Unlucky Trait changes & additions (#19515)

* Unlucky stuff

* stone_grind

* Wall vendors stay

* For good measure

* Real flatten
This commit is contained in:
Guti
2026-06-09 22:44:35 +02:00
committed by GitHub
parent d8b728f978
commit 43760c792a
5 changed files with 76 additions and 12 deletions
+15 -8
View File
@@ -163,6 +163,8 @@
return
if(vorish)
if(living_guy.stat >= DEAD) // Make sure they're alive, else it might end up with insta-digestion
return
for(var/mob/living/living_mob in the_turf)
if(living_mob == our_guy || (living_mob.vore_selected == living_guy.vore_selected))
continue //Don't do anything to ourselves.
@@ -212,18 +214,23 @@
to_chat(living_guy, span_warning("[evil_light] glows ominously...")) // ominously
evil_light.visible_message(span_boldwarning("[evil_light] suddenly flares brightly and sparks!"))
//evil_light.broken(skip_sound_and_sparks = FALSE) //Let's not break it actually.
evil_light.broken(skip_sound_and_sparks = FALSE) // LET'S BREAK IT ACTUALLY
evil_light.Beam(living_guy, icon_state = "lightning[rand(1,12)]", time = 0.5 SECONDS)
living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, stun = TRUE) //Stun is binary and scales on damage..Lame.
living_guy.emote("scream")
if(living_guy.electrocute_act(35 * (damage_mod * 0.5), evil_light, stun = TRUE)) //Stun is binary and scales on damage..Lame.)
living_guy.emote("scream")
consume_omen()
return
for(var/obj/machinery/vending/darth_vendor in the_turf)
if(darth_vendor.stat & (BROKEN|NOPOWER))
continue
darth_vendor.visible_message(span_warning("[darth_vendor] suddenly clunks and the delivery chute raises up!"))
darth_vendor.throw_item(living_guy)
if(prob(50))
if(darth_vendor.stat & (BROKEN|NOPOWER))
continue
darth_vendor.visible_message(span_warning("[darth_vendor] suddenly clunks and the delivery chute raises up!"))
darth_vendor.throw_item(living_guy)
else
if(darth_vendor.tilted || !darth_vendor.density)
continue
darth_vendor.crush_under(living_guy)
consume_omen()
return
@@ -279,7 +286,7 @@
for(var/obj/structure/table/evil_table in the_turf)
if(!evil_table.material) //We only want tables, not just table frames.
continue
if(!prob(10)) //Reduce the chance further, due to the number of tables that are passed in normal play.
if(prob(90)) //Reduce the chance further, due to the number of tables that are passed in normal play.
continue
living_guy.visible_message(span_danger("[living_guy] stubs [living_guy.p_their()] toe on [evil_table]!"), span_bolddanger("You stub your toe on [evil_table]!"))
living_guy.apply_damage(2 * damage_mod, BRUTE, pick(BP_L_FOOT, BP_R_FOOT), used_weapon = "blunt force trauma")