Would you like some defines in these trying times?
This commit is contained in:
@@ -209,7 +209,7 @@
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if(!parts.len)
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return
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var/obj/item/bodypart/picked = pick(parts)
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if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
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if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : stamina ? BULLET : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
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update_damage_overlays()
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//Heal MANY bodyparts, in random order
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@@ -163,7 +163,7 @@
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if(can_inject(M, 1, affecting))//Thick suits can stop monkey bites.
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if(..()) //successful monkey bite, this handles disease contraction.
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var/damage = rand(1, 3)
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apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
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apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, MELEE))
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return 1
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/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
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@@ -183,7 +183,7 @@
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
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if(!affecting)
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affecting = get_bodypart(BODY_ZONE_CHEST)
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var/armor_block = run_armor_check(affecting, "melee", null, null,10)
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var/armor_block = run_armor_check(affecting, MELEE, null, null,10)
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playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1)
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visible_message("<span class='danger'>[M] has slashed at [src]!</span>", \
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@@ -219,7 +219,7 @@
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
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if(!affecting)
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affecting = get_bodypart(BODY_ZONE_CHEST)
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var/armor_block = run_armor_check(affecting, "melee")
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var/armor_block = run_armor_check(affecting, MELEE)
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apply_damage(damage, BRUTE, affecting, armor_block)
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@@ -233,7 +233,7 @@
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
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if(!affecting)
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affecting = get_bodypart(BODY_ZONE_CHEST)
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var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
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var/armor = run_armor_check(affecting, MELEE, armour_penetration = M.armour_penetration)
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apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness)
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/mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M)
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@@ -253,7 +253,7 @@
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
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if(!affecting)
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affecting = get_bodypart(BODY_ZONE_CHEST)
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var/armor_block = run_armor_check(affecting, "melee")
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var/armor_block = run_armor_check(affecting, MELEE)
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apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod)
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@@ -265,7 +265,7 @@
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return
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var/brute_loss = 0
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var/burn_loss = 0
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var/bomb_armor = getarmor(null, "bomb")
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var/bomb_armor = getarmor(null, BOMB)
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//200 max knockdown for EXPLODE_HEAVY
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//160 max knockdown for EXPLODE_LIGHT
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@@ -286,7 +286,7 @@
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brute_loss = 500
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var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
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throw_at(throw_target, 200, 4)
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damage_clothes(400 - bomb_armor, BRUTE, "bomb")
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damage_clothes(400 - bomb_armor, BRUTE, BOMB)
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if (EXPLODE_HEAVY)
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brute_loss = 60
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@@ -294,7 +294,7 @@
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if(bomb_armor)
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brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
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burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
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damage_clothes(200 - bomb_armor, BRUTE, "bomb")
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damage_clothes(200 - bomb_armor, BRUTE, BOMB)
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if (!istype(ears, /obj/item/clothing/ears/earmuffs))
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adjustEarDamage(30, 120)
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Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
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@@ -305,7 +305,7 @@
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brute_loss = 30
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if(bomb_armor)
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brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
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damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
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damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
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if (!istype(ears, /obj/item/clothing/ears/earmuffs))
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adjustEarDamage(15,60)
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Knockdown((160 - (bomb_armor * 1.6)) / 4) //100 bomb armor will prevent knockdown altogether
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@@ -318,7 +318,7 @@
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var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
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if(prob(50/severity) && !prob(getarmor(BP, BOMB)) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
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BP.brute_dam = BP.max_damage
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BP.dismember()
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max_limb_loss--
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@@ -332,7 +332,7 @@
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show_message("<span class='userdanger'>The blob attacks you!</span>")
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var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
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apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
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apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE))
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///Calculates the siemens coeff based on clothing and species, can also restart hearts.
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@@ -1696,7 +1696,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return FALSE
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var/armor_block = target.run_armor_check(affecting, "melee")
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var/armor_block = target.run_armor_check(affecting, MELEE)
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playsound(target.loc, user.dna.species.attack_sound_override || attack_sound, 25, 1, -1)
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target.visible_message("<span class='danger'>[user] [atk_verb]ed [target]!</span>", \
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"<span class='userdanger'>[user] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE, null, \
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@@ -1905,7 +1905,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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hit_area = affecting.name
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var/def_zone = affecting.body_zone
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var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
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var/armor_block = H.run_armor_check(affecting, MELEE, "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
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armor_block = min(90,armor_block) //cap damage reduction at 90%
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var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
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var/Iwound_bonus = I.wound_bonus
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@@ -2404,7 +2404,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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for(var/X in burning_items)
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var/obj/item/I = X
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if(!(I.resistance_flags & FIRE_PROOF))
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I.take_damage(H.fire_stacks, BURN, "fire", 0)
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I.take_damage(H.fire_stacks, BURN, FIRE, 0)
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var/thermal_protection = H.easy_thermal_protection()
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@@ -347,7 +347,7 @@
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/datum/species/golem/sand/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
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if(!(P.original == H && P.firer == H))
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if(P.flag == "bullet" || P.flag == "bomb")
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if(P.flag == BULLET || P.flag == BOMB)
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playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1)
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H.visible_message("<span class='danger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>", \
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"<span class='userdanger'>The [P.name] sinks harmlessly in [H]'s sandy body!</span>")
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@@ -379,7 +379,7 @@
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/datum/species/golem/glass/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
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if(!(P.original == H && P.firer == H)) //self-shots don't reflect
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if(P.flag == "laser" || P.flag == "energy")
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if(P.flag == LASER || P.flag == ENERGY)
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H.visible_message("<span class='danger'>The [P.name] gets reflected by [H]'s glass skin!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [H]'s glass skin!</span>")
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if(P.starting)
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@@ -741,7 +741,7 @@
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name = "pile of bandages"
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desc = "It emits a strange aura, as if there was still life within it..."
