mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 01:53:35 +01:00
Fixes
This commit is contained in:
@@ -202,9 +202,10 @@ update_flag
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return
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/obj/machinery/portable_atmospherics/canister/bullet_act(var/obj/item/projectile/Proj)
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if(Proj.damage)
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src.health -= round(Proj.damage / 2)
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healthcheck()
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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if(Proj.damage)
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src.health -= round(Proj.damage / 2)
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healthcheck()
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..()
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/obj/machinery/portable_atmospherics/canister/meteorhit(var/obj/O as obj)
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@@ -252,7 +253,7 @@ update_flag
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/obj/machinery/portable_atmospherics/canister/attack_paw(var/mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/portable_atmospherics/canister/attack_alien(mob/living/carbon/alien/humanoid/user)
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return
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@@ -63,10 +63,10 @@
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/obj/machinery/computer/bullet_act(var/obj/item/projectile/Proj)
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if(prob(Proj.damage))
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set_broken()
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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set_broken()
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..()
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/obj/machinery/computer/blob_act()
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if (prob(75))
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for(var/x in verbs)
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@@ -369,8 +369,11 @@ Status: []<BR>"},
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sleep(60)
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attacked = 0
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src.health -= Proj.damage
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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if (src.health <= 0)
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src.die() // the death process :(
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@@ -275,12 +275,13 @@
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popping = 0
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/obj/machinery/turret/bullet_act(var/obj/item/projectile/Proj)
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src.health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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del (Proj)
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if (src.health <= 0)
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src.die()
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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src.health -= Proj.damage
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..()
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if(prob(45) && Proj.damage > 0) src.spark_system.start()
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del(Proj)
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if (src.health <= 0)
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src.die()
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return
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/obj/machinery/turret/attackby(obj/item/weapon/W, mob/user)//I can't believe no one added this before/N
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@@ -260,7 +260,7 @@
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if(do_after(melee_cooldown))
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melee_can_hit = 1
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return
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/obj/mecha/proc/mech_toxin_damage(mob/living/target)
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playsound(src, 'sound/effects/spray2.ogg', 50, 1)
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if(target.reagents)
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@@ -554,8 +554,10 @@
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return
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if(istype(Proj, /obj/item/projectile/beam/pulse))
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ignore_threshold = 1
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src.take_damage(Proj.damage,Proj.flag)
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src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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src.take_damage(Proj.damage,Proj.flag)
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src.visible_message("<span class='danger'>[src.name] is hit by [Proj].</span>")
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src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
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Proj.on_hit(src)
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return
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@@ -19,6 +19,43 @@
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return
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*/
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/obj/mecha/working/ripley/Destroy()
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while(src.damage_absorption.["brute"] < 0.6)
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new /obj/item/asteroid/goliath_hide(src.loc)
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src.damage_absorption.["brute"] = src.damage_absorption.["brute"] + 0.1 //If a goliath-plated ripley gets killed, all the plates drop
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for(var/atom/movable/A in src.cargo)
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A.loc = loc
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step_rand(A)
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cargo.Cut()
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..()
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/obj/mecha/working/ripley/go_out()
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..()
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if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-open")
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else if (src.damage_absorption.["brute"] == 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full-open")
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/obj/mecha/working/ripley/moved_inside(var/mob/living/carbon/human/H as mob)
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..()
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if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g")
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else if (src.damage_absorption.["brute"] == 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full")
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/obj/mecha/working/ripley/mmi_moved_inside(var/obj/item/device/mmi/mmi_as_oc as obj,mob/user as mob)
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..()
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if (src.damage_absorption.["brute"] < 0.6 && src.damage_absorption.["brute"] > 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g")
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else if (src.damage_absorption.["brute"] == 0.3)
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src.overlays = null
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src.overlays += image("icon" = "mecha.dmi", "icon_state" = "ripley-g-full")
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/obj/mecha/working/ripley/firefighter
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desc = "Standart APLU chassis was refitted with additional thermal protection and cistern."
