Shadowling Species Handling Refactor

This commit is contained in:
Fox-McCloud
2016-03-21 19:47:00 -04:00
parent 7bfe1ae4b8
commit c8aa1f79f0
5 changed files with 38 additions and 38 deletions
@@ -731,32 +731,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
adjustOxyLoss(-(light_amount))
//TODO: heal wounds, heal broken limbs.
if(species.light_dam)
var/light_amount = 0
if(isturf(loc))
var/turf/T = loc
light_amount = T.get_lumcount()*10
if(light_amount > species.light_dam && !incorporeal_move) //if there's enough light, start dying
if(species.light_effect_amp)
adjustFireLoss(4.7) //This gets multiplied by 1.5 due to Shadowling's innate fire weakness, so it ends up being about 7.
else
adjustFireLoss(1)
adjustBruteLoss(1)
src << "<span class='userdanger'>The light burns you!</span>"
src << 'sound/weapons/sear.ogg'
else //heal in the dark
if(species.light_effect_amp)
adjustFireLoss(-5)
adjustBruteLoss(-5)
adjustBrainLoss(-25) //gibbering shadowlings are hilarious but also bad to have
adjustCloneLoss(-1)
SetWeakened(0)
SetStunned(0)
else
adjustFireLoss(-1)
adjustBruteLoss(-1)
//The fucking FAT mutation is the greatest shit ever. It makes everyone so hot and bothered.
if(species.flags & CAN_BE_FAT)
if(FAT in mutations)
@@ -7,7 +7,6 @@
default_language = "Galactic Common"
unarmed_type = /datum/unarmed_attack/claws
light_dam = 2
darksight = 8
blood_color = "#CCCCCC"
@@ -16,8 +15,8 @@
"brain" = /obj/item/organ/internal/brain
)
flags = NO_BLOOD | NO_BREATHE | NO_SCAN
bodyflags = FEET_NOSLIP
flags = NO_BLOOD | NO_BREATHE | RADIMMUNE
virus_immune = 1
dietflags = DIET_OMNI //the mutation process allowed you to now digest all foods regardless of initial race
reagent_tag = PROCESS_ORG
suicide_messages = list(
@@ -26,5 +25,13 @@
"is twisting their own neck!",
"is staring into the closest light source!")
/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
H.dust()
/datum/species/shadow/handle_life(var/mob/living/carbon/human/H)
var/light_amount = 0
if(isturf(H.loc))
var/turf/T = H.loc
light_amount = T.get_lumcount()*10
if(light_amount > 2) //if there's enough light, start dying
H.take_overall_damage(1,1)
else if (light_amount < 2) //heal in the dark
H.heal_overall_damage(1,1)
@@ -55,9 +55,6 @@
var/brute_mod = null // Physical damage reduction/malus.
var/burn_mod = null // Burn damage reduction/malus.
var/light_dam //Light level above which species takes damage, and below which it heals.
var/light_effect_amp //If 0, takes/heals 1 burn and brute per tick. Otherwise, both healing and damage effects are amplified.
var/total_health = 100
var/punchdamagelow = 0 //lowest possible punch damage
var/punchdamagehigh = 9 //highest possible punch damage