Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into station_traits
This commit is contained in:
+14
-1
@@ -1,5 +1,18 @@
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#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]-[wound]"
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#define MELEE "melee"
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#define BULLET "bullet"
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#define LASER "laser"
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#define ENERGY "energy"
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#define BOMB "bomb"
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#define BIO "bio"
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#define RAD "rad"
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#define FIRE "fire"
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#define ACID "acid"
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#define MAGIC "magic"
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#define WOUND "wound"
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/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0, wound = 0)
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. = locate(ARMORID)
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if (!.)
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@@ -56,7 +69,7 @@
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return vars[rating]
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/datum/armor/proc/getList()
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return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
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return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound)
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/datum/armor/proc/attachArmor(datum/armor/AA)
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return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
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@@ -12,8 +12,8 @@
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GAS_CO2=5,
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)
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restricted_gases = list(
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GAS_BZ = 0.1,
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GAS_METHYL_BROMIDE= 0.1
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GAS_BZ=0.1,
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GAS_BROMINE=0.1
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)
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minimum_pressure = HAZARD_LOW_PRESSURE + 10
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@@ -22,26 +22,44 @@
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minimum_temp = 281
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maximum_temp = 320
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/datum/atmosphere/lavaland/generate_gas_string()
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if(prob(restricted_chance))
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base_gases = list(
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GAS_METHANE=5,
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GAS_N2=10
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)
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normal_gases = list(
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GAS_METHANE=5,
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GAS_N2=5,
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)
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restricted_gases = list(
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GAS_AMMONIA = 0.1,
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GAS_METHYL_BROMIDE = 0.1,
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GAS_HYDROGEN = 0.1
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)
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return ..()
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/datum/atmosphere/lavaland/check_for_sanity(datum/gas_mixture/mix)
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var/datum/breathing_class/o2_class = GLOB.gas_data.breathing_classes[BREATH_OXY]
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while(o2_class.get_effective_pp(mix) < 10)
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mix.adjust_moles(GAS_CO2, -0.5)
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mix.adjust_moles(GAS_O2, 0.5)
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if(mix.get_moles(GAS_METHANE) < 0.1)
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var/datum/breathing_class/o2_class = GLOB.gas_data.breathing_classes[BREATH_OXY]
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while(o2_class.get_effective_pp(mix) < 10)
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mix.adjust_moles(GAS_CO2, -0.5)
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mix.adjust_moles(GAS_O2, 0.5)
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/datum/atmosphere/icemoon
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id = ICEMOON_DEFAULT_ATMOS
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base_gases = list(
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GAS_O2=5,
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GAS_METHANE=5,
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GAS_N2=10,
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)
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normal_gases = list(
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GAS_O2=10,
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GAS_N2=10,
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GAS_CO2=10,
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GAS_METHANE=5,
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GAS_N2=10
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)
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restricted_gases = list(
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GAS_METHYL_BROMIDE=0.1
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GAS_METHYL_BROMIDE=0.1,
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GAS_HYDROGEN=0.1
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)
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restricted_chance = 5
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@@ -51,3 +69,18 @@
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minimum_temp = 180
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maximum_temp = 180
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/datum/atmosphere/icemoon/generate_gas_string()
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if(prob(restricted_chance))
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base_gases = list(
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GAS_O2=5,
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GAS_N2=10,
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)
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normal_gases = list(
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GAS_O2=5,
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GAS_N2=10,
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)
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restricted_gases = list(
