Makes sif trees pretty. Also, scale can now be adjusted in the X axis and Y axis separately.

This commit is contained in:
Mechoid
2019-05-05 14:23:44 -07:00
parent 2358af981a
commit 20ba94d209
22 changed files with 115 additions and 51 deletions
+9 -5
View File
@@ -42,7 +42,8 @@
var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder.
var/accuracy_dispersion // Positive numbers make gun firing cover a wider tile range, and therefore more inaccurate. Negatives help negate dispersion penalties.
var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing.
var/icon_scale_percent // Makes the holder's icon get scaled up or down.
var/icon_scale_x_percent // Makes the holder's icon get scaled wider or thinner.
var/icon_scale_y_percent // Makes the holder's icon get scaled taller or shorter.
var/attack_speed_percent // Makes the holder's 'attack speed' (click delay) shorter or longer.
var/pain_immunity // Makes the holder not care about pain while this is on. Only really useful to human mobs.
var/pulse_modifier // Modifier for pulse, will be rounded on application, then added to the normal 'pulse' multiplier which ranges between 0 and 5 normally. Only applied if they're living.
@@ -73,7 +74,7 @@
holder.modifiers.Remove(src)
if(mob_overlay_state) // We do this after removing ourselves from the list so that the overlay won't remain.
holder.update_modifier_visuals()
if(icon_scale_percent) // Correct the scaling.
if(icon_scale_x_percent || icon_scale_y_percent) // Correct the scaling.
holder.update_transform()
if(client_color)
holder.update_client_color()
@@ -140,7 +141,7 @@
mod.on_applied()
if(mod.mob_overlay_state)
update_modifier_visuals()
if(mod.icon_scale_percent)
if(mod.icon_scale_x_percent || mod.icon_scale_y_percent)
update_transform()
if(mod.client_color)
update_client_color()
@@ -232,8 +233,11 @@
effects += "Your metabolism is [metabolism_percent > 1.0 ? "faster" : "slower"], \
causing reagents in your body to process, and hunger to occur [multipler_to_percentage(metabolism_percent, TRUE)] [metabolism_percent > 1.0 ? "faster" : "slower"]."
if(!isnull(icon_scale_percent))
effects += "Your appearance is [multipler_to_percentage(icon_scale_percent, TRUE)] [icon_scale_percent > 1 ? "larger" : "smaller"]."
if(!isnull(icon_scale_x_percent))
effects += "Your appearance is [multipler_to_percentage(icon_scale_x_percent, TRUE)] [icon_scale_x_percent > 1 ? "wider" : "thinner"]."
if(!isnull(icon_scale_y_percent))
effects += "Your appearance is [multipler_to_percentage(icon_scale_y_percent, TRUE)] [icon_scale_y_percent > 1 ? "taller" : "shorter"]."
if(!isnull(attack_speed_percent))
effects += "The delay between attacking is [multipler_to_percentage(attack_speed_percent, TRUE)] [disable_duration_percent > 1.0 ? "longer" : "shorter"]."