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Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives.
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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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