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Standardize CLUMSY
This commit is contained in:
@@ -145,7 +145,7 @@
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M << "\red You start coughing."
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M << "\red You start coughing."
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if (M.dna.GetSEState(CLUMSYBLOCK))
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if (M.dna.GetSEState(CLUMSYBLOCK))
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M << "\red You feel lightheaded."
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M << "\red You feel lightheaded."
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M.mutations.Add(CLUMSY)
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M.mutations.Add(M_CLUMSY)
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if (M.dna.GetSEState(TWITCHBLOCK))
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if (M.dna.GetSEState(TWITCHBLOCK))
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M.disabilities |= TOURETTES
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M.disabilities |= TOURETTES
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M << "\red You twitch."
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M << "\red You twitch."
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@@ -78,7 +78,7 @@
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/datum/dna/gene/disability/clumsy
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/datum/dna/gene/disability/clumsy
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name="Clumsiness"
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name="Clumsiness"
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activation_message="You feel lightheaded."
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activation_message="You feel lightheaded."
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mutation=CLUMSY
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mutation=M_CLUMSY
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New()
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New()
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block=CLUMSYBLOCK
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block=CLUMSYBLOCK
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@@ -132,7 +132,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
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if (changeling.current.mind)
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if (changeling.current.mind)
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if (changeling.current.mind.assigned_role == "Clown")
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if (changeling.current.mind.assigned_role == "Clown")
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changeling.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
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changeling.current << "You have evolved beyond your clownish nature, allowing you to wield weapons without harming yourself."
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changeling.current.mutations.Remove(CLUMSY)
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changeling.current.mutations.Remove(M_CLUMSY)
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var/obj_count = 1
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var/obj_count = 1
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for(var/datum/objective/objective in changeling.objectives)
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for(var/datum/objective/objective in changeling.objectives)
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@@ -131,7 +131,7 @@
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if (mob.mind)
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if (mob.mind)
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if (mob.mind.assigned_role == "Clown")
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if (mob.mind.assigned_role == "Clown")
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mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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mob.mutations.Remove(CLUMSY)
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mob.mutations.Remove(M_CLUMSY)
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var/obj/item/weapon/paper/talisman/supply/T = new(mob)
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var/obj/item/weapon/paper/talisman/supply/T = new(mob)
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@@ -134,7 +134,7 @@
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if (mob.mind)
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if (mob.mind)
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if (mob.mind.assigned_role == "Clown")
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if (mob.mind.assigned_role == "Clown")
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mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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mob.mutations.Remove(CLUMSY)
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mob.mutations.Remove(M_CLUMSY)
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var/obj/item/device/flash/T = new(mob)
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var/obj/item/device/flash/T = new(mob)
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@@ -251,7 +251,7 @@
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if (traitor_mob.mind)
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if (traitor_mob.mind)
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if (traitor_mob.mind.assigned_role == "Clown")
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if (traitor_mob.mind.assigned_role == "Clown")
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traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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traitor_mob << "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself."
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traitor_mob.mutations.Remove(CLUMSY)
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traitor_mob.mutations.Remove(M_CLUMSY)
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// find a radio! toolbox(es), backpack, belt, headset
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// find a radio! toolbox(es), backpack, belt, headset
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var/loc = ""
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var/loc = ""
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@@ -200,7 +200,7 @@ You are weak to holy things and starlight. Don't go into space and avoid the Cha
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if (vampire.current.mind)
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if (vampire.current.mind)
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if (vampire.current.mind.assigned_role == "Clown")
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if (vampire.current.mind.assigned_role == "Clown")
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vampire.current << "Your lust for blood has allowed you to overcome your clumsy nature allowing you to wield weapons without harming yourself."
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vampire.current << "Your lust for blood has allowed you to overcome your clumsy nature allowing you to wield weapons without harming yourself."
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vampire.current.mutations.Remove(CLUMSY)
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vampire.current.mutations.Remove(M_CLUMSY)
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var/obj_count = 1
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var/obj_count = 1
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for(var/datum/objective/objective in vampire.objectives)
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for(var/datum/objective/objective in vampire.objectives)
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@@ -224,7 +224,7 @@
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H.equip_or_collect(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/toy/crayon/rainbow(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/weapon/storage/fancy/crayons(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/toy/waterflower(H), slot_in_backpack)
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H.equip_or_collect(new /obj/item/toy/waterflower(H), slot_in_backpack)
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H.mutations.Add(CLUMSY)
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H.mutations.Add(M_CLUMSY)
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return 1
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return 1
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@@ -102,7 +102,7 @@
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if(5.0)
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if(5.0)
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size = "huge"
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size = "huge"
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else
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else
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//if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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//if ((M_CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item."