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max_integrity = 50
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armor = list("melee" = 90, "bullet" = 90, "laser" = 25, "energy" = 80, "bomb" = 50, "bio" = 100, "fire" = -50, "acid" = -50)
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armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50)
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "pile_bandages"
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resistance_flags = FLAMMABLE
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@@ -829,7 +829,7 @@
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/datum/species/golem/bronze/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H)
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if(!(world.time > last_gong_time + gong_cooldown))
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return ..()
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if(P.flag == "bullet" || P.flag == "bomb")
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if(P.flag == BULLET || P.flag == BOMB)
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gong(H)
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return ..()
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@@ -211,7 +211,7 @@
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visible_message("<span class='danger'>[S] is disintegrated by [src]!</span>")
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else if(AM.light_range && AM.light_power && !(istype(AM, /obj/machinery/power/apc) || istype(AM, /obj/machinery/airalarm)))
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var/obj/target_object = AM
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target_object.take_damage(force * 5, BRUTE, "melee", 0)
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target_object.take_damage(force * 5, BRUTE, MELEE, 0)
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/obj/item/light_eater/proc/disintegrate(obj/item/O)
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@@ -162,7 +162,7 @@
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for(var/X in burning_items)
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var/obj/item/I = X
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if(!(I.resistance_flags & FIRE_PROOF))
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I.take_damage(fire_stacks, BURN, "fire", 0)
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I.take_damage(fire_stacks, BURN, FIRE, 0)
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adjust_bodytemperature(BODYTEMP_HEATING_MAX)
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire)
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@@ -195,14 +195,14 @@
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if (EXPLODE_HEAVY)
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take_overall_damage(60, 60)
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damage_clothes(200, BRUTE, "bomb")
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damage_clothes(200, BRUTE, BOMB)
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adjustEarDamage(30, 120)
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if(prob(70))
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Unconscious(200)
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if(EXPLODE_LIGHT)
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take_overall_damage(30, 0)
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damage_clothes(50, BRUTE, "bomb")
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damage_clothes(50, BRUTE, BOMB)
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adjustEarDamage(15,60)
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if (prob(50))
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Unconscious(160)
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@@ -1124,7 +1124,7 @@
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amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
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var/blocked = getarmor(null, "rad")
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var/blocked = getarmor(null, RAD)
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if(amount > RAD_BURN_THRESHOLD)
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apply_damage((amount-RAD_BURN_THRESHOLD)/RAD_BURN_THRESHOLD, BURN, null, blocked)
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@@ -1153,7 +1153,7 @@
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visible_message("<span class='warning'>[src] catches fire!</span>", \
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"<span class='userdanger'>You're set on fire!</span>")
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new/obj/effect/dummy/lighting_obj/moblight/fire(src)
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throw_alert("fire", /atom/movable/screen/alert/fire)
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throw_alert(FIRE, /atom/movable/screen/alert/fire)
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update_fire()
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SEND_SIGNAL(src, COMSIG_LIVING_IGNITED,src)
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return TRUE
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@@ -1,5 +1,5 @@
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/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
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/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE)
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var/armor = getarmor(def_zone, attack_flag)
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if(silent)
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@@ -141,7 +141,7 @@
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"<span class='userdanger'>You're hit by [I]!</span>")
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if(!I.throwforce)
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return
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var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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var/armor = run_armor_check(impacting_zone, MELEE, "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
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else
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return 1
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@@ -110,7 +110,7 @@
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return
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return ..()
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/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = "melee")
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/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
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var/temp_damage = damage
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if(!damage_coeff[damagetype])
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temp_damage = 0
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@@ -135,7 +135,7 @@
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if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
