Pulse Rifles are now more robust, doing excellent melee damage.

Restricted monkeys from picking up guns since that code didn't seem to work/runtime error.
Commented out boardgame since it was crashing.
More work on CentCom.
Fixed aliens receiving two messages when interacting with other aliens.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@695 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2010-12-24 07:12:36 +00:00
parent 41cd0a67b7
commit c3c3e7791c
6 changed files with 1787 additions and 1781 deletions
@@ -49,6 +49,9 @@ to clean it up, or just beat the shit out of it (which takes ages).
[11:35] <&Rick> so if the alien loses it
[11:35] <&Rick> they lose being able to communicate
[11:35] <&Nannek> kk
This is all very silly and I will probably remove it in the future. /N
*/
//This is fine right now, if we're adding organ specific damage this needs to be updated
@@ -611,8 +614,8 @@ to clean it up, or just beat the shit out of it (which takes ages).
src.updatehealth()
return
/mob/living/carbon/alien/humanoid/attack_paw(mob/M as mob)
..()
/mob/living/carbon/alien/humanoid/attack_paw(mob/living/carbon/monkey/M as mob)
if(istype(M, /mob/living/carbon/alien)) return//Quick fix since these display double for aliens when they interact with aliens.
if (M.a_intent == "help")
src.sleeping = 0
src.resting = 0
@@ -620,7 +623,7 @@ to clean it up, or just beat the shit out of it (which takes ages).
if (src.stunned >= 3) src.stunned -= 3
if (src.weakened >= 3) src.weakened -= 3
for(var/mob/O in viewers(src, null))
O.show_message(text("\blue [M.name] shakes [src] trying to wake him up!", ), 1)
O.show_message(text("\blue [M.name] shakes [src] trying to wake it up!", ), 1)
else
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
return
@@ -753,7 +756,7 @@ As such, they can either help or harm other aliens. Help works like the human he
In all, this is a lot like the monkey code. /N
*/
/mob/living/carbon/alien/attack_alien(mob/living/carbon/alien/M as mob)
/mob/living/carbon/alien/humanoid/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
return
@@ -1,56 +1,3 @@
/*
Maybe you could combine elements from the Blob mode into a new Alien mode since Blob rarely seems to get much
play these days, is hard as fuck to actually win, and gets more use as a random event these days.
The main Alien's objective is to corrupt, infest, whatever you want to call it to a certain % of the station.
Give it an ability which, every so often allows it to drop a bunch of slime which infests floors and walls. The
main alien would be poor at actually killing anyone, but very difficult to bring down - maybe it is immune to
brute and toxic damage, and fire kills it but takes a long exposure time to do so. Suffocation/exposure would
be the only reliable way to off it.
Like the Wizard, the Alien can select from a few abilities, though they center around building things in the
slime rather than being straight up attacks or spells. For instance, it might be able to build tunnels which
take it instantly from one slime patch to another, or pods which huff poison gas at anyone that gets too close.
It can only build in areas it slimed, and the abilities have long cooldowns. The structures can also be destroyed
by anyone determined enough.
Anyone who stays in the slime for too long will end up becoming a mutant which serves the main alien. This would
give the alien an incentive to try and incapacitate or find incapacitated people to drag back into its
territory to gain more slaves. The mutants are basically just monkeys - crippled with only a few equipment
slots, but share some of the alien's durability.
To get rid of the slime, you can weld it, taze/laser it, set it on fire, blow it up or get the janitor
to clean it up, or just beat the shit out of it (which takes ages).
[11:32] <&Rick> nah dont let it wear clothing
[11:32] <&Rick> but have alien items that replace suit functions
[11:32] <&Rick> like an item that lets them walk around in space with no penalty
[11:32] <&Nannek> yeah cool
[11:33] <&Nannek> thinking making it breathe plasma or would that make the aliens life too hard
[11:33] <&Rick> hmm
[11:33] <&Rick> maybe breathing plasma benefit it
[11:33] <&Rick> but not required
[11:33] <&Nannek> yeah makes them stronger/faster or something
[11:33] <&Rick> like have stamina or something that recharges when the alien is breathing plasma
[11:33] <&Nannek> which in turn lets it uses special alien abilities
[11:34] <&Rick> if theres something the alien should be able to wear
[11:34] <&Rick> is a full human skin body suit
[11:34] <&Nannek> oh
[11:34] <&Rick> make it so you can skin dead people
[11:34] <&Nannek> that could be fun
[11:34] <&Rick> 8)
[11:34] <&Rick> but no clothing even if wearing a human suit
[11:34] <&Nannek> then they can pretend to be the human for a limited time before the suit rips apart
[11:35] <&Rick> yeah
[11:35] <&Nannek> thinking not letting aliens understand humans and vice versa
[11:35] <&Rick> that would be hilarious
[11:35] <&Rick> have a universal translator item
[11:35] <&Rick> so if the alien loses it
[11:35] <&Rick> they lose being able to communicate
[11:35] <&Nannek> kk
*/
//This is fine right now, if we're adding organ specific damage this needs to be updated
/mob/living/carbon/alien/larva/New()
spawn (1)
@@ -383,7 +330,8 @@ to clean it up, or just beat the shit out of it (which takes ages).
return
/mob/living/carbon/alien/larva/attack_paw(mob/M as mob)
/mob/living/carbon/alien/larva/attack_paw(mob/living/carbon/monkey/M as mob)
if(istype(M, /mob/living/carbon/alien)) return//Quick fix since these display double for aliens when they interact with aliens.
if (M.a_intent == "help")
src.sleeping = 0
src.resting = 0
@@ -391,7 +339,7 @@ to clean it up, or just beat the shit out of it (which takes ages).
if (src.stunned >= 3) src.stunned -= 3
if (src.weakened >= 3) src.weakened -= 3
for(var/mob/O in viewers(src, null))
O.show_message(text("\blue [M.name] shakes [src] trying to wake him up!", ), 1)
O.show_message(text("\blue [M.name] shakes [src] trying to wake it up!", ), 1)
else
if (istype(src.wear_mask, /obj/item/clothing/mask/muzzle))
return
@@ -502,7 +450,36 @@ to clean it up, or just beat the shit out of it (which takes ages).
return
return
//Aliens attacking each other is defined in the humanoid.dm file.
/mob/living/carbon/alien/larva/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
return
if (istype(src.loc, /turf) && istype(src.loc.loc, /area/start))
M << "No attacking people at spawn, you jackass."
return
..()
if (M.a_intent == "help")
src.sleeping = 0
src.resting = 0
if (src.paralysis >= 3) src.paralysis -= 3
if (src.stunned >= 3) src.stunned -= 3
if (src.weakened >= 3) src.weakened -= 3
for(var/mob/O in viewers(src, null))
O.show_message(text("\blue [M.name] nuzzles [] trying to wake it up!", src), 1)
else
if (src.health > 0)
var/damage = rand(1, 3)
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[M.name] has bit []!</B>", src), 1)
src.bruteloss += damage
src.updatehealth()
else
M << "\green <B>[src.name] is too injured for that.</B>"
return
/mob/living/carbon/alien/larva/restrained()
return 0