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usr << "This is a [src.blood_DNA ? "bloody " : ""]\icon[src][src.name]. It is a [size] item."
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if(src.desc)
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if(src.desc)
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usr << src.desc
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usr << src.desc
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@@ -632,7 +632,7 @@
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M.LAssailant = user
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M.LAssailant = user
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src.add_fingerprint(user)
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src.add_fingerprint(user)
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//if((CLUMSY in user.mutations) && prob(50))
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//if((M_CLUMSY in user.mutations) && prob(50))
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// M = user
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// M = user
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/*
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/*
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M << "\red You stab yourself in the eye."
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M << "\red You stab yourself in the eye."
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@@ -15,7 +15,7 @@
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var/last_used = 0 //last world.time it was used.
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var/last_used = 0 //last world.time it was used.
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/obj/item/device/flash/proc/clown_check(var/mob/user)
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/obj/item/device/flash/proc/clown_check(var/mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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if(user && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red \The [src] slips out of your hand."
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user << "\red \The [src] slips out of your hand."
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user.drop_item()
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user.drop_item()
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return 0
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return 0
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@@ -49,7 +49,7 @@
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add_fingerprint(user)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == "eyes")
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if(on && user.zone_sel.selecting == "eyes")
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if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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if(((M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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return ..() //just hit them in the head
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if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
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if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
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@@ -77,7 +77,7 @@ REAGENT SCANNER
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/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
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/obj/item/device/healthanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
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if (( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
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if (( (M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
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user << text("\red You try to analyze the floor's vitals!")
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user << text("\red You try to analyze the floor's vitals!")
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for(var/mob/O in viewers(M, null))
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)
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O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)
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@@ -37,7 +37,7 @@
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icon_state = "defibpaddleout_low"
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icon_state = "defibpaddleout_low"
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/obj/item/weapon/melee/defibrilator/attack_self(mob/user as mob)
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/obj/item/weapon/melee/defibrilator/attack_self(mob/user as mob)
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if(status && (CLUMSY in user.mutations) && prob(50))
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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spark_system.attach(user)
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spark_system.attach(user)
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spark_system.set_up(5, 0, src)
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spark_system.set_up(5, 0, src)
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spark_system.start()
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spark_system.start()
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@@ -13,7 +13,7 @@
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var/det_time = 50
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var/det_time = 50
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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/obj/item/weapon/grenade/proc/clown_check(var/mob/living/user)
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>Huh? How does this thing work?</span>"
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user << "<span class='warning'>Huh? How does this thing work?</span>"
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activate(user)
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activate(user)
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@@ -30,7 +30,7 @@
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C.update_inv_handcuffed()
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C.update_inv_handcuffed()
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else
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else
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if ((CLUMSY in usr.mutations) && prob(50))
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if ((M_CLUMSY in usr.mutations) && prob(50))
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usr << "\red Uh ... how do those things work?!"
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usr << "\red Uh ... how do those things work?!"
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if (istype(C, /mob/living/carbon/human))
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if (istype(C, /mob/living/carbon/human))
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if(!C.handcuffed)
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if(!C.handcuffed)
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@@ -73,7 +73,7 @@
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src.icon_state = "fork"
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src.icon_state = "fork"
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return
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return
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else
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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M = user
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return eyestab(M,user)
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return eyestab(M,user)
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@@ -101,7 +101,7 @@
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src.icon_state = "fork"
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src.icon_state = "fork"
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return
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return
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else
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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M = user
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return eyestab(M,user)
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return eyestab(M,user)
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@@ -122,7 +122,7 @@
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return (BRUTELOSS)
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return (BRUTELOSS)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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user.take_organ_damage(20)
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return
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return
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@@ -137,7 +137,7 @@
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throwforce = 10.0
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throwforce = 10.0
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You somehow managed to cut yourself with the [src]."
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user << "\red You somehow managed to cut yourself with the [src]."