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return
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..()
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var/bomb_armor = getarmor(null, "bomb")
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var/bomb_armor = getarmor(null, BOMB)
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switch (severity)
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if (EXPLODE_DEVASTATE)
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if(prob(bomb_armor))
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@@ -631,12 +631,12 @@
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playsound(loc, 'sound/effects/splat.ogg', 50, TRUE)
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var/damage = rand(5,15)
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H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee"))
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H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee"))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee"))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee"))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee"))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee"))
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H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, MELEE))
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H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, MELEE))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, MELEE))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, MELEE))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, MELEE))
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H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, MELEE))
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var/turf/T = get_turf(src)
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T.add_mob_blood(H)
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@@ -37,4 +37,4 @@
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icon_state = "declone"
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damage = 4
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damage_type = BURN
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flag = "energy"
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flag = ENERGY
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@@ -42,7 +42,7 @@
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damage = 10
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damage_type = BURN
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light_range = 2
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flag = "energy"
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flag = ENERGY
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light_color = LIGHT_COLOR_YELLOW
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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@@ -299,7 +299,7 @@ Difficulty: Hard
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to_chat(L, "<span class='userdanger'>[src] rends you!</span>")
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playsound(T, attack_sound, 100, 1, -1)
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var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
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L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration))
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sleep(3)
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|
||||
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
|
||||
|
||||
@@ -268,7 +268,7 @@ Difficulty: Medium
|
||||
if(M in hit_list)
|
||||
continue
|
||||
hit_list += M
|
||||
M.take_damage(45, BRUTE, "melee", 1)
|
||||
M.take_damage(45, BRUTE, MELEE, 1)
|
||||
sleep(1.5)
|
||||
|
||||
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(lava_arena = FALSE, atom/movable/manual_target, var/swoop_cooldown = 30)
|
||||
@@ -351,7 +351,7 @@ Difficulty: Medium
|
||||
L.throw_at(throwtarget, 3)
|
||||
visible_message("<span class='warning'>[L] is thrown clear of [src]!</span>")
|
||||
for(var/obj/vehicle/sealed/mecha/M in orange(1, src))
|
||||
M.take_damage(75, BRUTE, "melee", 1)
|
||||
M.take_damage(75, BRUTE, MELEE, 1)
|
||||
|
||||
for(var/mob/M in range(7, src))
|
||||
shake_camera(M, 15, 1)
|
||||
@@ -410,7 +410,7 @@ Difficulty: Medium
|
||||
|
||||
// deals damage to mechs
|
||||
for(var/obj/vehicle/sealed/mecha/M in T.contents)
|
||||
M.take_damage(45, BRUTE, "melee", 1)
|
||||
M.take_damage(45, BRUTE, MELEE, 1)
|
||||
|
||||
// changes turf to lava temporarily
|
||||
if(!istype(T, /turf/closed) && !istype(T, /turf/open/lava))
|
||||
@@ -542,5 +542,5 @@ Difficulty: Medium
|
||||
if(M in hit_list)
|
||||
continue
|
||||
hit_list += M
|
||||
M.take_damage(45, BRUTE, "melee", 1)
|
||||
M.take_damage(45, BRUTE, MELEE, 1)
|
||||
sleep(1.5)
|
||||
|
||||
@@ -643,7 +643,7 @@ Difficulty: Normal
|
||||
playsound(L,'sound/weapons/sear.ogg', 50, 1, -4)
|
||||
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
|
||||
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
|
||||
var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
|
||||
var/armor = L.run_armor_check(limb_to_hit, MELEE, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
|
||||
L.apply_damage(damage, BURN, limb_to_hit, armor, wound_bonus=CANT_WOUND)
|
||||
if(ishostile(L))
|
||||
var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
|
||||
|
||||
@@ -335,7 +335,7 @@ SHITCODE AHEAD. BE ADVISED. Also comment extravaganza
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
layer = ABOVE_OBJ_LAYER
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 100,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
///What kind of projectile the actual damaging part should be.
|
||||
var/projectile_type = /obj/item/projectile/beam/legion
|
||||
///Time until the tracer gets shot
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
flag = ENERGY
|
||||
temperature = 50
|
||||
|
||||
/mob/living/simple_animal/hostile/asteroid/basilisk/GiveTarget(new_target)
|
||||
|
||||
@@ -122,7 +122,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
|
||||
/obj/structure/elite_tumor
|
||||
name = "pulsing tumor"
|
||||
desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..."
|
||||
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
||||
resistance_flags = INDESTRUCTIBLE
|
||||
var/activity = TUMOR_INACTIVE
|
||||
var/boosted = FALSE
|
||||
|
||||
@@ -530,7 +530,7 @@
|
||||
/obj/structure/carp_rift
|
||||
name = "carp rift"
|
||||
desc = "A rift akin to the ones space carp use to travel long distances."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
||||
max_integrity = 300
|
||||
icon = 'icons/obj/carp_rift.dmi'
|
||||
icon_state = "carp_rift_carpspawn"
|
||||
@@ -637,7 +637,7 @@
|
||||
icon_state = "carp_rift_charged"
|
||||
light_color = LIGHT_COLOR_YELLOW
|
||||
update_light()
|
||||
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
|
||||
resistance_flags = INDESTRUCTIBLE
|
||||
dragon.rifts_charged += 1
|
||||
if(dragon.rifts_charged != 3 && !dragon.objective_complete)
|
||||
|
||||
Reference in New Issue
Block a user