Merge pull request #7581 from Baystation12/dev-freeze

Dev-freeze into dev
This commit is contained in:
Zuhayr
2014-12-30 18:53:20 +10:30
41 changed files with 349 additions and 268 deletions
+4 -5
View File
@@ -23,9 +23,8 @@
return 0
if(species_restricted && istype(M,/mob/living/carbon/human))
var/wearable = null
var/exclusive = null
var/wearable = null
var/mob/living/carbon/human/H = M
if("exclude" in species_restricted)
@@ -39,10 +38,9 @@
if(H.species.name in species_restricted)
wearable = 1
if(!wearable && (slot != 15 && slot != 16)) //Pockets.
M << "\red Your species cannot wear [src]."
if(!wearable && !(slot in list(slot_l_store, slot_r_store, slot_s_store)))
H << "<span class='danger'>Your species cannot wear [src].</span>"
return 0
return 1
/obj/item/clothing/proc/refit_for_species(var/target_species)
@@ -352,6 +350,7 @@ BLIND // can't see anything
permeability_coefficient = 0.50
slowdown = SHOES_SLOWDOWN
force = 2
species_restricted = list("exclude","Unathi","Tajara")
sprite_sheets = list("Vox" = 'icons/mob/species/vox/shoes.dmi')
+3
View File
@@ -3,6 +3,7 @@
name = "magboots"
icon_state = "magboots0"
species_restricted = null
force = 3
var/magpulse = 0
var/icon_base = "magboots"
icon_action_button = "action_blank"
@@ -13,12 +14,14 @@
flags &= ~NOSLIP
slowdown = SHOES_SLOWDOWN
magpulse = 0
force = 3
if(icon_base) icon_state = "[icon_base]0"
user << "You disable the mag-pulse traction system."
else
flags |= NOSLIP
slowdown = 2
magpulse = 1
force = 5
if(icon_base) icon_state = "[icon_base]1"
user << "You enable the mag-pulse traction system."
user.update_inv_shoes() //so our mob-overlays update
@@ -19,6 +19,7 @@
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
force = 3
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0.6
@@ -27,6 +28,7 @@
name = "combat boots"
desc = "When you REALLY want to turn up the heat"
icon_state = "swat"
force = 5
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP
siemens_coefficient = 0.6
@@ -65,6 +67,7 @@
item_state = "clown_shoes"
slowdown = SHOES_SLOWDOWN+1
item_color = "clown"
force = 0
var/footstep = 1 //used for squeeks whilst walking
species_restricted = null
@@ -74,6 +77,7 @@
icon_state = "jackboots"
item_state = "jackboots"
item_color = "hosred"
force = 3
siemens_coefficient = 0.7
/obj/item/clothing/shoes/cult
@@ -82,6 +86,7 @@
icon_state = "cult"
item_state = "cult"
item_color = "cult"
force = 2
siemens_coefficient = 0.7
cold_protection = FEET
@@ -100,6 +105,7 @@
desc = "Fluffy!"
icon_state = "slippers"
item_state = "slippers"
force = 0
species_restricted = null
w_class = 2
@@ -108,6 +114,7 @@
desc = "Fluffy..."
icon_state = "slippers_worn"
item_state = "slippers_worn"
force = 0
w_class = 2
/obj/item/clothing/shoes/laceup
@@ -142,6 +142,7 @@
toggleable = 1
use_power_cost = 50
active_power_cost = 5
passive_power_cost = 0
gun_type = /obj/item/weapon/gun/energy/crossbow/ninja
@@ -152,7 +153,7 @@
deactivate()
return 0
..()
return ..()
/obj/item/rig_module/mounted/energy_blade/activate()
@@ -172,14 +172,14 @@
engage()
/obj/item/rig_module/self_destruct/engage()
explosion(get_turf(src), 0, 0, 3, 4)
explosion(get_turf(src), 1, 2, 4, 5)
if(holder && holder.wearer)
holder.wearer.drop_from_inventory(src)
del(holder)
del(src)
/obj/item/rig_module/self_destruct/small/engage()
explosion(get_turf(src), 0, 0, 1, 2)
explosion(get_turf(src), 0, 0, 3, 4)
if(holder && holder.wearer)
holder.wearer.drop_from_inventory(src)
del(holder)
@@ -22,6 +22,7 @@
max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.1
permeability_coefficient = 0.1
unacidable = 1
var/interface_path = "hardsuit.tmpl"
var/ai_interface_path = "hardsuit.tmpl"
@@ -141,6 +142,7 @@
piece.max_heat_protection_temperature = max_heat_protection_temperature
piece.siemens_coefficient = siemens_coefficient
piece.permeability_coefficient = permeability_coefficient
piece.unacidable = unacidable
update_icon(1)
@@ -117,7 +117,10 @@
user << "There is not tank to remove."