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GAS_BZ = 0.1,
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GAS_METHYL_BROMIDE = 0.1,
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)
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return ..()
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@@ -99,7 +99,7 @@
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var/obj/effect/hallucination/simple/bluespace_stream/linked_to
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var/mob/living/carbon/seer
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/obj/effect/hallucination/simple/bluespace_stream/Initialize()
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/obj/effect/hallucination/simple/bluespace_stream/Initialize(mapload)
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. = ..()
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QDEL_IN(src, 300)
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@@ -53,7 +53,7 @@
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if(!(O.resistance_flags & ACID_PROOF))
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if(prob(33))
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playsound(O.loc, 'sound/items/welder.ogg', 150, 1)
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O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, "acid", 0)
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O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, ACID, 0)
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level = max(level - (5 + 3*round(sqrt(level))), 0)
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if(level <= 0)
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@@ -2,7 +2,7 @@
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var/amount = 0
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var/maxamount = 3
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var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide
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var/datum/armor/added_armor = list("melee" = 10)
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var/datum/armor/added_armor = list(MELEE = 10)
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var/upgrade_name
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/datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor)
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@@ -12,7 +12,7 @@
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/applyplate)
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RegisterSignal(parent, COMSIG_PARENT_PREQDELETED, .proc/dropplates)
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if(istype(parent, /obj/mecha/working/ripley))
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if(istype(parent, /obj/vehicle/sealed/mecha/working/ripley))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/apply_mech_overlays)
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if(_maxamount)
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@@ -67,7 +67,7 @@
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O.armor = O.armor.attachArmor(added_armor)
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if(ismecha(O))
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var/obj/mecha/R = O
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var/obj/vehicle/sealed/mecha/R = O
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R.update_icon()
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to_chat(user, "<span class='info'>You strengthen [R], improving its resistance against melee, bullet and laser damage.</span>")
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else
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@@ -80,11 +80,11 @@
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for(var/i in 1 to amount)
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new upgrade_item(get_turf(parent))
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/datum/component/armor_plate/proc/apply_mech_overlays(obj/mecha/mech, list/overlays)
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/datum/component/armor_plate/proc/apply_mech_overlays(obj/vehicle/sealed/mecha/mech, list/overlays)
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if(amount)
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var/overlay_string = "ripley-g"
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if(amount >= 3)
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overlay_string += "-full"
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if(!mech.occupant)
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if(LAZYLEN(mech.occupants) < 1)
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overlay_string += "-open"
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overlays += overlay_string
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@@ -152,7 +152,7 @@
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to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness())
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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@@ -1,6 +1,6 @@
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/**
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* KILLER QUEEN
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*
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*
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* Simple contact bomb component
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* Blows up the first person to touch it.
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*/
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@@ -26,7 +26,7 @@
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var/flame = 0
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/// only triggered by living mobs
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var/living_only = TRUE
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/datum/component/killerqueen/Initialize(ex_strength = EXPLODE_HEAVY, datum/callback/pre_explode, datum/callback/failure, examine_message, light = 0, heavy = 0, dev = 0, flame = 0, living_only = TRUE)
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. = ..()
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@@ -11,7 +11,7 @@
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RegisterSignal(parent, COMSIG_ITEM_DROPPED,.proc/OnDropped)
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src.knockoff_chance = knockoff_chance
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if(zone_override)
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target_zones = zone_override
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@@ -38,5 +38,5 @@
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P.range = override_projectile_range
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P.preparePixelProjectile(shootat_turf, target)
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P.firer = firer // don't hit ourself that would be really annoying
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P.permutated += target // don't hit the target we hit already with the flak
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P.impacted = list(target = TRUE) // don't hit the target we hit already with the flak
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P.fire()
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@@ -242,7 +242,7 @@
