Merge pull request #3078 from Zuhayr/master
Some embedding fixes for unforeseen consequences, plus armalis.
@@ -34,9 +34,11 @@
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attack(mob/living/carbon/human/M as mob, mob/user as mob)
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if (!ishuman(M))
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user << "\red [M] is not human and cannot have the fingerprints."
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flick("forensic0",src)
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return 0
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if (( !( istype(M.dna, /datum/dna) ) || M.gloves) )
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user << "\blue No fingerprints found on [M]"
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flick("forensic0",src)
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return 0
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else
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if (src.amount < 1)
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@@ -71,6 +73,7 @@
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return
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if(istype(A,/obj/item/weapon/f_card))
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user << "The scanner displays on the screen: \"ERROR 43: Object on Excluded Object List.\""
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flick("forensic0",src)
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return
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add_fingerprint(user)
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@@ -81,6 +84,7 @@
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if(!isnull(A.blood_DNA))
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for(var/blood in A.blood_DNA)
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user << "\blue Blood type: [A.blood_DNA[blood]]\nDNA: [blood]"
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flick("forensic2",src)
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return
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//General
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@@ -88,10 +92,12 @@
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user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
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"\blue Unable to locate any fingerprints, materials, fibers, or blood on [A]!",\
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"You hear a faint hum of electrical equipment.")
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flick("forensic0",src)
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return 0
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if(add_data(A))
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user << "\blue Object already in internal memory. Consolidating data..."
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flick("forensic2",src)
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return
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@@ -116,6 +122,7 @@
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//FIBERS
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if(A.suit_fibers)
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user << "\blue Fibers/Materials Data Stored: Scan with Hi-Res Forensic Scanner to retrieve."
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flick("forensic2",src)
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//Blood
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if (A.blood_DNA)
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@@ -127,11 +134,13 @@
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user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]" ,\
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"You finish scanning \the [A].",\
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"You hear a faint hum of electrical equipment.")
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flick("forensic2",src)
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return 0
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else
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user.visible_message("\The [user] scans \the [A] with \a [src], the air around [user.gender == MALE ? "him" : "her"] humming[prob(70) ? " gently." : "."]\n[user.gender == MALE ? "He" : "She"] seems to perk up slightly at the readout." ,\
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"The results of the scan pique your interest.",\
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"You hear a faint hum of electrical equipment, and someone making a thoughtful noise.")
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flick("forensic2",src)
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return 0
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return
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@@ -1119,8 +1119,8 @@
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del(feet_blood_DNA)
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return 1
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mob/living/carbon/human/verb/yank_out_object()
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set category = "IC"
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mob/living/carbon/human/yank_out_object()
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set category = "Object"
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set name = "Yank out object"
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set desc = "Remove an embedded item at the cost of bleeding and pain."
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set src in view(1)
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@@ -1137,89 +1137,62 @@ mob/living/carbon/human/verb/yank_out_object()
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usr << "You are restrained and cannot do that!"
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return
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// /*
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var/list/valid_objects = list()
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var/datum/organ/external/affected = null
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var/mob/living/carbon/human/S = src
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var/mob/living/carbon/human/U = usr
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var/self = null
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if(S == U) // Removing something from yourself.
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valid_objects = get_visible_implants(1)
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if(S == U)
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self = 1 // Removing object from yourself.
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if(!valid_objects.len)
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valid_objects = get_visible_implants(1)
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if(!valid_objects.len)
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if(self)
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src << "You have nothing stuck in your wounds that is large enough to remove without surgery."
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return
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
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bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(!selection || !affected || !S || !U)
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return
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visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
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selection.loc = get_turf(src)
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affected.implants -= selection
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shock_stage+=10
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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anchored = 0
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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else // Removing something from someone else.
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valid_objects = src.get_visible_implants(1)
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if(!valid_objects.len)
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else
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U << "[src] has nothing stuck in their wounds that is large enough to remove without surgery."
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return
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return
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in src.organs) //Grab the organ holding the implant. Messy as Hell, TBD: fix.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
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for(var/datum/organ/external/organ in organs) //Grab the organ holding the implant.
