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[READY] petting all dogs makes you happy, petting cats now makes you happy #freepugs (#42373)
fixes #42361 closes #42363 i changed the moodlet instead of where the wuv proc is, so it should pick the initial name of the dog and say something like "pugs are so adorable! i can't stop petting them!" but for all kinds of dogs the only thing is that this name doesn't change if you pet a pug and then a corgi because they are classified as the same buff, i could make the name of the buff the same as the mob you are petting so you could stack happiness but that would be a balance change, imagine how happy you could get locked in a room with every kind of dog in the game
This commit is contained in:
@@ -23,11 +23,14 @@
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mood_change = 3
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mood_change = 3
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timeout = 3000
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timeout = 3000
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/datum/mood_event/pet_corgi
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/datum/mood_event/pet_animal
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description = "<span class='nicegreen'>Corgis are adorable! I can't stop petting them!</span>\n"
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description = "<span class='nicegreen'>Animals are adorable! I can't stop petting them!</span>\n"
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mood_change = 3
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mood_change = 3
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timeout = 3000
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timeout = 3000
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/datum/mood_event/pet_animal/add_effects(name)
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description = "<span class='nicegreen'>\The [name] is adorable! I can't stop petting \him!</span>\n"
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/datum/mood_event/honk
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/datum/mood_event/honk
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description = "<span class='nicegreen'>Maybe clowns aren't so bad after all. Honk!</span>\n"
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description = "<span class='nicegreen'>Maybe clowns aren't so bad after all. Honk!</span>\n"
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mood_change = 2
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mood_change = 2
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@@ -238,6 +238,7 @@
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if(M && stat != DEAD)
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if(M && stat != DEAD)
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new /obj/effect/temp_visual/heart(loc)
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "purrs!")
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emote("me", 1, "purrs!")
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, name, /datum/mood_event/pet_animal, name)
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else
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else
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if(M && stat != DEAD)
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if(M && stat != DEAD)
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emote("me", 1, "hisses!")
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emote("me", 1, "hisses!")
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@@ -267,7 +267,7 @@
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return
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return
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if(!item_to_add)
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if(!item_to_add)
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user.visible_message("[user] pets [src].","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
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user.visible_message("[user] pets [src].","<span class='notice'>You rest your hand on [src]'s head for a moment.</span>")
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "pet_corgi", /datum/mood_event/pet_corgi)
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, name, /datum/mood_event/pet_animal, name)
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return
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return
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if(user && !user.temporarilyRemoveItemFromInventory(item_to_add))
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if(user && !user.temporarilyRemoveItemFromInventory(item_to_add))
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@@ -650,7 +650,7 @@
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if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
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if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
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new /obj/effect/temp_visual/heart(loc)
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "yaps happily!")
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emote("me", 1, "yaps happily!")
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "pet_corgi", /datum/mood_event/pet_corgi)
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, name, /datum/mood_event/pet_animal, name)
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else
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else
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if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
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if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
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emote("me", 1, "growls!")
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emote("me", 1, "growls!")
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