Would you like some defines in these trying times?

This commit is contained in:
SandPoot
2022-03-23 12:10:02 -03:00
parent d8f656ecf1
commit 189716314f
281 changed files with 725 additions and 725 deletions
@@ -13,7 +13,7 @@
icon_state = "vest_stealth"
item_state = "armor"
blood_overlay_type = "armor"
armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
/obj/item/abductor,
@@ -27,8 +27,8 @@
var/stealth_active = 0
var/combat_cooldown = 10
var/datum/icon_snapshot/disguise
var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/abductor/vest/Initialize()
. = ..()
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
max_integrity = 400
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 5, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90) // Last stand
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 5, BOMB = 70, BIO = 0, RAD = 0, FIRE = 75, ACID = 90) // Last stand
explosion_block = 6
point_return = -1
health_regen = 0 //we regen in Life() instead of when pulsed
@@ -47,7 +47,7 @@
/obj/structure/blob/core/ex_act(severity, target, origin)
var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
take_damage(damage, BRUTE, "bomb", 0)
take_damage(damage, BRUTE, BOMB, 0)
/obj/structure/blob/core/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, overmind_reagent_trigger = 1)
. = ..()
@@ -6,7 +6,7 @@
max_integrity = 200
health_regen = 1
point_return = 25
armor = list("melee" = 10, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 10, BULLET = 20, LASER = 15, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
var/list/spores = list()
var/mob/living/simple_animal/hostile/blob/blobbernaut/naut = null
var/max_spores = 3
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 65, "acid" = 90)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
health_regen = 3
point_return = 25
@@ -5,7 +5,7 @@
desc = "A thin spire of slightly swaying tendrils."
max_integrity = 60
point_return = 15
armor = list("melee" = 10, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 15, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
var/resource_delay = 0
/obj/structure/blob/resource/scannerreport()
@@ -9,7 +9,7 @@
explosion_block = 3
point_return = 4
atmosblock = TRUE
armor = list("melee" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
var/weakened
/obj/structure/blob/shield/scannerreport()
@@ -28,7 +28,7 @@
desc = "[damaged_desc]"
atmosblock = FALSE
if(!weakened)
armor = armor.setRating("melee" = 15, "bullet" = 15, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = armor.setRating(MELEE = 15, BULLET = 15, LASER = 5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
weakened = TRUE
else
icon_state = initial(icon_state)
@@ -36,7 +36,7 @@
desc = initial(desc)
atmosblock = TRUE
if(weakened)
armor = armor.setRating("melee" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = armor.setRating(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
weakened = FALSE
air_update_turf(1)
@@ -14,15 +14,15 @@
reagent = /datum/reagent/blob/blazing_oil
/datum/blobstrain/reagent/blazing_oil/extinguish_reaction(obj/structure/blob/B)
B.take_damage(1.5, BURN, "energy")
B.take_damage(1.5, BURN, ENERGY)
/datum/blobstrain/reagent/blazing_oil/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage_type == BURN && damage_flag != "energy")
if(damage_type == BURN && damage_flag != ENERGY)
for(var/turf/open/T in range(1, B))
var/obj/structure/blob/C = locate() in T
if(!(C && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) && prob(80))
new /obj/effect/hotspot(T)
if(damage_flag == "fire")
if(damage_flag == FIRE)
return 0
return ..()
@@ -17,7 +17,7 @@
return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob
/datum/blobstrain/reagent/electromagnetic_web/death_reaction(obj/structure/blob/B, damage_flag)
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
empulse_using_range(B.loc, 5) //less than screen range, so you can stand out of range to avoid it
/datum/reagent/blob/electromagnetic_web
@@ -10,7 +10,7 @@
reagent = /datum/reagent/blob/energized_jelly
/datum/blobstrain/reagent/energized_jelly/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && B.obj_integrity - damage <= 0 && prob(10))
if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && B.obj_integrity - damage <= 0 && prob(10))
do_sparks(rand(2, 4), FALSE, B)
return ..()
@@ -19,7 +19,7 @@
/datum/blobstrain/reagent/energized_jelly/emp_reaction(obj/structure/blob/B, severity)
var/damage = rand(30, 50) - severity * rand(10, 15)
B.take_damage(damage, BURN, "energy")
B.take_damage(damage, BURN, ENERGY)
/datum/reagent/blob/energized_jelly
name = "Energized Jelly"
@@ -12,9 +12,9 @@
reagent = /datum/reagent/blob/explosive_lattice
/datum/blobstrain/reagent/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage_flag == "bomb")
if(damage_flag == BOMB)
return 0
else if(damage_flag != "melee" && damage_flag != "bullet" && damage_flag != "laser")
else if(damage_flag != MELEE && damage_flag != BULLET && damage_flag != LASER)
return damage * 1.5
return ..()
@@ -13,12 +13,12 @@