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for(var/obj/item/weapon/O in organ.implants)
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if(O == selection)
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affected = organ
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if(self)
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src << "<span class='warning'>You attempt to get a good grip on the [selection] in your [affected] with bloody fingers.</span>"
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else
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U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s [affected] with bloody fingers.</span>"
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U.bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(istype(U,/mob/living/carbon/human/)) U.bloody_hands(S)
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if(!do_after(U, 80))
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return
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if(!selection || !affected || !S || !U)
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return
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if(self)
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visible_message("<span class='warning'><b>[src] rips [selection] out of their [affected] in a welter of blood.</b></span>","<span class='warning'><b>You rip [selection] out of your [affected] in a welter of blood.</b></span>")
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else
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visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s [affected] in a welter of blood.</b></span>","<span class='warning'><b>[src] rips [selection] out of your [affected] in a welter of blood.</b></span>")
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selection.loc = get_turf(usr)
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affected.implants -= selection
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src.shock_stage+=10
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for(var/obj/item/weapon/O in S.pinned)
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if(O == selection)
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S.pinned -= O
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S.anchored = 0
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selection.loc = get_turf(src)
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affected.implants -= selection
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shock_stage+=10
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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for(var/obj/item/weapon/O in pinned)
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if(O == selection)
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pinned -= O
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if(!pinned.len)
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anchored = 0
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if(prob(10)) //I'M SO ANEMIC I COULD JUST -DIE-.
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var/datum/wound/internal_bleeding/I = new (15)
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affected.wounds += I
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custom_pain("Something tears wetly in your [affected] as [selection] is pulled free!", 1)
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return 1
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/mob/living/carbon/human/proc/get_visible_implants(var/class = 0)
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@@ -86,7 +86,7 @@
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// Begin BS12 momentum-transfer code.
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if(speed > 20)
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if(speed >= 20)
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var/obj/item/weapon/W = O
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var/momentum = speed/2
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var/dir = get_dir(M,src)
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@@ -96,8 +96,14 @@
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if(near_wall(dir,2) && W.w_class >= 3 && W.sharp) //If they're close to a wall and the projectile is suitable.
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visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
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src.anchored = 1
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src.pinned += O
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if(!istype(src,/mob/living/carbon/human))
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O.loc = src
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src.embedded += O
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src.anchored = 1
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src.pinned += O
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else
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src.anchored = 1
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src.pinned += O
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/mob/living/proc/near_wall(var/direction,var/distance=1)
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@@ -96,7 +96,7 @@
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AdjustParalysis(-1)
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//Movement
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if(!client && !stop_automated_movement && wander)
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if(!client && !stop_automated_movement && wander && !anchored)
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if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
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turns_since_move++
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if(turns_since_move >= turns_per_move)
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@@ -8,7 +8,7 @@
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icon_living = "armalis"
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maxHealth = 500
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health = 500
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response_harm = "flails ineffectually at the"
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response_harm = "slashes at the"
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harm_intent_damage = 0
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melee_damage_lower = 30
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melee_damage_upper = 40
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@@ -17,6 +17,22 @@
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wall_smash = 1
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attack_sound = 'sound/weapons/bladeslice.ogg'
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status_flags = 0
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universal_speak = 1
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vox_talk_understand = 1
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var/armour = null
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var/amp = null
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var/quills = 3
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/mob/living/simple_animal/vox/armalis/Die()
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living_mob_list -= src
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dead_mob_list += src
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stat = DEAD
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visible_message("\red <B>[src] shudders violently and explodes!</B>","\red <B>You feel your body rupture!</B>")
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explosion(get_turf(loc), -1, -1, 3, 5)
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src.gib()
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return
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/mob/living/simple_animal/vox/armalis/attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(O.force)
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@@ -44,11 +60,102 @@
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set desc = "Fires a viciously pointed quill at a high speed."
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set category = "Alien"
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if(quills<=0)
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return
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src << "\red You launch a razor-sharp quill at [target]!"
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for(var/mob/O in oviewers())
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if ((O.client && !( O.blinded )))
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O << "\red [src] launches a razor-sharp quill at [target]!"
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var/obj/item/weapon/arrow/quill/Q = new(loc)
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Q.fingerprintslast = src
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Q.throw_at(target,10,15)
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Q.fingerprintslast = src.ckey
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Q.throw_at(target,10,20)
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quills--
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spawn(100)
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src << "\red You feel a fresh quill slide into place."
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quills++
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/mob/living/simple_animal/vox/armalis/verb/message_mob()
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set category = "Alien"
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set name = "Commune with creature"
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set desc = "Send a telepathic message to an unlucky recipient."
