Merge pull request #4821 from VOREStation/pol-sa-attacktext

Allow simple_animal to have more than one attack verb
This commit is contained in:
Anewbe
2018-02-15 20:55:41 -06:00
committed by GitHub
24 changed files with 40 additions and 40 deletions
@@ -25,7 +25,7 @@
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
a_intent = I_HURT
@@ -16,7 +16,7 @@
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "chomped"
attacktext = list("chomped")
attack_sound = 'sound/weapons/bite.ogg'
speak_emote = list("gibbers")
@@ -20,7 +20,7 @@
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "gripped"
attacktext = list("gripped")
attack_sound = 'sound/hallucinations/growl1.ogg'
min_oxy = 0
@@ -20,7 +20,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "clawed"
attacktext = list("clawed")
projectilesound = 'sound/weapons/Gunshot.ogg'
projectiletype = /obj/item/projectile/bullet/hivebot
@@ -24,7 +24,7 @@
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 12
attacktext = "attacked"
attacktext = list("attacked")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0
@@ -55,7 +55,7 @@
// Aggro when you try to open them. Will also pickup loot when spawns and drop it when dies.
/mob/living/simple_animal/hostile/mimic/crate
attacktext = "bitten"
attacktext = list("bitten")
stop_automated_movement = 1
wander = 0
@@ -20,7 +20,7 @@
melee_damage_lower = 5
melee_damage_upper = 15
attacktext = "drained the life from"
attacktext = list("drained the life from")
minbodytemp = 0
maxbodytemp = 4000
@@ -24,7 +24,7 @@
melee_damage_upper = 3
environment_smash = 1
attacktext = "bites"
attacktext = list("bites")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0
@@ -21,7 +21,7 @@
harm_intent_damage = 8
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "bitten"
attacktext = list("bitten")
attack_sound = 'sound/weapons/bite.ogg'
//Space carp aren't affected by atmos.
@@ -19,7 +19,7 @@
melee_damage_lower = 1
melee_damage_upper = 5
attacktext = "kicked"
attacktext = list("kicked")
speak_chance = 1
speak = list("EHEHEHEHEH","eh?")
@@ -98,7 +98,7 @@
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
speak_chance = 1
speak = list("moo?","moo","MOOOOOO")
@@ -168,7 +168,7 @@
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
has_langs = list("Bird")
speak_chance = 2
@@ -216,7 +216,7 @@ var/global/chicken_count = 0
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "kicks"
attacktext = "kicked"
attacktext = list("kicked")
has_langs = list("Bird")
speak_chance = 2
@@ -21,7 +21,7 @@
harm_intent_damage = 5
melee_damage_lower = 5 //they're meant to be annoying, not threatening.
melee_damage_upper = 5 //unless there's like a dozen of them, then you're screwed.
attacktext = "pecked"
attacktext = list("pecked")
attack_sound = 'sound/weapons/bite.ogg'
//SPACE geese aren't affected by atmos.
@@ -15,7 +15,7 @@
response_disarm = "shoos"
response_harm = "stomps on"
attacktext = "bitten"
attacktext = list("bitten")
melee_damage_lower = 1
melee_damage_upper = 2
@@ -18,7 +18,7 @@
harm_intent_damage = 5
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "pecked"
attacktext = list("pecked")
has_langs = list("Bird")
speak_chance = 0
@@ -21,7 +21,7 @@
melee_damage_lower = 1
melee_damage_upper = 3
attacktext = "shocked"
attacktext = list("shocked")
min_oxy = 0
max_tox = 0
@@ -18,6 +18,6 @@
harm_intent_damage = 5
melee_damage_upper = 15
melee_damage_lower = 10
attacktext = "mauled"
attacktext = list("mauled")
meat_type = /obj/item/weapon/reagent_containers/food/snacks/tomatomeat
@@ -22,7 +22,7 @@
harm_intent_damage = 5
melee_damage_lower = 8
melee_damage_upper = 12
attacktext = "bitten"
attacktext = list("bitten")
attack_sound = 'sound/weapons/bite.ogg'
min_oxy = 0
@@ -56,7 +56,7 @@
melee_damage_lower = 10
melee_damage_upper = 15
attacktext = "bitten"
attacktext = list("bitten")
animate_movement = SLIDE_STEPS
@@ -16,7 +16,7 @@
a_intent = I_HURT
stop_automated_movement = 1
status_flags = CANPUSH
attacktext = "nipped"
attacktext = list("nipped")
friendly = "prods"
wander = 0
pass_flags = PASSTABLE
@@ -101,7 +101,7 @@
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashed their armoured gauntlet into"
attacktext = list("smashed their armoured gauntlet into")
mob_size = MOB_HUGE