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user.take_organ_damage(20)
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user.take_organ_damage(20)
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return
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return
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@@ -228,7 +228,7 @@
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.take_organ_damage(10)
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user.Paralyse(2)
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user.Paralyse(2)
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@@ -314,7 +314,7 @@
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sleep(rand(2,4))
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sleep(rand(2,4))
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if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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if((M_CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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M << "\red You accidentally slam yourself with the [src]!"
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M << "\red You accidentally slam yourself with the [src]!"
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M.Weaken(1)
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M.Weaken(1)
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user.take_organ_damage(2)
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user.take_organ_damage(2)
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@@ -56,7 +56,7 @@
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user.take_organ_damage(0,10)
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user.take_organ_damage(0,10)
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return
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return
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.take_organ_damage(10)
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user.Paralyse(20)
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user.Paralyse(20)
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@@ -16,7 +16,7 @@
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/obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob)
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/obj/item/weapon/storage/briefcase/attack(mob/living/M as mob, mob/living/user as mob)
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//..()
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//..()
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.take_organ_damage(10)
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user.Paralyse(2)
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user.Paralyse(2)
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@@ -176,7 +176,7 @@
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//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
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//I consider this worthless but it isn't my code so whatever. Remove or uncomment.
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/*attack(mob/M as mob, mob/living/user as mob)
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/*attack(mob/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.take_organ_damage(10)
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user.Paralyse(2)
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user.Paralyse(2)
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@@ -81,7 +81,7 @@
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return
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return
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/obj/item/weapon/melee/baton/attack_self(mob/user)
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/obj/item/weapon/melee/baton/attack_self(mob/user)
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if(status && (CLUMSY in user.mutations) && prob(50))
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red You grab the [src] on the wrong side."
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user << "\red You grab the [src] on the wrong side."
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user.Weaken(stunforce*3)
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user.Weaken(stunforce*3)
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deductcharge(hitcost)
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deductcharge(hitcost)
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@@ -100,7 +100,7 @@
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add_fingerprint(user)
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add_fingerprint(user)
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/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
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/obj/item/weapon/melee/baton/attack(mob/M, mob/user)
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if(status && (CLUMSY in user.mutations) && prob(50))
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if(status && (M_CLUMSY in user.mutations) && prob(50))
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user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
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user << "<span class='danger'>You accidentally hit yourself with [src]!</span>"
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user.Weaken(stunforce*3)
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user.Weaken(stunforce*3)
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deductcharge(hitcost)
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deductcharge(hitcost)
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@@ -401,7 +401,7 @@ LOOK FOR SURGERY.DM*/
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//if(M.mutations & HUSK) return ..()
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//if(M.mutations & HUSK) return ..()
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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M = user
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return eyestab(M,user)
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return eyestab(M,user)
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@@ -645,7 +645,7 @@ LOOK FOR SURGERY.DM*/
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|||||||
if(!istype(M))
|
if(!istype(M))
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||||||
return ..()
|
return ..()
|
||||||
|
|
||||||
if((CLUMSY in user.mutations) && prob(50))
|
if((M_CLUMSY in user.mutations) && prob(50))
|
||||||
M = user
|
M = user
|
||||||
return eyestab(M,user)
|
return eyestab(M,user)
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||||||
|
|
||||||
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@@ -27,7 +27,7 @@
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_color = pick("red","blue","green","purple")
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_color = pick("red","blue","green","purple")
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||||||
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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||||||
if ((CLUMSY in user.mutations) && prob(50))
|
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||||
user << "\red You accidentally cut yourself with [src]."
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user << "\red You accidentally cut yourself with [src]."
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||||||
user.take_organ_damage(5,5)
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user.take_organ_damage(5,5)
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||||||
active = !active
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active = !active
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@@ -79,7 +79,7 @@
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force = 10
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force = 10
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
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/obj/item/weapon/melee/classic_baton/attack(mob/M as mob, mob/living/user as mob)
|
||||||
if ((CLUMSY in user.mutations) && prob(50))
|
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||||
user << "\red You club yourself over the head."