return
user.put_in_hands(air_supply)
if(user.r_hand && user.l_hand)
air_supply.loc = get_turf(user)
else
user.put_in_hands(air_supply)
user << "You detach and remove \the [air_supply]."
air_supply = null
return
@@ -146,7 +149,10 @@
user << "You detatch \the [cell] from \the [src]'s battery mount."
for(var/obj/item/rig_module/module in installed_modules)
module.deactivate()
cell.loc = user.put_in_hands(cell)
if(user.r_hand && user.l_hand)
cell.loc = get_turf(user)
else
cell.loc = user.put_in_hands(cell)
cell = null
else
user << "There is nothing loaded in that mount."
+8 -6
View File
@@ -61,7 +61,9 @@
var/ending = copytext(scrambled_text, length(scrambled_text))
if(ending == ".")
scrambled_text = copytext(scrambled_text,1,length(scrambled_text)-1)
scrambled_text += copytext(input, length(input))
var/input_ending = copytext(input, input_size)
if(input_ending in list("!","?","."))
scrambled_text += input_ending
return scrambled_text
/datum/language/proc/format_message(message, verb)
@@ -251,11 +253,11 @@
space_chance = 100
syllables = list("lorem", "ipsum", "dolor", "sit", "amet", "consectetur", "adipiscing", "elit",
"sed", "do", "eiusmod", "tempor", "incididunt", "ut", "labore", "et", "dolore",
"magna", "aliqua", "ut", "enim", "ad", "minim", "veniam", "quis", "nostrud",
"exercitation", "ullamco", "laboris", "nisi", "ut", "aliquip", "ex", "ea", "commodo",
"consequat", "duis", "aute", "irure", "dolor", "in", "reprehenderit", "in",
"voluptate", "velit", "esse", "cillum", "dolore", "eu", "fugiat", "nulla",
"pariatur", "excepteur", "sint", "occaecat", "cupidatat", "non", "proident", "sunt",
"magna", "aliqua", "ut", "enim", "ad", "minim", "veniam", "quis", "nostrud",
"exercitation", "ullamco", "laboris", "nisi", "ut", "aliquip", "ex", "ea", "commodo",
"consequat", "duis", "aute", "irure", "dolor", "in", "reprehenderit", "in",
"voluptate", "velit", "esse", "cillum", "dolore", "eu", "fugiat", "nulla",
"pariatur", "excepteur", "sint", "occaecat", "cupidatat", "non", "proident", "sunt",
"in", "culpa", "qui", "officia", "deserunt", "mollit", "anim", "id", "est", "laborum")
/datum/language/gutter
+2 -3
View File
@@ -90,9 +90,8 @@
return 0
src.apply_damage(shock_damage, BURN, def_zone, used_weapon="Electrocution")
playsound(loc, "sparks", 50, 1, -1)
if (shock_damage > 10)
if (shock_damage > 15)
src.visible_message(
"\red [src] was shocked by the [source]!", \
"\red <B>You feel a powerful shock course through your body!</B>", \
@@ -200,7 +199,7 @@
if (istype(src,/mob/living/carbon/human) && src:w_uniform)
var/mob/living/carbon/human/H = src
H.w_uniform.add_fingerprint(M)
if(player_logged)
M.visible_message("<span class='notice'>[M] shakes [src] trying to wake [t_him] up!</span>", \
"<span class='notice'>You shake [src], but they do not respond... Maybe they have S.S.D?</span>")
@@ -84,7 +84,7 @@
/mob/living/carbon/human/proc/Drain()
ChangeToHusk()
//mutations |= NOCLONE
mutations |= HUSK
return
/mob/living/carbon/human/proc/ChangeToSkeleton()
@@ -184,7 +184,7 @@
return 0
var/real_damage = rand_damage
real_damage += attack.damage // Adding species attack base damage
real_damage += attack.get_unarmed_damage(H)
real_damage *= damage_multiplier
rand_damage *= damage_multiplier
if(HULK in H.mutations)
@@ -77,8 +77,8 @@ emp_act
if (affected.status & ORGAN_ROBOT)
emote("me", 1, "drops what they were holding, their [affected.display_name] malfunctioning!")
else
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [affected.display_name]!")
