TG: Added two new variables, "canstun" and "canweaken". They can be modified in

runtime to prevent mobs from ever being weakened and stunned by
tasers/batons/electrified doors.

Xenos are immune to stunning and weakening. This basically means you cannot run
up to a xeno and shoot them with a taser and game over. This makes them a lot
more dangerous. To compensate, I've added in a xeno-exclusive variable
controlling movement delay addition. When a xeno is stunned, its movement speed
goes down. The speed is recovered in the life() proc.

Modifications to critter.dmi (manhacks). Added a new lighting icon, floor
lights. Possible implementation later. r2886
This commit is contained in:
Ren Erthilo
2012-03-26 23:51:00 +01:00
parent 2ff1133024
commit dd2b3cc816
13 changed files with 58 additions and 20 deletions

View File

@@ -13,4 +13,9 @@
alien_talk_understand = 1
var/obj/item/weapon/card/id/wear_id = null // Fix for station bounced radios -- Skie
var/has_fine_manipulation = 0
var/has_fine_manipulation = 0
var/move_delay_add = 0 // movement delay to add
canstun = 0
canweaken = 0 // aliens cannot be stunned or knocked down. Massive buff!

View File

@@ -19,6 +19,11 @@
see_in_dark = 8
// canstun and canweaken don't affect metroids because they ignore stun and weakened variables
// for the sake of cleanliness, though, here they are.
canstun = 0
canweaken = 0
var/amount_grown = 0// controls how long the metroid has been overfed, if 10, grows into an adult
// if adult: if 10: reproduces
var/powerlevel = 0 // 1-10 controls how much electricity they are generating

View File

@@ -161,7 +161,7 @@ STUN BATON
R.cell.charge -= 20
else
charges--
if (M.stuttering < 1 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
if (M.stuttering < 1 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 1
M.Stun(1)
M.Weaken(1)
@@ -172,7 +172,7 @@ STUN BATON
R.cell.charge -= 20
else
charges--
if (M.stuttering < 10 && (!(M.mutations & HULK)) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
if (M.stuttering < 10 && (!(M.mutations & HULK) && M.canstun) /*&& (!istype(H:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)

View File

@@ -91,6 +91,9 @@
if(src.resting)
Weaken(5)
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
death()
else if(src.health < config.health_threshold_crit)

View File

@@ -92,6 +92,9 @@
if(src.resting)
Weaken(5)
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
death()
else if(src.health < config.health_threshold_crit)

View File

@@ -58,7 +58,9 @@
tally += 2
if (istype(src, /mob/living/carbon/alien/humanoid/sentinel))
tally += 1
return tally
if (istype(src, /mob/living/carbon/alien/humanoid/hunter))
tally = -1 // hunters go supersuperfast
return tally + move_delay_add
//This needs to be fixed
/mob/living/carbon/alien/humanoid/Stat()

View File

@@ -407,6 +407,9 @@
if(src.resting)
Weaken(5)
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
if(health < config.health_threshold_dead || src.brain_op_stage == 4.0)
death()
else if(src.health < config.health_threshold_crit)

View File

@@ -332,6 +332,9 @@
if(resting)
Weaken(5)
if(move_delay_add > 0)
move_delay_add = max(0, move_delay_add - rand(1, 2))
if(health < config.health_threshold_dead || brain_op_stage == 4.0)
death()
else if(health < config.health_threshold_crit)

View File

@@ -50,7 +50,8 @@
if(IRRADIATE)
radiation += max((effect - (effect*getarmor(null, "rad"))), 0)//Rads auto check armor
if(STUTTER)
stuttering = max(stuttering,(effect/(blocked+1)))
if(canstun) // stun is usually associated with stutter
stuttering = max(stuttering,(effect/(blocked+1)))
if(SLUR)
slurring = max(slurring, (effect/(blocked+1)))
if(EYE_BLUR)

View File

@@ -1098,28 +1098,39 @@ note dizziness decrements automatically in the mob's Life() proc.
/mob/proc/IsAdvancedToolUser()//This might need a rename but it should replace the can this mob use things check
return 0
/mob/proc/Stun(amount)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
if(canstun)
stunned = max(max(stunned,amount),0) //can't go below 0, getting a low amount of stun doesn't lower your current stun
else
if(istype(src, /mob/living/carbon/alien)) // add some movement delay
var/mob/living/carbon/alien/Alien = src
Alien.move_delay_add = min(Alien.move_delay_add + round(amount / 5), 10) // a maximum delay of 10
return
/mob/proc/SetStunned(amount) //if you REALLY need to set stun to a set amount without the whole "can't go below current stunned"
stunned = max(amount,0)
if(canstun)
stunned = max(amount,0)
return
/mob/proc/AdjustStunned(amount)
stunned = max(stunned + amount,0)
if(canstun)
stunned = max(stunned + amount,0)
return
/mob/proc/Weaken(amount)
weakened = max(max(weakened,amount),0)
if(canweaken)
weakened = max(max(weakened,amount),0)
return
/mob/proc/SetWeakened(amount)
weakened = max(amount,0)
if(canweaken)
weakened = max(amount,0)
return
/mob/proc/AdjustWeakened(amount)
weakened = max(weakened + amount,0)
if(canweaken)
weakened = max(weakened + amount,0)
return
/mob/proc/Paralyse(amount)

View File

@@ -29,6 +29,7 @@
var/maxHealth = 100 //Living
//Vars that should only be accessed via procs ++END
// var/uses_hud = 0
var/obj/screen/pain = null
var/obj/screen/flash = null
@@ -257,15 +258,6 @@
var/halloss = 0
var/hallucination = 0
// TG Porting Variables
var/canstun = 1 // determines if this mob can be stunned by things
var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
var/nopush = 0 //Can they be shoved?
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
@@ -279,6 +271,16 @@ the mob is also allowed to move without any sort of restriction. For instance, i
var/UI = 'screen1_old.dmi' // For changing the UI from preferences
// var/obj/effect/organstructure/organStructure = null //for dem organs
var/canstun = 1 // determines if this mob can be stunned by things
var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
var/nopush = 0 //Can they be shoved?
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/list/organs = list( ) //List of organs.
//Singularity wants you!

Binary file not shown.

Before

Width:  |  Height:  |  Size: 54 KiB

After

Width:  |  Height:  |  Size: 62 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

After

Width:  |  Height:  |  Size: 28 KiB