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name = "APLU \"Firefighter\""
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@@ -155,13 +155,13 @@
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qdel(src)
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/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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..()
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if(health <= 0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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if(health <= 0)
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for(var/atom/movable/A as mob|obj in src)
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A.loc = src.loc
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del(src)
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return
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/obj/structure/closet/attack_animal(mob/living/simple_animal/user as mob)
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@@ -273,7 +273,7 @@
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(src == user.loc)
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user << "<span class='notice'>You can not [welded?"unweld":"weld"] the locker from inside.</span>"
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user << "<span class='notice'>You can not [welded?"unweld":"weld"] the locker from inside.</span>"
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return
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if(!WT.remove_fuel(0,user))
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user << "<span class='notice'>You need more welding fuel to complete this task.</span>"
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@@ -69,16 +69,16 @@
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/obj/structure/displaycase/captains_laser
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name = "captain's display case"
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desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
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desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
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/obj/structure/displaycase/captains_laser/New()
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req_access = list(access_captain)
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occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
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locked = 1
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update_icon()
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/obj/structure/proc/getPrint(mob/user as mob)
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return md5(user:dna:uni_identity)
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return md5(user:dna:uni_identity)
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/obj/structure/displaycase/examine()
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..()
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@@ -112,12 +112,12 @@
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/obj/structure/displaycase/bullet_act(var/obj/item/projectile/Proj)
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health -= Proj.damage
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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..()
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src.healthcheck()
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return
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/obj/structure/displaycase/blob_act()
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if (prob(75))
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getFromPool(/obj/item/weapon/shard, loc)
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@@ -128,16 +128,13 @@
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return !density
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/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
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if(!Proj) return
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//Tasers and the like should not damage grilles.
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if(Proj.damage_type == STAMINA)
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if(!Proj)
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return
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src.health -= Proj.damage*0.2
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healthcheck()
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return 0
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..()
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if((Proj.damage_type != STAMINA)) //Grilles can't be exhausted to death
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src.health -= Proj.damage*0.3
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healthcheck()
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return
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/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(iswirecutter(W))
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@@ -58,11 +58,9 @@ var/global/wcColored
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// var/icon/silicateIcon = null // the silicated icon
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/obj/structure/window/bullet_act(var/obj/item/projectile/Proj)
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//Tasers and the like should not damage windows.
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if(Proj.damage_type == STAMINA)
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return
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health -= Proj.damage
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if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
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health -= Proj.damage
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update_nearby_icons()
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..()
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if(health <= 0)
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var/pdiff=performWallPressureCheck(src.loc)
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@@ -179,7 +179,8 @@
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 80 - round(P.damage/3)
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if(prob(reflectchance))
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adjustBruteLoss(P.damage * 0.5)
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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adjustBruteLoss(P.damage * 0.5)
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
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@@ -11,7 +11,7 @@
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var/projectiletype
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var/projectilesound
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var/casingtype
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var/move_to_delay = 2 //delay for the automated movement.
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var/move_to_delay = 3 //delay for the automated movement.
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var/list/friends = list()
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var/vision_range = 9 //How big of an area to search for targets in, a vision of 9 attempts to find targets as soon as they walk into screen view
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@@ -32,8 +32,8 @@
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/mob/living/simple_animal/hostile/asteroid/bullet_act(var/obj/item/projectile/P)//Reduces damage from most projectiles to curb off-screen kills
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if(!stat)
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Aggro()
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if(P.damage < 30)
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P.damage = (P.damage / 2)
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if(P.damage < 30 && P.damage_type != BRUTE)
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P.damage = (P.damage / 3)
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visible_message("<span class='danger'>The [P] has a reduced effect on [src]!</span>")
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..()
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@@ -42,7 +42,7 @@
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var/obj/item/T = AM
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if(!stat)
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Aggro()
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if(T.throwforce <= 15)
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if(T.throwforce <= 20)
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visible_message("<span class='notice'>The [T.name] [src.throw_message] [src.name]!</span>")
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return
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..()
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@@ -76,6 +76,7 @@
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ranged_cooldown_cap = 4
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aggro_vision_range = 9
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idle_vision_range = 2
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turns_per_move = 5
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/obj/item/projectile/temp/basilisk
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name = "freezing blast"
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@@ -123,13 +124,13 @@
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icon_aggro = "Goldgrub_alert"
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icon_dead = "Goldgrub_dead"
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icon_gib = "syndicate_gib"
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vision_range = 3
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vision_range = 2
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aggro_vision_range = 9
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idle_vision_range = 3
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move_to_delay = 3
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idle_vision_range = 2
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move_to_delay = 5
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friendly = "harmlessly rolls into"
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maxHealth = 60
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health = 60
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maxHealth = 45
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health = 45
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harm_intent_damage = 5
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melee_damage_lower = 0
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melee_damage_upper = 0
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@@ -208,6 +209,10 @@
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Reward()
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..()
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/mob/living/simple_animal/hostile/asteroid/goldgrub/adjustBruteLoss(var/damage)
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idle_vision_range = 9
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..()
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/mob/living/simple_animal/hostile/asteroid/hivelord
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name = "hivelord"
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desc = "A truly alien creature, it is a mass of unknown organic material, constantly fluctuating. When attacking, pieces of it split off and attack in tandem with the original."