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var/list/targets = list()
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var/target = null
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var/text = null
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||||
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targets += getmobs() //Fill list, prompt user with list
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||||
target = input("Select a creature!", "Speak to creature", null, null) as null|anything in targets
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text = input("What would you like to say?", "Speak to creature", null, null)
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if (!target || !text)
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return
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||||
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||||
var/mob/M = targets[target]
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||||
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||||
if(istype(M, /mob/dead/observer) || M.stat == DEAD)
|
||||
src << "Not even the armalis can speak to the dead."
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return
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||||
M << "\blue Like lead slabs crashing into the ocean, alien thoughts drop into your mind: [text]"
|
||||
if(istype(M,/mob/living/carbon/human))
|
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var/mob/living/carbon/human/H = M
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if(H.dna.mutantrace == "vox")
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return
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H << "\red Your nose begins to bleed..."
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||||
H.drip(1)
|
||||
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||||
/mob/living/simple_animal/vox/armalis/verb/shriek()
|
||||
set category = "Alien"
|
||||
set name = "Shriek"
|
||||
set desc = "Give voice to a psychic shriek."
|
||||
|
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/mob/living/simple_animal/vox/armalis/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(istype(O,/obj/item/vox/armalis_armour))
|
||||
user.drop_item()
|
||||
armour = O
|
||||
speed = 1
|
||||
maxHealth += 200
|
||||
health += 200
|
||||
O.loc = src
|
||||
visible_message("\blue [src] is quickly outfitted in [O] by [user].","\blue You quickly outfit [src] in [O].")
|
||||
regenerate_icons()
|
||||
return
|
||||
if(istype(O,/obj/item/vox/armalis_amp))
|
||||
user.drop_item()
|
||||
amp = O
|
||||
O.loc = src
|
||||
visible_message("\blue [src] is quickly outfitted in [O] by [user].","\blue You quickly outfit [src] in [O].")
|
||||
regenerate_icons()
|
||||
return
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_animal/vox/armalis/regenerate_icons()
|
||||
|
||||
overlays = list()
|
||||
if(armour)
|
||||
var/icon/armour = image('icons/mob/vox.dmi',"armour")
|
||||
speed = 1
|
||||
overlays += armour
|
||||
if(amp)
|
||||
var/icon/amp = image('icons/mob/vox.dmi',"amplifier")
|
||||
overlays += amp
|
||||
return
|
||||
|
||||
/obj/item/vox/armalis_armour
|
||||
|
||||
name = "strange armour"
|
||||
desc = "Hulking reinforced armour for something huge."
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
icon_state = "armalis_armour"
|
||||
item_state = "armalis_armour"
|
||||
|
||||
/obj/item/vox/armalis_amp
|
||||
|
||||
name = "strange lenses"
|
||||
desc = "A series of metallic lenses and chains."
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
icon_state = "amp"
|
||||
item_state = "amp"
|
||||
@@ -596,8 +596,6 @@ var/list/slot_equipment_priority = list( \
|
||||
M.LAssailant = null
|
||||
else
|
||||
M.LAssailant = usr
|
||||
if (M.pinned.len)
|
||||
usr << "They're pinned, gtfo."
|
||||
return
|
||||
|
||||
if(pulling)
|
||||
@@ -895,3 +893,66 @@ note dizziness decrements automatically in the mob's Life() proc.
|
||||
|
||||
/mob/proc/flash_weak_pain()
|
||||
flick("weak_pain",pain)
|
||||
|
||||
mob/verb/yank_out_object()
|
||||
set category = "Object"
|
||||
set name = "Yank out object"
|
||||
set desc = "Remove an embedded item at the cost of bleeding and pain."
|
||||
set src in view(1)
|
||||
|
||||
if(!isliving(usr) || usr.next_move > world.time)
|
||||
return
|
||||
usr.next_move = world.time + 20
|
||||
|
||||
if(usr.stat == 1)
|
||||
usr << "You are unconcious and cannot do that!"
|
||||
return
|
||||
|
||||
if(usr.restrained())
|
||||
usr << "You are restrained and cannot do that!"
|
||||
return
|
||||
|
||||
var/mob/S = src
|
||||
var/mob/U = usr
|
||||
var/list/valid_objects = list()
|
||||
var/self = null
|
||||
|
||||
if(S == U)
|
||||
self = 1 // Removing object from yourself.