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
emote("me", 1, "[(species && species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [affected.display_name]!")
..(stun_amount, agony_amount, def_zone)
@@ -107,7 +107,7 @@ emp_act
if (!def_zone)
return 1.0
var/siemens_coefficient = 1.0
var/siemens_coefficient = species.siemens_coefficient
var/list/clothing_items = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
for(var/obj/item/clothing/C in clothing_items)
@@ -282,7 +282,7 @@ emp_act
forcesay(hit_appends) //forcesay checks stat already
//Melee weapon embedded object code.
if (I.damtype == BRUTE && !I.is_robot_module())
if (I && I.damtype == BRUTE && !I.is_robot_module())
var/damage = I.force
if (armor)
damage /= armor+1
@@ -98,7 +98,7 @@
T.Weaken(5)
//Only official cool kids get the grab and no self-prone.
if(src.mind && !src.mind.special_role)
if(!(src.mind && src.mind.special_role))
src.Weaken(5)
return
+7 -5
View File
@@ -280,6 +280,7 @@
radiation -= rads
nutrition += rads
adjustBruteLoss(-(rads))
adjustFireLoss(-(rads))
adjustOxyLoss(-(rads))
adjustToxLoss(-(rads))
updatehealth()
@@ -949,10 +950,11 @@
traumatic_shock -= light_amount
if(species.flags & IS_PLANT)
if(nutrition > 500)
nutrition = 500
if(nutrition > 450)
nutrition = 450
if(light_amount >= 3) //if there's enough light, heal
adjustBruteLoss(-(light_amount))
adjustBruteLoss(-(round(light_amount/2)))
adjustFireLoss(-(round(light_amount/2)))
adjustToxLoss(-(light_amount))
adjustOxyLoss(-(light_amount))
//TODO: heal wounds, heal broken limbs.
@@ -995,7 +997,7 @@
proc/handle_regular_status_updates()
if(status_flags & GODMODE) return 0
//SSD check, if a logged player is awake put them back to sleep!
if(player_logged && sleeping < 2)
sleeping = 2
@@ -1055,7 +1057,7 @@
adjustHalLoss(-3)
if (mind)
//Are they SSD? If so we'll keep them asleep but work off some of that sleep var in case of stoxin or similar.
if(player_logged)
if(player_logged)
sleeping = max(sleeping-1, 2)
else
sleeping = max(sleeping-1, 0)
@@ -10,6 +10,7 @@
light_dam = 2
darksight = 8
has_organ = list()
siemens_coefficient = 0
blood_color = "#CCCCCC"
flesh_color = "#AAAAAA"
@@ -28,7 +28,7 @@
breath_type = "nitrogen"
poison_type = "oxygen"
insulated = 1
siemens_coefficient = 0.2
flags = IS_WHITELISTED | NO_SCAN | HAS_EYE_COLOR
@@ -72,7 +72,7 @@
// Body/form vars.
var/list/inherent_verbs // Species-specific verbs.
var/has_fine_manipulation = 1 // Can use small items.
var/insulated // Immune to electrocution and glass shards to the feet.
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
@@ -1,87 +1,3 @@
//Species unarmed attacks
/datum/unarmed_attack
var/attack_verb = list("attack") // Empty hand hurt intent verb.
var/attack_noun = list("fist")
var/damage = 0 // Extra empty hand attack damage.
var/attack_sound = "punch"
var/miss_sound = 'sound/weapons/punchmiss.ogg'
var/shredding = 0 // Calls the old attack_alien() behavior on objects/mobs when on harm intent.
var/sharp = 0
var/edge = 0
/datum/unarmed_attack/proc/is_usable(var/mob/living/carbon/human/user)
if(user.restrained())
return 0
// Check if they have a functioning hand.