reagent = /datum/reagent/blob/pressurized_slime
/datum/blobstrain/reagent/pressurized_slime/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") || damage_type != BURN)
if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) || damage_type != BURN)
extinguisharea(B, damage)
return ..()
/datum/blobstrain/reagent/pressurized_slime/death_reaction(obj/structure/blob/B, damage_flag)
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
B.visible_message("<span class='boldwarning'>The blob ruptures, spraying the area with liquid!</span>")
extinguisharea(B, 50)
@@ -13,7 +13,7 @@
/datum/blobstrain/reagent/reactive_spines/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage && damage_type == BRUTE && B.obj_integrity - damage > 0) //is there any damage, is it brute, and will we be alive
if(damage_flag == "melee")
if(damage_flag == MELEE)
B.visible_message("<span class='boldwarning'>The blob retaliates, lashing out!</span>")
for(var/atom/A in range(1, B))
A.blob_act(B)
@@ -14,7 +14,7 @@
B.forceMove(T)
/datum/blobstrain/reagent/shifting_fragments/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
var/list/blobstopick = list()
for(var/obj/structure/blob/OB in orange(1, B))
if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blobstrain.type == B.overmind.blobstrain.type)
@@ -11,7 +11,7 @@
message = "The blobs strike you"
/datum/blobstrain/reagent/synchronous_mesh/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") //the cause isn't fire or bombs, so split the damage
if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) //the cause isn't fire or bombs, so split the damage
var/damagesplit = 1 //maximum split is 9, reducing the damage each blob takes to 11% but doing that damage to 9 blobs
for(var/obj/structure/blob/C in orange(1, B))
if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) //if it doesn't have the same chemical or is a core or node, don't split damage to it
@@ -12,7 +12,7 @@
reagent = /datum/reagent/blob/zombifying_pods
/datum/blobstrain/reagent/zombifying_pods/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore.
if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore.
B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
BS.overmind = B.overmind
@@ -11,7 +11,7 @@
CanAtmosPass = ATMOS_PASS_PROC
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
max_integrity = 30
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/health_regen = 2 //how much health this blob regens when pulsed
var/pulse_timestamp = 0 //we got pulsed when?
var/heal_timestamp = 0 //we got healed when?
@@ -210,9 +210,9 @@
. = ..()
if(overmind)
if(overmind.blobstrain.tesla_reaction(src, power))
take_damage(power/400, BURN, "energy")
take_damage(power/400, BURN, ENERGY)
else
take_damage(power/400, BURN, "energy")
take_damage(power/400, BURN, ENERGY)
/obj/structure/blob/extinguish()
..()
@@ -54,7 +54,7 @@
resistance_flags = NONE
max_integrity = 100
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
armor = list(MELEE = 50, BULLET = 20, LASER = 30, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
/obj/structure/closet/crate/coffin/meatcoffin
name = "meat coffin"
@@ -69,7 +69,7 @@
material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
material_drop_amount = 3
integrity_failure = 0.57
armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
armor = list(MELEE = 70, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 70, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
/obj/structure/closet/crate/coffin/metalcoffin
name = "metal coffin"
@@ -85,7 +85,7 @@
material_drop_amount = 5
max_integrity = 200
integrity_failure = 0.25
armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
armor = list(MELEE = 40, BULLET = 15, LASER = 50, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
//////////////////////////////////////////////
@@ -503,7 +503,7 @@
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all.
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all.
mutantrace_variation = NONE
/obj/item/clothing/suit/space/changeling/Initialize()
@@ -524,7 +524,7 @@
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/helmet/space/changeling/Initialize()
@@ -558,7 +558,7 @@
icon_state = "lingarmor"
item_flags = DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -574,7 +574,7 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
item_flags = DROPDEL
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
/obj/item/clothing/head/helmet/changeling/Initialize()
@@ -653,7 +653,7 @@
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/claws/Initialize()
. = ..()
@@ -697,7 +697,7 @@
cold_protection = ARMS|HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0)
enhancement = 6 // first, do harm. all of it. all of the harm. just fuck em up.
wound_enhancement = 6
var/fast_enhancement = 6
@@ -7,7 +7,7 @@
item_state = "ratvarian_shield"
desc = "A resilient shield made out of brass.. It feels warm to the touch."
var/clockwork_desc = "A powerful shield of ratvarian making. It absorbs blocked attacks to charge devastating bashes."