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P.original = target
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P.fired_from = parent
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P.firer = parent // don't hit ourself that would be really annoying
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P.permutated += parent // don't hit the target we hit already with the flak
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P.impacted = list(parent = TRUE) // don't hit the target we hit already with the flak
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P.suppressed = SUPPRESSED_VERY // set the projectiles to make no message so we can do our own aggregate message
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P.preparePixelProjectile(target, parent)
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RegisterSignal(P, COMSIG_PROJECTILE_SELF_ON_HIT, .proc/pellet_hit)
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@@ -42,6 +42,8 @@
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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if(istype(parent, /obj/item/clothing/shoes))
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RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
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else if(isstructure(parent))
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/use_squeak)
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override_squeak_sounds = custom_sounds
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if(chance_override)
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@@ -39,7 +39,7 @@
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var/datum/progressbar/progress = new(M, length(things), T)
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while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
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stoplag(1)
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qdel(progress)
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progress.end_progress()
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A.do_squish(0.8, 1.2)
|
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|
||||
/datum/component/storage/concrete/bluespace/rped
|
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@@ -83,5 +83,5 @@
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var/datum/progressbar/progress = new(M, length(things), T)
|
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while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
|
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stoplag(1)
|
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qdel(progress)
|
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progress.end_progress()
|
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A.do_squish(0.8, 1.2)
|
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|
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@@ -215,7 +215,7 @@
|
||||
var/list/rejections = list()
|
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while(do_after(M, 10, TRUE, parent, FALSE, CALLBACK(src, .proc/handle_mass_pickup, things, I.loc, rejections, progress)))
|
||||
stoplag(1)
|
||||
qdel(progress)
|
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progress.end_progress()
|
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to_chat(M, "<span class='notice'>You put everything you could [insert_preposition] [parent].</span>")
|
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A.do_squish(1.4, 0.4)
|
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|
||||
@@ -273,7 +273,7 @@
|
||||
var/datum/progressbar/progress = new(M, length(things), T)
|
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while (do_after(M, 10, TRUE, T, FALSE, CALLBACK(src, .proc/mass_remove_from_storage, T, things, progress, TRUE, M)))
|
||||
stoplag(1)
|
||||
qdel(progress)
|
||||
progress.end_progress()
|
||||
A.do_squish(0.8, 1.2)
|
||||
|
||||
/datum/component/storage/proc/mass_remove_from_storage(atom/target, list/things, datum/progressbar/progress, trigger_on_found = TRUE, mob/user)
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
return !is_mouth_covered()
|
||||
|
||||
/mob/living/carbon/CanSpreadAirborneDisease()
|
||||
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
|
||||
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating(BIO) >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating(BIO) >= 25)))
|
||||
|
||||
/mob/living/proc/set_shocked()
|
||||
flags_1 |= SHOCKED_1
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
/datum/disease/crabcancer
|
||||
name = "Crab Cancer"
|
||||
form = "Skin Cancer"
|
||||
max_stages = 3
|
||||
cure_text = "Mutadone"
|
||||
spread_text = "Noncontagious"
|
||||
cures = list(/datum/reagent/medicine/mutadone)
|
||||
agent = "Carcinisoprojection Jelly"
|
||||
viable_mobtypes = list(/mob/living/carbon/human, /mob/living/carbon/monkey)
|
||||
permeability_mod = 1
|
||||
desc = "If left untreated, the patient will rapidly and painfully grow flesh that will fall off the subject. This can result in death if unmaintained."
|
||||
severity = DISEASE_SEVERITY_DANGEROUS
|
||||
spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS
|
||||
visibility_flags = HIDDEN_PANDEMIC
|
||||
bypasses_immunity = TRUE
|
||||
|
||||
/datum/disease/crabcancer/stage_act()
|
||||
..()
|
||||
switch(stage)
|
||||
if(1)
|
||||
if(prob(10))
|
||||
to_chat(affected_mob, "<span class='warning'>" + pick("You feel uncomfortable.",
|
||||
"You can feel your arms and legs throbbing.",
|
||||
"You feel... crabby.",
|
||||
"You're starting to smell like seafood.") + "</span>")
|
||||
if(2)
|
||||
if(prob(10))
|
||||
to_chat(affected_mob, "<span class='danger'>" + pick("Your flesh is starting to look deformed.",
|
||||
"You feel your flesh bubbling and swelling.",
|
||||
"You think you see pincers coming out of your flesh.",
|
||||
"It's time for crab...") + "</span>")
|
||||
if(3)
|
||||
if(prob(5))
|
||||
to_chat(affected_mob, "<span class='danger'>" + pick("Your skin forms black, rough patches!",
|
||||
"The pain is unbearable!",
|
||||
"Your skin is forming painful cysts!") + "</span>")
|
||||
affected_mob.take_bodypart_damage(rand(1,5))
|
||||
if(prob(5))
|
||||
affected_mob.visible_message("<span class='danger'>[affected_mob]'s own flesh swells and tears away from \him!</span>", \
|
||||
"<span class='userdanger'>" + pick("You feel your flesh swelling and tearing away from you!",
|
||||
"Your own flesh grows and falls beneath you!",
|
||||
"The pain... the crabby meat falls off you!",
|
||||
"Your flesh... it tears!",
|
||||
"It is now time for crab!") + "</span>",
|
||||
"<span class='italics'>You hear a disgusting squelch of flesh being torn.</span>")
|
||||
playsound(affected_mob, 'sound/items/poster_ripped.ogg', 50, TRUE)
|
||||
playsound(get_turf(affected_mob), 'sound/effects/splat.ogg', 20, TRUE)
|
||||
affected_mob.emote("scream")
|
||||
affected_mob.take_bodypart_damage(rand(15,25))
|
||||
var/humanmeatamount = rand(0,2)
|
||||
var/crabmeatamount = rand(1,2)
|
||||
var/meattype = /obj/item/reagent_containers/food/snacks/meat/slab/human
|
||||
if(ishuman(affected_mob))
|
||||
meattype = affected_mob.dna.species.meat
|
||||
else //grab the carbon's meat instead (usually this means monkey meat... though other disease-compatible carbon mobs might apply.)