var/datum/organ/external/E = user.organs_by_name["l_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
var/stun_chance = rand(0, 100)
if(attack_damage >= 5 && armour < 2 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
switch(zone) // strong punches can have effects depending on where they hit
if("head", "mouth", "eyes")
// Induce blurriness
target.visible_message("<span class='danger'>[target] looks dazed.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
if("l_arm", "l_hand")
if (target.l_hand)
// Disarm left hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.l_hand][pick("", " with a scream")]!</span>")
target.drop_l_hand()
if("r_arm", "r_hand")
if (target.r_hand)
// Disarm right hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.r_hand][pick("", " with a scream")]!</span>")
target.drop_r_hand()
if("chest")
if(!target.lying)
var/turf/T = get_step(get_turf(target), get_dir(get_turf(user), get_turf(target)))
if(!T.density)
step(target, get_dir(get_turf(user), get_turf(target)))
target.visible_message("<span class='danger'>[pick("[target] was sent flying backward!", "[target] staggers back from the impact!")]</span>")
else
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
if(prob(50))
target.set_dir(reverse_dir[target.dir])
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
if("groin")
target.visible_message("<span class='warning'>[target] looks like \he is in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>")
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
if("l_leg", "l_foot", "r_leg", "r_foot")
if(!target.lying)
target.visible_message("<span class='warning'>[src] gives way slightly.</span>")
target.apply_effect(attack_damage*3, AGONY, armour)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armour < 2) // Chance to get the usual throwdown as well (25% standard chance)
if(!target.lying)
target.visible_message("<span class='danger'>[target] [pick("slumps", "falls", "drops")] down to the ground!</span>")
else
target.visible_message("<span class='danger'>[target] has been weakened!</span>")
target.apply_effect(3, WEAKEN, armour)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
user.visible_message("<span class='warning'>[user] [pick(attack_verb)] [target] in the [affecting.display_name]!</span>")
playsound(user.loc, attack_sound, 25, 1, -1)
/datum/unarmed_attack/bite
attack_verb = list("bit")
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 0
sharp = 0
edge = 0
/datum/unarmed_attack/bite/sharp //eye teeth
attack_verb = list("bit", "chomped on")
attack_sound = 'sound/weapons/bite.ogg'
@@ -90,120 +6,6 @@
sharp = 1
edge = 1
/datum/unarmed_attack/bite/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (user.wear_mask && istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
return 0
if (user == target && (zone == "head" || zone == "eyes" || zone == "mouth"))
return 0
return 1
/datum/unarmed_attack/punch
attack_verb = list("punched")
attack_noun = list("fist")
damage = 0
/datum/unarmed_attack/punch/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
attack_damage = Clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case.
if(target == user)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] \himself in the [organ]!</span>")
return 0
if(!target.lying)
switch(zone)
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>")
if(5) user.visible_message("<span class='danger'>[user] gave [target] a resounding slap to the face!</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_let", "l_foot", "r_foot")
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slammed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
else
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>")
/datum/unarmed_attack/kick
attack_verb = list("kicked", "kneed")
attack_noun = list("kick")
attack_sound = "swing_hit"
damage = 1
/datum/unarmed_attack/kick/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (target.legcuffed)
return 0
if(!(zone in list("l_leg", "r_leg", "l_foot", "r_foot", "groin")))
return 0
var/datum/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/kick/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
attack_damage = Clamp(attack_damage, 1, 5)
switch(zone)
if("groin", "l_leg", "r_leg")
// -- LOWER BODY -- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] gave [target] a light [pick(attack_noun)] to the [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] landed a strong [pick(attack_noun)] against [target]'s [organ]!</span>")
if("l_foot", "r_foot")
// ----- FEET ----- //
switch(attack_damage)
if(1 to 4) user.visible_message("<span class='danger'>[user] kicked [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] stomped down hard on [target]'s [organ]!</span>")
/datum/unarmed_attack/stomp
attack_verb = null
attack_noun = list("kick")
attack_sound = "swing_hit"
damage = 3
/datum/unarmed_attack/stomp/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (target.legcuffed)
return 0
if (target.lying && !user.lying)
var/datum/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/stomp/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 3)
user.visible_message("<span class='danger'>[user] [pick("gave a kick against", "kicked against", "stomped down on", "slammed their foot into")] [target]'s [organ]!</span>")
if(4 to 5)
user.visible_message("<span class='danger'>[user] [pick("landed a strong kick against", "kicked against", "stomped down hard on", "rammed their foot into")] [target]'s [organ]!</span>")
/datum/unarmed_attack/diona
attack_verb = list("lashed", "bludgeoned")
attack_noun = list("tendril")
@@ -6,7 +6,7 @@
var/has_pressure = 1 // Draw the pressure indicator.
