tick = 20
@@ -65,6 +66,7 @@
maxHealth = 200
health = 200
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 12
melee_damage_upper = 12
attacktext = "bites into"
@@ -125,6 +127,7 @@
maxHealth = 300
health = 300
harm_intent_damage = 1 //Only the manliest of men can kill a Goliath with only their fists.
obj_damage = 100
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "pulverizes"
@@ -13,6 +13,7 @@
response_disarm = "gently pushes aside"
response_harm = "whacks"
harm_intent_damage = 5
obj_damage = 0
melee_damage_lower = 1
melee_damage_upper = 1
attack_same = 2
@@ -14,6 +14,7 @@
health = 100
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "slashes"
@@ -22,6 +22,7 @@
melee_damage_upper = 10
attacktext = "attacks"
attack_sound = 'sound/items/bikehorn.ogg'
obj_damage = 0
environment_smash = 0
minbodytemp = 270
maxbodytemp = 370
@@ -19,6 +19,7 @@
healable = 0
harm_intent_damage = 35
obj_damage = 100
melee_damage_lower = 34
melee_damage_upper = 42
attacktext = "claws"
@@ -112,6 +112,7 @@
pass_flags = PASSTABLE
health = 15
maxHealth = 15
obj_damage = 0
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "cuts"
@@ -24,7 +24,7 @@
move_to_delay = 4 // faster than normal
ventcrawler = 0
ai_ventcrawls = 0
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
loot = list(/obj/item/clothing/accessory/medal)
idle_ventcrawl_chance = 0
spider_tier = TS_TIER_3
@@ -25,7 +25,7 @@
spider_opens_doors = 2
ventcrawler = 0
ai_ventcrawls = 0
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
idle_ventcrawl_chance = 0 // stick to the queen!
var/dcheck_counter = 0
var/queen_visible = 1
@@ -232,7 +232,7 @@
hasnested = 1
ventcrawler = 0
ai_ventcrawls = 0
environment_smash = 3
environment_smash = ENVIRONMENT_SMASH_RWALLS
DoQueenScreech(8, 100, 8, 100)
MassFlicker()
to_chat(src, "<span class='notice'>You have matured to your egglaying stage. You can now smash through walls, and lay eggs, but can no longer ventcrawl.</span>")
@@ -54,6 +54,7 @@
maxHealth = 50
ranged = 1
harm_intent_damage = 5
obj_damage = 60
melee_damage_lower = 25
melee_damage_upper = 25
a_intent = INTENT_HARM
@@ -46,6 +46,7 @@
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
var/melee_damage_lower = 0
var/melee_damage_upper = 0
var/obj_damage = 0 //how much damage this simple animal does to objects, if any
var/armour_penetration = 0 //How much armour they ignore, as a flat reduction from the targets armour value
var/melee_damage_type = BRUTE //Damage type of a simple mob's melee attack, should it do damage.
