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:
SkyMarshal
2012-03-31 22:00:17 -07:00
parent a90173c628
commit cd4a82a90b
17 changed files with 178 additions and 103 deletions
@@ -349,11 +349,11 @@
"severe burn" = "severe burn", "deep burn" = "deep burn", "carbonised area" = "carbonised area")
switch(i)
if(2) //Healing wounds.
if(tallied in list("cut","tiny bruise","small burn"))
if(tallied in list("cut","small burn"))
continue
tallied_rename = list("deep cut" = "clotted cut", "flesh wound" = "small bandaged wound",\
"gaping wound" = "bandaged wound", "big gaping wound" = "gauze wrapped wound",\
"massive wound" = "massive blood soaked bandage", "small bruise" = "small bruise",\
"massive wound" = "massive blood soaked bandage", "tiny bruise" = "tiny bruise", "small bruise" = "small bruise",\
"moderate bruise" = "moderate bruise", "large bruise" = "large bruise",\
"huge bruise" = "huge bruise", "monumental bruise" = "monumental bruise",\
"moderate burn" = "moderate salved burn", "large burn" = "large salved burn",\
@@ -380,7 +380,7 @@
"large burn" = "large burn scar", "severe burn" = "severe burn scar",\
"deep burn" = "deep burn scar", "carbonised area" = "healing carbonised area")
if(5)
if(tallied in list("cut","deep cut","tiny bruise", "small bruise", "moderate bruise","small burn", "moderate burn"))
if(tallied in list("cut","deep cut","tiny bruise", "moderate bruise", "small bruise","small burn", "moderate burn"))
continue
tallied_rename = list("flesh wound" = "small scar", "gaping wound" = "straight scar",\
"big gaping wound" = "jagged scar", "massive wound" = "gigantic scar",\
@@ -429,6 +429,7 @@
flavor_text_string += flavor_text[text]
flavor_text_string += " on [t_his] [named].</span><br>"
wound_flavor_text["[named]"] = flavor_text_string
world << "[named] + [flavor_text_string]"
if(wound_flavor_text["head"] && !skipmask && !(wear_mask && istype(wear_mask, /obj/item/clothing/mask/gas)))
msg += wound_flavor_text["head"]
else if(is_bleeding["head"])
@@ -114,7 +114,7 @@
update_clothing()
src << "\blue Your icons have been generated!"
vessel = new/datum/reagents(560)
vessel = new/datum/reagents(600)
vessel.my_atom = src
vessel.add_reagent("blood",560)
spawn(1) fixblood()
+1 -1
View File
@@ -447,7 +447,7 @@
return null
update_canmove()
if(paralysis || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
if(paralysis || resting || stunned || weakened || buckled || (changeling && changeling.changeling_fakedeath)) canmove = 0
else canmove = 1
handle_breath(datum/gas_mixture/breath)
+1 -1
View File
@@ -156,7 +156,7 @@
if(Process_Grab()) return
//Making mob movememnt changes instant.
if(mob.paralysis || mob.stunned || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
if(mob.paralysis || mob.stunned || mob.resting || mob.weakened || mob.buckled || (mob.changeling && mob.changeling.changeling_fakedeath))
mob.canmove = 0
return
else
+6 -1
View File
@@ -73,6 +73,11 @@
owner = H
H.organs[name] = src
Del()
for(var/datum/organ/wound/W in wounds)
del(W)
..()
proc/take_damage(brute, burn, sharp, used_weapon = null)
if((brute <= 0) && (burn <= 0))
return 0
@@ -432,7 +437,7 @@
proc/become_scar()
healing_state = 1 //Patched
spawn(200) //20 seconds
spawn(200*slowheal) //20 seconds
update_health(5) //Heals some.
sleep(rand(1800,3000)*slowheal) //3-5 minutes