speed = 3
environment_smash = 2
@@ -153,7 +153,7 @@
health = 75
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
speed = -1
environment_smash = 1
see_in_dark = 7
@@ -178,7 +178,7 @@
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
attacktext = "rammed"
attacktext = list("rammed")
speed = 0
environment_smash = 1
attack_sound = 'sound/weapons/rapidslice.ogg'
@@ -207,7 +207,7 @@
harm_intent_damage = 0
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = "brutally crushed"
attacktext = list("brutally crushed")
speed = 5
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
@@ -231,7 +231,7 @@
health = 150
melee_damage_lower = 25
melee_damage_upper = 25
attacktext = "violently stabbed"
attacktext = list("violently stabbed")
speed = -1
environment_smash = 1
see_in_dark = 7
@@ -26,7 +26,7 @@
harm_intent_damage = 8
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "attacked"
attacktext = list("attacked")
attack_sound = 'sound/items/bikehorn.ogg'
min_oxy = 5
@@ -28,7 +28,7 @@
harm_intent_damage = 0
melee_damage_lower = 35
melee_damage_upper = 35
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
min_oxy = 0
@@ -28,7 +28,7 @@
harm_intent_damage = 5
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "slashed"
attacktext = list("slashed")
attack_sound = 'sound/weapons/bladeslice.ogg'
min_oxy = 5
@@ -30,7 +30,7 @@
harm_intent_damage = 5
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "punched"
attacktext = list("punched")
min_oxy = 5
max_oxy = 0
@@ -31,7 +31,7 @@
melee_damage_lower = 10
melee_damage_upper = 15
environment_smash = 1
attacktext = "punched"
attacktext = list("punched")
min_oxy = 5
max_oxy = 0
@@ -75,7 +75,7 @@
melee_damage_lower = 20
melee_damage_upper = 25
attacktext = "slashed"
attacktext = list("slashed")
status_flags = 0
@@ -178,7 +178,7 @@
melee_damage_lower = 15
melee_damage_upper = 15
attack_sound = 'sound/weapons/bladeslice.ogg'
attacktext = "cut"
attacktext = list("cut")
min_oxy = 0
max_oxy = 0
@@ -104,8 +104,8 @@
//Mob melee settings
var/melee_damage_lower = 2 // Lower bound of randomized melee damage
var/melee_damage_upper = 6 // Upper bound of randomized melee damage
var/attacktext = "attacked" // "You are [attacktext] by the mob!"
var/friendly = "nuzzles" // What mobs do to people when they aren't really hostile
var/list/attacktext = list("attacked") // "You are [attacktext] by the mob!"
var/list/friendly = list("nuzzles") // "The mob [friendly] the person."
var/attack_sound = null // Sound to play when I attack
var/environment_smash = 0 // How much environment damage do I do when I hit stuff?
var/melee_miss_chance = 15 // percent chance to miss a melee attack.
@@ -1213,7 +1213,7 @@
if(H.check_shields(damage = damage_to_do, damage_source = src, attacker = src, def_zone = null, attack_text = "the attack"))
return FALSE
A.attack_generic(src, damage_to_do, attacktext)
A.attack_generic(src, damage_to_do, pick(attacktext))
return TRUE
//The actual top-level ranged attack proc
@@ -1371,23 +1371,23 @@
for(var/obj/structure/window/obstacle in problem_turf)
if(obstacle.dir == reverse_dir[dir]) // So that windows get smashed in the right order
ai_log("DestroySurroundings() directional window hit",3)
obstacle.attack_generic(src, damage_to_do, attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
else if(obstacle.is_fulltile())
ai_log("DestroySurroundings() full tile window hit",3)
obstacle.attack_generic(src, damage_to_do, attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
var/obj/structure/obstacle = locate(/obj/structure, problem_turf)
if(istype(obstacle, /obj/structure/window) || istype(obstacle, /obj/structure/closet) || istype(obstacle, /obj/structure/table) || istype(obstacle, /obj/structure/grille))
ai_log("DestroySurroundings() generic structure hit [obstacle]",3)
obstacle.attack_generic(src, damage_to_do ,attacktext)
obstacle.attack_generic(src, damage_to_do, pick(attacktext))
return
for(var/obj/machinery/door/baddoor in problem_turf) //Required since firelocks take up the same turf
if(baddoor.density)
ai_log("DestroySurroundings() door hit [baddoor]",3)
baddoor.attack_generic(src, damage_to_do ,attacktext)
baddoor.attack_generic(src, damage_to_do, pick(attacktext))
return
//Check for shuttle bumrush