var/list/damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1) // 1 for full damage , 0 for none , -1 for 1:1 heal from that source
@@ -276,9 +277,6 @@
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
attack_threshold_check(damage,M.melee_damage_type)
/mob/living/simple_animal/proc/attacked_by(obj/item/I, mob/living/user) // Handled in _onclick/click.dm
return
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
if(!Proj)
return
@@ -385,7 +383,7 @@
return
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/living/user as mob) //Marker -Agouri
/mob/living/simple_animal/attackby(obj/item/O, mob/living/user)
if(can_collar && !collar && istype(O, /obj/item/clothing/accessory/petcollar))
var/obj/item/clothing/accessory/petcollar/C = O
user.drop_item()
@@ -399,33 +397,7 @@
real_name = C.tagname
return
else
user.changeNext_move(CLICK_CD_MELEE)
if(attempt_harvest(O, user))
return
user.do_attack_animation(src)
if(istype(O) && istype(user) && !O.attack(src, user))
var/damage = 0
if(O.force)
if(O.force >= force_threshold)
damage = O.force
if(O.damtype == STAMINA)
damage = 0
if(O.damtype == BRUTE)
if(prob(33))
O.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
visible_message("<span class='danger'>[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] [src] with [O]!</span>",\
"<span class='userdanger'>[user] has [O.attack_verb.len ? "[pick(O.attack_verb)]": "attacked"] you with [O]!</span>")
else
visible_message("<span class='danger'>[O] bounces harmlessly off of [src].</span>",\
"<span class='userdanger'>[O] bounces harmlessly off of [src].</span>")
else
user.visible_message("<span class='warning'>[user] gently taps [src] with [O].</span>",\
"<span class='warning'>This weapon is ineffective, it does no damage.</span>")
adjustBruteLoss(damage)
..()
/mob/living/simple_animal/movement_delay()
. = ..()
@@ -346,12 +346,12 @@
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
if(current_species.name == "Slime People") // whee I am part of the problem
hair_s.Blend("[s_colour]A0", ICON_ADD)
else
else if(hair_style.do_colouration)
hair_s.Blend(h_colour, ICON_ADD)
if(hair_style.secondary_theme)
var/icon/hair_secondary_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_[hair_style.secondary_theme]_s")
if(!hair_style.no_sec_colour)
if(!hair_style.no_sec_colour && hair_style.do_colouration )
hair_secondary_s.Blend(h_sec_colour, ICON_ADD)
hair_s.Blend(hair_secondary_s, ICON_OVERLAY)
@@ -370,12 +370,12 @@
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(current_species.name == "Slime People") // whee I am part of the problem
facial_s.Blend("[s_colour]A0", ICON_ADD)
else
else if(facial_hair_style.do_colouration)
facial_s.Blend(f_colour, ICON_ADD)
if(facial_hair_style.secondary_theme)
var/icon/facial_secondary_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_[facial_hair_style.secondary_theme]_s")
if(!facial_hair_style.no_sec_colour)
if(!facial_hair_style.no_sec_colour && facial_hair_style.do_colouration)
facial_secondary_s.Blend(f_sec_colour, ICON_ADD)
facial_s.Blend(facial_secondary_s, ICON_OVERLAY)
@@ -1352,6 +1352,64 @@
name = "Clipped Vox Razorback"
icon_state = "vox_razor_clipped"
//DIONA: Sprites by skittles below
/datum/sprite_accessory/hair/diona
species_allowed = list("Diona")
glasses_over = 1
do_colouration = 0
/datum/sprite_accessory/hair/diona/diona_bracket
name = "Bracket"
icon_state = "diona_bracket"
/datum/sprite_accessory/hair/diona/diona_brush
name = "Brush"
icon_state = "diona_brush"
/datum/sprite_accessory/hair/diona/diona_cornflow
name = "Corn Flowers"
icon_state = "diona_cornflower"
/datum/sprite_accessory/hair/diona/diona_laur
name = "Laural"
icon_state = "diona_laurel"
/datum/sprite_accessory/hair/diona/diona_leaf
name = "Leafy"
icon_state = "diona_leafy"
/datum/sprite_accessory/hair/diona/diona_mead
name = "Meadow"
icon_state = "diona_meadow"
/datum/sprite_accessory/hair/diona/diona_oak
name = "Oak"
icon_state = "diona_oak"
/datum/sprite_accessory/hair/diona/diona_root
name = "Roots"
icon_state = "diona_root"
/datum/sprite_accessory/hair/diona/diona_rose
name = "Rose"
icon_state = "diona_rosey"
/datum/sprite_accessory/hair/diona/diona_spinner
name = "Spinners"
icon_state = "diona_spinner"
/datum/sprite_accessory/hair/diona/diona_spout
name = "Sprouts"
icon_state = "diona_sprout"
/datum/sprite_accessory/hair/diona/diona_vine
name = "Vines"
icon_state = "diona_vine"
/datum/sprite_accessory/hair/diona/diona_wildflow
name = "Wildflowers"
icon_state = "diona_wildflower"
// Apollo-specific
/datum/sprite_accessory/hair/wryn