var/has_nutrition = 1 // Draw the nutrition indicator.
var/has_bodytemp = 1 // Draw the bodytemp indicator.
var/has_hands = 1 // Set to draw shand.
var/has_hands = 1 // Set to draw hands.
var/has_drop = 1 // Set to draw drop button.
var/has_throw = 1 // Set to draw throw button.
var/has_resist = 1 // Set to draw resist button.
@@ -18,8 +18,8 @@
// unless you know exactly what it does.
var/list/gear = list(
"i_clothing" = list("loc" = ui_iclothing, "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
"o_clothing" = list("loc" = ui_oclothing, "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
"mask" = list("loc" = ui_mask, "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
"o_clothing" = list("loc" = ui_oclothing, "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
"mask" = list("loc" = ui_mask, "slot" = slot_wear_mask, "state" = "equip", "toggle" = 1, "dir" = NORTH),
"gloves" = list("loc" = ui_gloves, "slot" = slot_gloves, "state" = "gloves", "toggle" = 1),
"eyes" = list("loc" = ui_glasses, "slot" = slot_glasses, "state" = "glasses","toggle" = 1),
"l_ear" = list("loc" = ui_l_ear, "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
@@ -51,3 +51,18 @@
equip_slots |= slot_tie
equip_slots |= slot_legcuffed
/datum/hud_data/diona
has_internals = 0
gear = list(
"i_clothing" = list("loc" = ui_iclothing, "slot" = slot_w_uniform, "state" = "center", "toggle" = 1, "dir" = SOUTH),
"o_clothing" = list("loc" = ui_shoes, "slot" = slot_wear_suit, "state" = "equip", "toggle" = 1, "dir" = SOUTH),
"l_ear" = list("loc" = ui_gloves, "slot" = slot_l_ear, "state" = "ears", "toggle" = 1),
"head" = list("loc" = ui_oclothing, "slot" = slot_head, "state" = "hair", "toggle" = 1),
"suit storage" = list("loc" = ui_sstore1, "slot" = slot_s_store, "state" = "belt", "dir" = 8),
"back" = list("loc" = ui_back, "slot" = slot_back, "state" = "back", "dir" = NORTH),
"id" = list("loc" = ui_id, "slot" = slot_wear_id, "state" = "id", "dir" = NORTH),
"storage1" = list("loc" = ui_storage1, "slot" = slot_l_store, "state" = "pocket"),
"storage2" = list("loc" = ui_storage2, "slot" = slot_r_store, "state" = "pocket"),
"belt" = list("loc" = ui_belt, "slot" = slot_belt, "state" = "belt")
)
@@ -8,6 +8,7 @@
language = "Sol Common" //todo?
unarmed_types = list(/datum/unarmed_attack/stomp, /datum/unarmed_attack/kick, /datum/unarmed_attack/punch)
flags = IS_RESTRICTED | NO_BREATHE | NO_PAIN | NO_BLOOD | IS_SYNTHETIC | NO_SCAN | NO_POISON
siemens_coefficient = 0
breath_type = null
poison_type = null
@@ -8,17 +8,23 @@
language = "Sol Common" //todo?
unarmed_types = list(/datum/unarmed_attack/slime_glomp)
flags = IS_RESTRICTED | NO_BLOOD | NO_SCAN | NO_SLIP | NO_BREATHE
siemens_coefficient = 3
darksight = 3
blood_color = "#05FF9B"
flesh_color = "#05FFFB"
remains_type = /obj/effect/decal/cleanable/ash
death_message = "rapidly loses cohesion, splattering across the ground..."