armor = list("melee" = 80, "bullet" = 70, "laser" = -10, "energy" = -20, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 80, BULLET = 70, LASER = -10, ENERGY = -20, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK
max_integrity = 300 //High integrity, extremely strong against melee / bullets, but still quite easy to destroy with lasers and energy
repair_material = /obj/item/stack/tile/brass
@@ -8,7 +8,7 @@
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT
mutantrace_variation = STYLE_MUZZLE
armor = list("melee" = 50, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65)
armor = list(MELEE = 50, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
/obj/item/clothing/head/helmet/clockwork/Initialize()
. = ..()
@@ -68,7 +68,7 @@
cold_protection = CHEST|GROIN|LEGS
heat_protection = CHEST|GROIN|LEGS
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list("melee" = 60, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65)
armor = list(MELEE = 60, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/mmi/posibrain/soul_vessel, /obj/item/reagent_containers/food/drinks/bottle/holyoil)
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
@@ -135,7 +135,7 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list("melee" = 80, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 70, "wound" = 85)
armor = list(MELEE = 80, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
/obj/item/clothing/gloves/clockwork/Initialize()
. = ..()
@@ -199,7 +199,7 @@
/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity, target, origin)
var/damage = max((obj_integrity * 0.7) / severity, 100) //requires multiple bombs to take down
take_damage(damage, BRUTE, "bomb", 0)
take_damage(damage, BRUTE, BOMB, 0)
/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/get_arrival_time(var/deciseconds = TRUE)
if(seconds_until_activation)
@@ -301,7 +301,7 @@
for(var/obj/O in orange(1, src))
if(!O.pulledby && !iseffect(O) && O.density)
if(!step_away(O, src, 2) || get_dist(O, src) < 2)
O.take_damage(50, BURN, "bomb")
O.take_damage(50, BURN, BOMB)
O.update_icon()
conversion_pulse() //Converts the nearby area into clockcult-style
@@ -77,7 +77,7 @@
L.IgniteMob()
else if(ismecha(target))
var/obj/vehicle/sealed/mecha/M = target
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M))
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, MELEE, 1, get_dir(src, M))
new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target))
@@ -70,7 +70,7 @@
else
var/obj/vehicle/sealed/mecha/M = locate() in get_turf(src)
if(M)
M.take_damage(50,BRUTE,"melee")
M.take_damage(50,BRUTE,MELEE)
M.visible_message("<span class='danger'>A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!</span>")
addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
else
+10 -10
View File
@@ -297,7 +297,7 @@
desc = "A torn, dust-caked hood. Strange letters line the inside."
flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
flags_cover = HEADCOVERSEYES
armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -310,7 +310,7 @@
item_state = "cultrobes"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
@@ -350,7 +350,7 @@
item_state = "magus"
desc = "A helm worn by the followers of Nar'Sie."
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10)
armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 10)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
mutantrace_variation = STYLE_MUZZLE
@@ -361,7 +361,7 @@
item_state = "magusred"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/hardsuit/cult
@@ -369,7 +369,7 @@
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
icon_state = "cult_helmet"
item_state = "cult_helmet"
armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
brightness_on = 0
actions_types = list()
@@ -385,7 +385,7 @@
desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
armor = list(MELEE = 70, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
/obj/item/clothing/suit/space/hardsuit/cult/ComponentInitialize()
@@ -413,7 +413,7 @@
icon_state = "cult_armor"
item_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
var/current_charges = 3
@@ -423,7 +423,7 @@
name = "empowered cultist armor"
desc = "Empowered garb which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 50)
armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 50)
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
@@ -473,7 +473,7 @@
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list("melee" = -50, "bullet" = -50, "laser" = -50,"energy" = -50, "bomb" = -50, "bio" = -50, "rad" = -50, "fire" = 0, "acid" = 0)
armor = list(MELEE = -50, BULLET = -50, LASER = -50,ENERGY = -50, BOMB = -50, BIO = -50, RAD = -50, FIRE = 0, ACID = 0)
slowdown = -1
hoodtype = /obj/item/clothing/head/hooded/berserkerhood
@@ -483,7 +483,7 @@
icon_state = "culthood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
armor = list("melee" = -50, "bullet" = -50, "laser" = -50, "energy" = -50, "bomb" = -50, "bio" = -50, "rad" = -50, "fire" = 0, "acid" = 0)
armor = list(MELEE = -50, BULLET = -50, LASER = -50, ENERGY = -50, BOMB = -50, BIO = -50, RAD = -50, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot)
..()
@@ -177,7 +177,7 @@
allowed = list(/obj/item/melee/sickly_blade, /obj/item/forbidden_book, /obj/item/living_heart)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch
// slightly better than normal cult robes
armor = list("melee" = 50, "bullet" = 50, "laser" = 50,"energy" = 50, "bomb" = 35, "bio" = 20, "rad" = 0, "fire" = 20, "acid" = 20)
armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20)
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
/obj/item/reagent_containers/glass/beaker/eldritch
@@ -193,7 +193,7 @@
flags_inv = NONE
flags_cover = NONE
desc = "Black like tar, doesn't reflect any light. Runic symbols line the outside, with each flash you lose comprehension of what you are seeing."
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
obj_flags = NONE | EXAMINE_SKIP
/obj/item/clothing/suit/hooded/cultrobes/void
@@ -205,7 +205,7 @@
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/void
flags_inv = NONE
// slightly worse than normal cult robes
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/void_cloak
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
@@ -406,7 +406,7 @@
if(M in hit_list)
continue
hit_list += M
M.take_damage(45, BURN, "melee", 1)
M.take_damage(45, BURN, MELEE, 1)
sleep(1.5)
/obj/effect/proc_holder/spell/targeted/shapeshift/eldritch
@@ -612,7 +612,7 @@ This is here to make the tiles around the station mininuke change when it's arme
icon_state = "nucleardisk"
persistence_replacement = /obj/item/disk/nuclear/fake
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/fake = FALSE
var/turf/lastlocation