|
||||
|
||||
for(var/obj/item/weapon/W in embedded)
|
||||
if(W.w_class >= 2)
|
||||
valid_objects += W
|
||||
|
||||
if(!valid_objects.len)
|
||||
if(self)
|
||||
src << "You have nothing stuck in your body that is large enough to remove."
|
||||
else
|
||||
U << "[src] has nothing stuck in their wounds that is large enough to remove."
|
||||
return
|
||||
|
||||
var/obj/item/weapon/selection = input("What do you want to yank out?", "Embedded objects") in valid_objects
|
||||
|
||||
if(self)
|
||||
src << "<span class='warning'>You attempt to get a good grip on the [selection] in your body.</span>"
|
||||
else
|
||||
U << "<span class='warning'>You attempt to get a good grip on the [selection] in [S]'s body.</span>"
|
||||
|
||||
if(!do_after(U, 80))
|
||||
return
|
||||
if(!selection || !S || !U)
|
||||
return
|
||||
|
||||
if(self)
|
||||
visible_message("<span class='warning'><b>[src] rips [selection] out of their body.</b></span>","<span class='warning'><b>You rip [selection] out of your body.</b></span>")
|
||||
else
|
||||
visible_message("<span class='warning'><b>[usr] rips [selection] out of [src]'s body.</b></span>","<span class='warning'><b>[src] rips [selection] out of your body.</b></span>")
|
||||
|
||||
selection.loc = get_turf(src)
|
||||
|
||||
for(var/obj/item/weapon/O in pinned)
|
||||
if(O == selection)
|
||||
pinned -= O
|
||||
if(!pinned.len)
|
||||
anchored = 0
|
||||
return 1
|
||||
|
||||
@@ -86,6 +86,7 @@
|
||||
var/unacidable = 0
|
||||
var/small = 0
|
||||
var/list/pinned = list() //List of things pinning this creature to walls (see living_defense.dm)
|
||||
var/list/embedded = list() //Embedded items, since simple mobs don't have organs.
|
||||
|
||||
var/name_archive //For admin things like possession
|
||||
|
||||
|
||||
@@ -6,21 +6,21 @@
|
||||
icon_state = "bolt"
|
||||
item_state = "bolt"
|
||||
flags = FPRINT | TABLEPASS
|
||||
throwforce = 12
|
||||
throwforce = 8
|
||||
w_class = 3.0
|
||||
sharp = 1
|
||||
|
||||
/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart..
|
||||
/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
|
||||
return
|
||||
|
||||
/obj/item/weapon/arrow/quill
|
||||
|
||||
name = "vox quill"
|
||||
desc = "A wickedly barbed quill from some bizarre animal."
|
||||
icon = 'icons/mob/vox.dmi'
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "quill"
|
||||
item_state = "quill"
|
||||
throwforce = 15
|
||||
throwforce = 5
|
||||
|
||||
/obj/item/weapon/arrow/rod
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
icon_state = "metal-rod"
|
||||
|
||||
/obj/item/weapon/arrow/rod/removed(mob/user)
|
||||
if(throwforce == 20) // The rod has been superheated - we don't want it to be useable when removed from the bow.
|
||||
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
|
||||
user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
|
||||
var/obj/item/weapon/shard/shrapnel/S = new()
|
||||
S.loc = get_turf(src)
|
||||
@@ -75,7 +75,7 @@
|
||||
if(cell)
|
||||
if(cell.charge >= 500)
|
||||
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
arrow.throwforce = 20
|
||||
arrow.throwforce = 15
|
||||
arrow.icon_state = "metal-rod-superheated"
|
||||
cell.charge -= 500
|
||||
return
|
||||
@@ -89,7 +89,7 @@
|
||||
if(arrow)
|
||||
if(istype(arrow,/obj/item/weapon/arrow/rod) && cell.charge >= 500)
|
||||
user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
arrow.throwforce = 20
|
||||
arrow.throwforce = 15
|
||||
arrow.icon_state = "metal-rod-superheated"
|
||||
cell.charge -= 500
|
||||
else
|
||||
|
||||
|
Before Width: | Height: | Size: 4.1 KiB After Width: | Height: | Size: 2.6 KiB |
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 68 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 19 KiB |