has_organ = list(
"brain" = /datum/organ/internal/brain/slime
)
inherent_verbs = list(
)
breath_type = null
poison_type = null
poison_type = null
/datum/species/slime/handle_death(var/mob/living/carbon/human/H)
spawn(1)
if(H)
H.gib()
@@ -107,6 +107,9 @@
primitive = /mob/living/carbon/alien/diona
slowdown = 7
rarity_value = 3
hud_type = /datum/hud_data/diona
siemens_coefficient = 0.3
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
@@ -10,7 +10,7 @@
rarity_value = 3
has_fine_manipulation = 0
insulated = 1
siemens_coefficient = 0
gluttonous = 2
eyes = "blank_eyes"
@@ -0,0 +1,204 @@
//Species unarmed attacks
/datum/unarmed_attack
var/attack_verb = list("attack") // Empty hand hurt intent verb.
var/attack_noun = list("fist")
var/damage = 0 // Extra empty hand attack damage.
var/attack_sound = "punch"
var/miss_sound = 'sound/weapons/punchmiss.ogg'
var/shredding = 0 // Calls the old attack_alien() behavior on objects/mobs when on harm intent.
var/sharp = 0
var/edge = 0
/datum/unarmed_attack/proc/is_usable(var/mob/living/carbon/human/user)
if(user.restrained())
return 0
// Check if they have a functioning hand.
var/datum/organ/external/E = user.organs_by_name["l_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/proc/get_unarmed_damage()
return damage
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
var/stun_chance = rand(0, 100)
if(attack_damage >= 5 && armour < 2 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
switch(zone) // strong punches can have effects depending on where they hit
if("head", "mouth", "eyes")
// Induce blurriness
target.visible_message("<span class='danger'>[target] looks dazed.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
if("l_arm", "l_hand")
if (target.l_hand)
// Disarm left hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.l_hand][pick("", " with a scream")]!</span>")
target.drop_l_hand()
if("r_arm", "r_hand")
if (target.r_hand)
// Disarm right hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.r_hand][pick("", " with a scream")]!</span>")
target.drop_r_hand()
if("chest")
if(!target.lying)
var/turf/T = get_step(get_turf(target), get_dir(get_turf(user), get_turf(target)))
if(!T.density)
step(target, get_dir(get_turf(user), get_turf(target)))
target.visible_message("<span class='danger'>[pick("[target] was sent flying backward!", "[target] staggers back from the impact!")]</span>")
else
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
if(prob(50))
target.set_dir(reverse_dir[target.dir])
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
if("groin")
target.visible_message("<span class='warning'>[target] looks like \he is in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>")
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
if("l_leg", "l_foot", "r_leg", "r_foot")
if(!target.lying)
target.visible_message("<span class='warning'>[src] gives way slightly.</span>")
target.apply_effect(attack_damage*3, AGONY, armour)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage * 5 >= 100) && armour < 2) // Chance to get the usual throwdown as well (25% standard chance)
if(!target.lying)
target.visible_message("<span class='danger'>[target] [pick("slumps", "falls", "drops")] down to the ground!</span>")
else
target.visible_message("<span class='danger'>[target] has been weakened!</span>")
target.apply_effect(3, WEAKEN, armour)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
user.visible_message("<span class='warning'>[user] [pick(attack_verb)] [target] in the [affecting.display_name]!</span>")
playsound(user.loc, attack_sound, 25, 1, -1)
/datum/unarmed_attack/bite
attack_verb = list("bit")
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 0
sharp = 0
edge = 0
/datum/unarmed_attack/bite/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (user.wear_mask && istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
return 0
if (user == target && (zone == "head" || zone == "eyes" || zone == "mouth"))
return 0
return 1
/datum/unarmed_attack/punch
attack_verb = list("punched")
attack_noun = list("fist")
damage = 0
/datum/unarmed_attack/punch/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
attack_damage = Clamp(attack_damage, 1, 5) // We expect damage input of 1 to 5 for this proc. But we leave this check juuust in case.
