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vgstation13/code/modules/mob/living/simple_animal/hostile/faithless.dm
SECBATON GRIFFON 0a37d67dc2 Fixes a ton of sentence starts with non capitalised improper nouns. (#37099)
* Fixes capitalisation on throwing stuff in disposals

* in fact, fixes it for everything

* even more

* outta here
2024-09-16 22:37:36 -05:00

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/mob/living/simple_animal/hostile/faithless
name = "The Faithless"
desc = "A being of shadow. It posesses a menacing gaze and a tortured voice."
icon_state = "faithless"
icon_living = "faithless"
icon_dead = "faithless_dead"
speak_chance = 0
turns_per_move = 5
response_help = "passes through"
response_disarm = "shoves"
response_harm = "hits"
speed = 1
maxHealth = 80
health = 80
can_butcher = 0
mob_property_flags = MOB_SUPERNATURAL
harm_intent_damage = 10
melee_damage_lower = 15
melee_damage_upper = 15
attacktext = "grips"
attack_sound = 'sound/hallucinations/growl1.ogg'
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
speed = 5
supernatural = TRUE
faction = "faithless"
blooded = FALSE
/mob/living/simple_animal/hostile/faithless/Process_Spacemove(var/check_drift = 0)
return 1
/mob/living/simple_animal/hostile/faithless/FindTarget()
. = ..()
if(.)
emote("me",,"wails at [.]!")
/mob/living/simple_animal/hostile/faithless/AttackingTarget()
. =..()
var/mob/living/L = .
if(istype(L))
if(prob(12))
L.Knockdown(3)
L.Stun(3)
L.visible_message("<span class='danger'>\The [src] knocks down \the [L]!</span>")
/mob/living/simple_animal/hostile/faithless/cult
faction = "cult"
var/shuttletarget = null
var/enroute = 0
/mob/living/simple_animal/hostile/faithless/cult/CanAttack(var/atom/the_target)
//IF WE ARE CULT MONSTERS (those who spawn after Nar-Sie has risen) THEN WE DON'T ATTACK CULTISTS
if(ismob(the_target))
var/mob/M = the_target
if(isanycultist(M))
return 0
return ..(the_target)
/mob/living/simple_animal/hostile/faithless/cult/cultify()
return
/mob/living/simple_animal/hostile/faithless/cult/Life()
if(timestopped)
return 0 //under effects of time magick
..()
if(emergency_shuttle.location == 1)
if(!enroute && !target) //The shuttle docked, all monsters rush for the escape hallway
if(!shuttletarget && escape_list.len) //Make sure we didn't already assign it a target, and that there are targets to pick
shuttletarget = pick(escape_list) //Pick a shuttle target
enroute = 1
stop_automated_movement = 1
/* spawn()
if(!src.stat)
horde()*/
if(get_dist(src, shuttletarget) <= 2) //The monster reached the escape hallway
enroute = 0
stop_automated_movement = 0
/mob/living/simple_animal/hostile/faithless/cult/proc/horde()
var/turf/T = get_step_to(src, shuttletarget)
for(var/atom/A in T)
if(istype(A,/obj/machinery/door/airlock))
var/obj/machinery/door/airlock/D = A
if(D.density && !D.locked && !D.welded)
D.open()
else if(istype(A,/obj/machinery/door/mineral))
var/obj/machinery/door/D = A
if(D.density)
D.open()
else if(istype(A,/obj/structure/cult/pylon))
A.attack_animal(src)
else if(istype(A, /obj/structure/window) || istype(A, /obj/structure/closet) || istype(A, /obj/structure/table) || istype(A, /obj/structure/grille) || istype(A, /obj/structure/rack))
A.attack_animal(src)
Move(T)
var/new_target = FindTarget()
GiveTarget(new_target)
if(!target || enroute)
spawn(10)
if(!src.stat)
horde()