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@@ -293,7 +298,7 @@
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icon_dead = "Hivelordbrood"
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icon_gib = "syndicate_gib"
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mouse_opacity = 2
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move_to_delay = 0
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move_to_delay = 1
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friendly = "buzzes near"
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vision_range = 10
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speed = 3
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@@ -328,9 +333,10 @@
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mouse_opacity = 2
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move_to_delay = 40
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ranged = 1
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ranged_cooldown = 2 //By default, start the Goliath with his cooldown off so that people can run away quickly on first sight
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ranged_cooldown_cap = 8
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friendly = "wails at"
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vision_range = 5
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vision_range = 4
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speed = 3
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maxHealth = 300
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health = 300
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@@ -341,18 +347,50 @@
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throw_message = "does nothing to the rocky hide of the"
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aggro_vision_range = 9
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idle_vision_range = 5
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anchored = 1 //Stays anchored until death as to be unpullable
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var/pre_attack = 0
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/mob/living/simple_animal/hostile/asteroid/goliath/Life()
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..()
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handle_preattack()
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/mob/living/simple_animal/hostile/asteroid/goliath/proc/handle_preattack()
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if(ranged_cooldown <= 2 && !pre_attack)
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pre_attack++
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if(!pre_attack || stat || stance == HOSTILE_STANCE_IDLE)
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return
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icon_state = "Goliath_preattack"
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/mob/living/simple_animal/hostile/asteroid/goliath/revive()
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anchored = 1
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..()
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||||
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/mob/living/simple_animal/hostile/asteroid/goliath/Die()
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anchored = 0
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..()
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||||
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||||
/mob/living/simple_animal/hostile/asteroid/goliath/OpenFire()
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visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
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var/tturf = get_turf(target)
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new /obj/effect/goliath_tentacle/original(tturf)
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ranged_cooldown = ranged_cooldown_cap
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if(get_dist(src, target) <= 7)//Screen range check, so you can't get tentacle'd offscreen
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visible_message("<span class='warning'>The [src.name] digs its tentacles under [target.name]!</span>")
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new /obj/effect/goliath_tentacle/original(tturf)
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ranged_cooldown = ranged_cooldown_cap
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icon_state = icon_aggro
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pre_attack = 0
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return
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||||
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/mob/living/simple_animal/hostile/asteroid/goliath/adjustBruteLoss(var/damage)
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ranged_cooldown--
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handle_preattack()
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||||
..()
|
||||
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||||
/mob/living/simple_animal/hostile/asteroid/goliath/Aggro()
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vision_range = aggro_vision_range
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handle_preattack()