if(target == user)
user.visible_message("<span class='danger'>[user] [pick(attack_verb)] \himself in the [organ]!</span>")
return 0
if(!target.lying)
switch(zone)
if("head", "mouth", "eyes")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target] across \his cheek!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] struck [target] in the head[pick("", " with a closed fist")]!</span>")
if(5) user.visible_message("<span class='danger'>[user] gave [target] a resounding slap to the face!</span>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_let", "l_foot", "r_foot")
// ----- BODY ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] slapped [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] slammed \his [pick(attack_noun)] into [target]'s [organ]!</span>")
else
user.visible_message("<span class='danger'>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</span>")
/datum/unarmed_attack/kick
attack_verb = list("kicked", "kneed")
attack_noun = list("kick", "knee strike")
attack_sound = "swing_hit"
damage = 0
/datum/unarmed_attack/kick/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (user.legcuffed)
return 0
if(!(zone in list("l_leg", "r_leg", "l_foot", "r_foot", "groin")))
return 0
var/datum/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/kick/get_unarmed_damage(var/mob/living/carbon/human/user)
var/obj/item/clothing/shoes = user.shoes
if(!istype(shoes))
return damage
return damage + (shoes ? shoes.force : 0)
/datum/unarmed_attack/kick/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] gave [target] a light [pick(attack_noun)] to the [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [target] in \his [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[user] landed a strong [pick(attack_noun)] against [target]'s [organ]!</span>")
/datum/unarmed_attack/stomp
attack_verb = null
attack_noun = list("kick")
attack_sound = "swing_hit"
damage = 0
/datum/unarmed_attack/stomp/is_usable(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone)
if (user.legcuffed)
return 0
if (!user.lying && (target.lying || zone in list("l_foot", "r_foot")))
if(target.grabbed_by == user && target.lying)
return 0
var/datum/organ/external/E = user.organs_by_name["l_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_foot"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/stomp/get_unarmed_damage(var/mob/living/carbon/human/user)
var/obj/item/clothing/shoes = user.shoes
return damage + (shoes ? shoes.force : 0)
/datum/unarmed_attack/stomp/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
var/obj/item/clothing/shoes = user.shoes
attack_damage = Clamp(attack_damage, 1, 5)
switch(attack_damage)
if(1 to 2) user.visible_message("<span class='danger'>[user] [pick("clomped on", "treaded on")] [target]'s [organ]!</span>")
if(3 to 4) user.visible_message("<span class='danger'>[pick("[user] stomped down on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down onto")] [target]'s [organ]!</span>")
if(5) user.visible_message("<span class='danger'>[pick("[user] landed a devastating stomp on", "[user] stomped down hard on", "[user] slammed \his [shoes ? copytext(shoes.name, 1, -1) : "foot"] down hard onto")] [target]'s [organ]!</span>")
@@ -388,9 +388,6 @@ proc/get_damage_icon_part(damage_state, body_part)
//tail
update_tail_showing(0)
//HAIR OVERLAY
/mob/living/carbon/human/proc/update_hair(var/update_icons=1)
//Reset our hair
@@ -411,7 +408,7 @@ proc/get_damage_icon_part(damage_state, body_part)
if(f_style)
var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
if(facial_hair_style && facial_hair_style.species_allowed && src.species.name in facial_hair_style.species_allowed)
if(facial_hair_style && facial_hair_style.species_allowed && (src.species.name in facial_hair_style.species_allowed))
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
if(facial_hair_style.do_colouration)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
+2 -2
View File
@@ -829,8 +829,8 @@ Note that amputating the affected organ does in fact remove the infection from t
if(is_broken())
owner.u_equip(c_hand)
var/emote_scream = pick("screams in pain and", "lets out a sharp cry and", "cries out and")
owner.emote("me", 1, "[(owner.species && owner.species.flags & NO_PAIN) ? "" : emote_scream ] drops what they were holding in their [hand_name]!")
var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ")
owner.emote("me", 1, "[(owner.species && owner.species.flags & NO_PAIN) ? "" : emote_scream ]drops what they were holding in their [hand_name]!")
if(is_malfunctioning())
owner.u_equip(c_hand)
owner.emote("me", 1, "drops what they were holding, their [hand_name] malfunctioning!")
+2 -1
View File
@@ -301,10 +301,11 @@
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
if(H.species.siemens_coefficient == 0)
return
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
var/area/source_area
if(istype(power_source,/area))
source_area = power_source
@@ -91,7 +91,6 @@
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
return 0
+1 -1
View File
@@ -1594,7 +1594,7 @@ datum
id = "phoron"
description = "Phoron in its liquid form."
reagent_state = LIQUID
color = "#E71B00" // rgb: 231, 27, 0
color = "#9D14DB"
toxpwr = 3
on_mob_life(var/mob/living/M as mob)