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user << "\red You club yourself over the head."
|
||||||
user.Weaken(3 * force)
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user.Weaken(3 * force)
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||||||
if(ishuman(user))
|
if(ishuman(user))
|
||||||
@@ -171,7 +171,7 @@
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|
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/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
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/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
|
||||||
if(on)
|
if(on)
|
||||||
if ((CLUMSY in user.mutations) && prob(50))
|
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||||
user << "\red You club yourself over the head."
|
user << "\red You club yourself over the head."
|
||||||
user.Weaken(3 * force)
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user.Weaken(3 * force)
|
||||||
if(ishuman(user))
|
if(ishuman(user))
|
||||||
@@ -262,7 +262,7 @@
|
|||||||
return 0
|
return 0
|
||||||
|
|
||||||
/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
|
||||||
if ((CLUMSY in user.mutations) && prob(50))
|
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||||
user << "\red You beat yourself in the head with [src]."
|
user << "\red You beat yourself in the head with [src]."
|
||||||
user.take_organ_damage(5)
|
user.take_organ_damage(5)
|
||||||
active = !active
|
active = !active
|
||||||
|
|||||||
@@ -86,7 +86,7 @@
|
|||||||
if(!istype(M)) return ..()
|
if(!istype(M)) return ..()
|
||||||
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
|
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
|
||||||
return ..()
|
return ..()
|
||||||
if((CLUMSY in user.mutations) && prob(50))
|
if((M_CLUMSY in user.mutations) && prob(50))
|
||||||
M = user
|
M = user
|
||||||
return eyestab(M,user)
|
return eyestab(M,user)
|
||||||
|
|
||||||
|
|||||||
@@ -164,7 +164,7 @@
|
|||||||
|
|
||||||
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||||
..()
|
..()
|
||||||
if((CLUMSY in user.mutations) && (wielded) &&prob(40))
|
if((M_CLUMSY in user.mutations) && (wielded) &&prob(40))
|
||||||
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
|
user << "\red You twirl around a bit before losing your balance and impaling yourself on the [src]."
|
||||||
user.take_organ_damage(20,25)
|
user.take_organ_damage(20,25)
|
||||||
return
|
return
|
||||||
|
|||||||
@@ -47,7 +47,7 @@
|
|||||||
user << "\red You don't have the dexterity to do this!"
|
user << "\red You don't have the dexterity to do this!"
|
||||||
return
|
return
|
||||||
|
|
||||||
if ((CLUMSY in user.mutations) && prob(50))
|
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||||
user << "\red The rod slips out of your hand and hits your head."
|
user << "\red The rod slips out of your hand and hits your head."
|
||||||
user.take_organ_damage(10)
|
user.take_organ_damage(10)
|
||||||
user.Paralyse(20)
|
user.Paralyse(20)
|
||||||
|
|||||||
@@ -54,7 +54,7 @@
|
|||||||
if(!armed)
|
if(!armed)
|
||||||
user << "<span class='notice'>You arm [src].</span>"
|
user << "<span class='notice'>You arm [src].</span>"
|
||||||
else
|
else
|
||||||
if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
|
if(((user.getBrainLoss() >= 60 || (M_CLUMSY in user.mutations)) && prob(50)))
|
||||||
var/which_hand = "l_hand"
|
var/which_hand = "l_hand"
|
||||||
if(!user.hand)
|
if(!user.hand)
|
||||||
which_hand = "r_hand"
|
which_hand = "r_hand"
|
||||||
@@ -70,7 +70,7 @@
|
|||||||
|
|
||||||
attack_hand(mob/living/user as mob)
|
attack_hand(mob/living/user as mob)
|
||||||
if(armed)
|
if(armed)
|
||||||
if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50))
|
if(((user.getBrainLoss() >= 60 || M_CLUMSY in user.mutations)) && prob(50))
|
||||||
var/which_hand = "l_hand"
|
var/which_hand = "l_hand"
|
||||||
if(!user.hand)
|
if(!user.hand)
|
||||||
which_hand = "r_hand"
|
which_hand = "r_hand"
|
||||||
|
|||||||
@@ -176,7 +176,7 @@
|
|||||||
var/mode = 1;
|
var/mode = 1;
|
||||||
|
|
||||||
/obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
|
/obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
|
||||||
if(( (CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
|
if(( (M_CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50))
|
||||||
user << text("\red You try to analyze the floor's vitals!")
|
user << text("\red You try to analyze the floor's vitals!")
