mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 17:43:35 +01:00
Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.
This commit is contained in:
@@ -199,7 +199,6 @@ obj/machinery/computer/forensic_scanning
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M.drop_item()
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I.loc = src
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process_card()
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usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
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else
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usr << "\red Invalid Object Rejected."
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if("database")
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@@ -646,7 +645,9 @@ obj/machinery/computer/forensic_scanning
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return
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proc/process_card() //Same as above, but for fingerprint cards
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if(card.fingerprints && !(card.amount > 1))
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if(card.fingerprints && !(card.amount > 1) && islist(card.fingerprints) && files && files.len)
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usr << "You insert the card, and it is destroyed by the machinery in the process of comparing prints."
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var/found = 0
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for(var/k = 1, k <= card.fingerprints.len, k++)
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var/list/test_prints = params2list(card.fingerprints[k])
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var/print = test_prints[num2text(1)]
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@@ -657,7 +658,12 @@ obj/machinery/computer/forensic_scanning
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if(perp == print)
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test_list[1] = "1=" + print + "&2=" + print
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files[i] = test_list
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found = 1
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break
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if(found)
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usr << "The machinery finds can completes a match."
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else
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usr << "No match found."
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del(card)
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else
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usr << "\red ERROR: No prints/too many cards."
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@@ -511,8 +511,9 @@ Traitors and the like can also be revived with the previous role mostly intact.
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e.perma_injury = 0
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e.update_icon()
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for(var/datum/organ/wound/W in e.wounds)
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if(W.bleeding)
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if(W.bleeding || !W.is_healing)
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W.stopbleeding()
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del(H.vessel)
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H.vessel = new/datum/reagents(560)
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H.vessel.my_atom = H
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H.vessel.add_reagent("blood",560)
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@@ -317,6 +317,10 @@ datum
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for(var/A in reagent_list)
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var/datum/reagent/R = A
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if(R.id == "blood" && reagent == R.id)
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if(R.data && data)
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if(R.data["donor"] != data["donor"])
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continue
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if (R.id == reagent)
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R.volume += amount
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update_total()
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@@ -103,8 +103,8 @@ datum
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color = "#C80000" // rgb: 200, 0, 0
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on_mob_life(var/mob/living/M)
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if(istype(M, /mob/living/carbon/human) && blood_incompatible(data["blood_type"],M.dna.b_type))
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M.adjustToxLoss(rand(1.5,3))
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M.adjustOxyLoss(rand(1.5,3))
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M.adjustToxLoss(rand(0.5,1.5))
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M.adjustOxyLoss(rand(1,1.5))
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..()
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return
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@@ -1078,8 +1078,8 @@
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var/trans
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if(B && ishuman(target))
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var/mob/living/carbon/human/H = target
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H.vessel.add_reagent("blood",5,B)
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src.reagents.remove_reagent("blood",5)
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H.vessel.add_reagent("blood",(B.volume > 5? 5 : B.volume),B.data)
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src.reagents.remove_reagent("blood",(B.volume > 5? 5 : B.volume))
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else
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trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
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user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
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@@ -349,11 +349,11 @@
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"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
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switch(i)
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if(2) //Healing wounds.
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if(tallied in list("cut","tiny bruise","small burn"))
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if(tallied in list("cut","small burn"))
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continue
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tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
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"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
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"massive wound" = "massive blood soaked bandage", "small bruise" = "small bruise",\
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"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
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"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
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"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
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"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
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@@ -380,7 +380,7 @@
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"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
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"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
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if(5)
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if(tallied in list("cut","deep cut","tiny bruise", "small bruise", "moderate bruise","small burn", "moderate burn"))
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if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
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continue
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tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
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"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
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@@ -429,6 +429,7 @@
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flavor_text_string += flavor_text[text]
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flavor_text_string += " on [t_his] [named].</span><br>"
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wound_flavor_text["[named]"] = flavor_text_string
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world << "[named] + [flavor_text_string]"
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if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
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msg += wound_flavor_text["head"]
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else if(is_bleeding["head"])
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@@ -114,7 +114,7 @@
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update_clothing()
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src << "\blue Your icons have been generated!"
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vessel = new/datum/reagents(560)
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vessel = new/datum/reagents(600)
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vessel.my_atom = src
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vessel.add_reagent("blood",560)
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spawn(1) fixblood()
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@@ -447,7 +447,7 @@
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return null
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update_canmove()
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if(paralysis || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
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if(paralysis || resting || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
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else canmove = 1
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handle_breath(datum/gas_mixture/breath)
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@@ -156,7 +156,7 @@
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if(Process_Grab()) return
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//Making mob movememnt changes instant.
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if(mob.paralysis || mob.stunned || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
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if(mob.paralysis || mob.stunned || mob.resting || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
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mob.canmove = 0
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return
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else
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@@ -73,6 +73,11 @@
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owner = H
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H.organs[name] = src
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Del()
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for(var/datum/organ/wound/W in wounds)
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del(W)
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..()
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proc/take_damage(brute, burn, sharp, used_weapon = null)
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if((brute <= 0) && (burn <= 0))
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return 0
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@@ -432,7 +437,7 @@
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proc/become_scar()
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healing_state = 1 //Patched
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spawn(200) //20 seconds
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spawn(200*slowheal) //20 seconds
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update_health(5) //Heals some.
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sleep(rand(1800,3000)*slowheal) //3-5 minutes
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@@ -98,7 +98,7 @@
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playsound(user, fire_sound, 10, 1)
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else
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playsound(user, fire_sound, 50, 1)
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M.apply_damage(30+in_chamber.damage, BRUTE, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
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M.apply_damage(30+in_chamber.damage, BRUTE, user.zone_sel.selecting, used_weapon = "Point Blank Shot") //So we'll put him an inch from death.
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M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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user.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> point blank with a <b>[]</b>", time_stamp(), user, user.ckey, M, M.ckey, src)
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log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) point blank with [src].")
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