Fixes morph movement and replaces magic numbers. (#46358)

* fixes morph speed shizz

* fixes morph movement
This commit is contained in:
nemvar
2019-09-07 01:23:28 +02:00
committed by Rob Bailey
parent db385c8a71
commit 1ead3e8ae7
6 changed files with 8 additions and 8 deletions

View File

@@ -14,7 +14,7 @@
layer = EDGED_TURF_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/amount = 3
animate_movement = 0
animate_movement = NO_STEPS
var/metal = 0
var/lifetime = 40
var/reagent_divisor = 7

View File

@@ -1,6 +1,6 @@
/obj
animate_movement = 2
animate_movement = SLIDE_STEPS
speech_span = SPAN_ROBOT
var/obj_flags = CAN_BE_HIT
var/set_obj_flags // ONLY FOR MAPPING: Sets flags from a string list, handled in Initialize. Usage: set_obj_flags = "EMAGGED;!CAN_BE_HIT" to set EMAGGED and clear CAN_BE_HIT.

View File

@@ -115,7 +115,7 @@
//Morphed is weaker
melee_damage_lower = melee_damage_disguised
melee_damage_upper = melee_damage_disguised
speed = 0
set_varspeed(0)
morph_time = world.time + MORPH_COOLDOWN
med_hud_set_health()
@@ -130,7 +130,7 @@
form = null
alpha = initial(alpha)
color = initial(color)
animate_movement = initial(animate_movement)
animate_movement = SLIDE_STEPS
maptext = null
visible_message("<span class='warning'>[src] suddenly collapses in on itself, dissolving into a pile of green flesh!</span>", \
@@ -143,7 +143,7 @@
//Baseline stats
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
speed = initial(speed)
set_varspeed(initial(speed))
morph_time = world.time + MORPH_COOLDOWN
med_hud_set_health()

View File

@@ -14,7 +14,7 @@
icon_state = "mulebot0"
density = TRUE
move_resist = MOVE_FORCE_STRONG
animate_movement = 1
animate_movement = FORWARD_STEPS
health = 50
maxHealth = 50
damage_coeff = list(BRUTE = 0.5, BURN = 0.7, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0)

View File

@@ -10,7 +10,7 @@
datum_flags = DF_USE_TAG
density = TRUE
layer = MOB_LAYER
animate_movement = 2
animate_movement = SLIDE_STEPS
flags_1 = HEAR_1
hud_possible = list(ANTAG_HUD)
pressure_resistance = 8

View File

@@ -42,7 +42,7 @@
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
var/spread = 0 //amount (in degrees) of projectile spread
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
animate_movement = NO_STEPS //Use SLIDE_STEPS in conjunction with legacy
var/ricochets = 0
var/ricochets_max = 2
var/ricochet_chance = 30