|
||||||
for(var/mob/O in viewers(M, null))
|
for(var/mob/O in viewers(M, null))
|
||||||
O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)
|
O.show_message(text("\red [user] has analyzed the floor's vitals!"), 1)
|
||||||
|
|||||||
@@ -69,7 +69,7 @@
|
|||||||
set category = "Object"
|
set category = "Object"
|
||||||
set src in usr
|
set src in usr
|
||||||
|
|
||||||
if((CLUMSY in usr.mutations) && prob(50))
|
if((M_CLUMSY in usr.mutations) && prob(50))
|
||||||
usr << "<span class='warning'>You cut yourself on the paper.</span>"
|
usr << "<span class='warning'>You cut yourself on the paper.</span>"
|
||||||
return
|
return
|
||||||
var/n_name = copytext(sanitize(input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text), 1, MAX_NAME_LEN)
|
var/n_name = copytext(sanitize(input(usr, "What would you like to label the paper?", "Paper Labelling", null) as text), 1, MAX_NAME_LEN)
|
||||||
|
|||||||
@@ -62,11 +62,11 @@
|
|||||||
return 1
|
return 1
|
||||||
|
|
||||||
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
|
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
|
||||||
//Exclude lasertag guns from the CLUMSY check.
|
//Exclude lasertag guns from the M_CLUMSY check.
|
||||||
if(clumsy_check)
|
if(clumsy_check)
|
||||||
if(istype(user, /mob/living))
|
if(istype(user, /mob/living))
|
||||||
var/mob/living/M = user
|
var/mob/living/M = user
|
||||||
if ((CLUMSY in M.mutations) && prob(50))
|
if ((M_CLUMSY in M.mutations) && prob(50))
|
||||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||||
M.take_organ_damage(0,20)
|
M.take_organ_damage(0,20)
|
||||||
M.drop_item()
|
M.drop_item()
|
||||||
|
|||||||
@@ -58,7 +58,7 @@
|
|||||||
return
|
return
|
||||||
|
|
||||||
if (user.a_intent == "hurt" && ismob(target))
|
if (user.a_intent == "hurt" && ismob(target))
|
||||||
if((CLUMSY in user.mutations) && prob(50))
|
if((M_CLUMSY in user.mutations) && prob(50))
|
||||||
target = user
|
target = user
|
||||||
syringestab(target, user)
|
syringestab(target, user)
|
||||||
return
|
return
|
||||||
|
|||||||
@@ -323,7 +323,7 @@ var/MAX_EXPLOSION_RANGE = 14
|
|||||||
#define M_RESIST_COLD 2
|
#define M_RESIST_COLD 2
|
||||||
#define M_XRAY 3
|
#define M_XRAY 3
|
||||||
#define M_HULK 4
|
#define M_HULK 4
|
||||||
#define CLUMSY 5
|
#define M_CLUMSY 5
|
||||||
#define FAT 6
|
#define FAT 6
|
||||||
#define HUSK 7
|
#define HUSK 7
|
||||||
#define NOCLONE 8
|
#define NOCLONE 8
|
||||||
|
|||||||
@@ -60,7 +60,7 @@
|
|||||||
|
|
||||||
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
/obj/item/weapon/firbang/afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
|
||||||
if (user.get_active_hand() == src)
|
if (user.get_active_hand() == src)
|
||||||
if ((CLUMSY in usr.mutations) && prob(50))
|
if ((M_CLUMSY in usr.mutations) && prob(50))
|
||||||
user << "\red Huh? How does this thing work?!"
|
user << "\red Huh? How does this thing work?!"
|
||||||
src.state = 1
|
src.state = 1
|
||||||
src.icon_state = "flashbang1"
|
src.icon_state = "flashbang1"
|
||||||
@@ -108,7 +108,7 @@
|
|||||||
|
|
||||||
/obj/item/weapon/firbang/attack_self(mob/user as mob)
|
/obj/item/weapon/firbang/attack_self(mob/user as mob)
|
||||||
if (!src.state)
|
if (!src.state)
|
||||||
if (CLUMSY in user.mutations)
|
if (M_CLUMSY in user.mutations)
|
||||||
user << "\red Huh? How does this thing work?!"
|
user << "\red Huh? How does this thing work?!"
|
||||||
spawn( 5 )
|
spawn( 5 )
|
||||||
prime()
|
prime()
|
||||||
|
|||||||
Reference in New Issue
Block a user