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if(icon_state != icon_aggro)
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icon_state = icon_aggro
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return
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||||
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||||
/obj/effect/goliath_tentacle/
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name = "Goliath tentacle"
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icon = 'icons/mob/animal.dmi'
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||||
@@ -369,6 +407,9 @@
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||||
/obj/effect/goliath_tentacle/original
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/obj/effect/goliath_tentacle/original/New()
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||||
for(var/obj/effect/goliath_tentacle/original/O in loc)//No more GG NO RE from 2+ goliaths simultaneously tentacling you
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if(O != src)
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||||
qdel(src)
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||||
var/list/directions = cardinal.Copy()
|
||||
var/counter
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||||
for(counter = 1, counter <= 3, counter++)
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||||
@@ -378,6 +419,7 @@
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||||
new /obj/effect/goliath_tentacle(T)
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||||
..()
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||||
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||||
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||||
/obj/effect/goliath_tentacle/proc/Trip()
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||||
for(var/mob/living/M in src.loc)
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||||
M.Weaken(5)
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||||
@@ -400,6 +442,7 @@
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||||
desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "goliath_hide"
|
||||
flags = NOBLUDGEON
|
||||
w_class = 3
|
||||
layer = 4
|
||||
|
||||
@@ -408,10 +451,31 @@
|
||||
if(istype(target, /obj/item/clothing/suit/space/rig/mining) || istype(target, /obj/item/clothing/head/helmet/space/rig/mining))
|
||||
var/obj/item/clothing/C = target
|
||||
var/current_armor = C.armor
|
||||
if(current_armor.["melee"] < 90)
|
||||
current_armor.["melee"] = min(current_armor.["melee"] + 10, 90)
|
||||
if(current_armor.["melee"] < 80)
|
||||
current_armor.["melee"] = min(current_armor.["melee"] + 10, 80)
|
||||
user << "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>"
|
||||
del(src)
|
||||
else
|
||||
user << "<span class='info'>You can't improve [C] any further.</span>"
|
||||
return
|
||||
return
|
||||
if(istype(target, /obj/mecha/working/ripley))
|
||||
var/obj/mecha/D = target
|
||||
var/list/damage_absorption = D.damage_absorption
|
||||
if(damage_absorption.["brute"] > 0.3)
|
||||
damage_absorption.["brute"] = max(damage_absorption.["brute"] - 0.1, 0.3)
|
||||
user << "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>"
|
||||
qdel(src)
|
||||
if(D.icon_state == "ripley-open")
|
||||
D.overlays += image("icon"="mecha.dmi", "icon_state"="ripley-g-open")
|
||||
D.desc = "Autonomous Power Loader Unit. Its armour is enhanced with some goliath hide plates."
|
||||
else
|
||||
user << "<span class='info'>You can't add armour onto the mech while someone is inside!</span>"
|
||||
if(damage_absorption.["brute"] == 0.3)
|
||||
if(D.icon_state == "ripley-open")
|
||||
D.overlays += image("icon"="mecha.dmi", "icon_state"="ripley-g-full-open")
|
||||
D.desc = "Autonomous Power Loader Unit. It's wearing a fearsome carapace entirely composed of goliath hide plates - the pilot must be an experienced monster hunter."
|
||||
else
|
||||
user << "<span class='info'>You can't add armour onto the mech while someone is inside!</span>"
|
||||
else
|
||||
user << "<span class='info'>You can't improve [D] any further.</span>"
|
||||
return
|
||||
@@ -75,7 +75,8 @@
|
||||
/mob/living/simple_animal/hostile/syndicate/melee/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj) return
|
||||
if(prob(65))
|
||||
src.health -= Proj.damage
|
||||
if((Proj.damage_type == BRUTE || Proj.damage_type == BURN))
|
||||
src.health -= Proj.damage
|
||||
else
|
||||
visible_message("\red <B>[src] blocks [Proj] with its shield!</B>")
|
||||
return 0
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
var/friendly = "nuzzles" //If the mob does no damage with it's attack
|
||||
var/environment_smash = 0 //Set to 1 to allow breaking of crates,lockers,racks,tables; 2 for walls; 3 for Rwalls
|
||||
|
||||
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
|
||||
var/speed = 1 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
|
||||
var/can_hide = 0
|
||||
|
||||
//Hot simple_animal baby making vars
|
||||
@@ -251,8 +251,11 @@
|
||||
adjustBruteLoss(damage)
|
||||
|
||||
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj) return
|
||||
adjustBruteLoss(Proj.damage)
|
||||
if(!Proj)
|
||||
return
|
||||
if((Proj.damage_type != STAMINA))
|
||||
adjustBruteLoss(Proj.damage)
|
||||
Proj.on_hit(src, 0)
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
|
||||
|
||||
Reference in New Issue
Block a user