|
||||
meattype = affected_mob.type_of_meat
|
||||
|
||||
if(humanmeatamount)
|
||||
for(var/i=1 to humanmeatamount)
|
||||
var/obj/item/reagent_containers/food/snacks/meat/slab/newmeat = new meattype
|
||||
newmeat.name = "[affected_mob.real_name] [newmeat.name]"
|
||||
newmeat.forceMove(affected_mob.loc)
|
||||
if(crabmeatamount)
|
||||
for(var/i=1 to crabmeatamount)
|
||||
new /obj/item/reagent_containers/food/snacks/meat/rawcrab(affected_mob.loc)
|
||||
affected_mob.jitteriness += 3
|
||||
|
||||
@@ -54,11 +54,14 @@
|
||||
|
||||
/datum/element/art/rev
|
||||
|
||||
/datum/element/art/rev/apply_moodlet(atom/source, mob/M, impress)
|
||||
M.visible_message("<span class='notice'>[M] stops to inspect [source].</span>", \
|
||||
"<span class='notice'>You take in [source], inspecting the fine craftsmanship of the proletariat.</span>")
|
||||
|
||||
if(M.mind && M.mind.has_antag_datum(/datum/antagonist/rev))
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
|
||||
/datum/element/art/rev/apply_moodlet(atom/source, mob/user, impress)
|
||||
var/msg
|
||||
if(user.mind?.has_antag_datum(/datum/antagonist/rev))
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artgreat", /datum/mood_event/artgreat)
|
||||
msg = "What \a [pick("masterpiece", "chef-d'oeuvre")] [source.p_theyre()]. So [pick("subversive", "revolutionary", "unitizing", "egalitarian")]!"
|
||||
else
|
||||
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "artbad", /datum/mood_event/artbad)
|
||||
msg = "Wow, [source.p_they()] sucks."
|
||||
|
||||
user.visible_message(span_notice("[user] stops to inspect [source]."), \
|
||||
span_notice("You appraise [source], inspecting the fine craftsmanship of the proletariat... [msg]"))
|
||||
|
||||
@@ -79,7 +79,7 @@
|
||||
var/actual_chance = embed_chance
|
||||
|
||||
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
|
||||
if(armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
|
||||
|
||||
@@ -11,9 +11,9 @@
|
||||
if(HAS_TRAIT(H, TRAIT_TRASHCAN))
|
||||
playsound(H.loc,'sound/items/eatfood.ogg', rand(10,50), 1)
|
||||
if(H.vore_selected)
|
||||
H.visible_message("<span class='notice'>[H] [H.vore_selected.vore_verb]s the [source] into their [H.vore_selected]</span>",
|
||||
"<span class='notice'>You [H.vore_selected.vore_verb]s the [source] into your [H.vore_selected]</span>")
|
||||
H.visible_message("<span class='notice'>[H] [H.vore_selected.vore_verb]s the [source.name] into their [H.vore_selected.name]</span>",
|
||||
"<span class='notice'>You [H.vore_selected.vore_verb] the [source.name] into your [H.vore_selected.name]</span>")
|
||||
source.forceMove(H.vore_selected)
|
||||
else
|
||||
H.visible_message("<span class='notice'>[H] consumes the [source].")
|
||||
H.visible_message("<span class='notice'>[H] consumes the [source.name].")
|
||||
qdel(source)
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
return TRUE
|
||||
|
||||
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
|
||||
var/armor_block = D.run_armor_check(affecting, "melee")
|
||||
var/armor_block = D.run_armor_check(affecting, MELEE)
|
||||
|
||||
playsound(D.loc, A.dna.species.attack_sound, 25, 1, -1)
|
||||
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
|
||||
/datum/martial_art/krav_maga/proc/leg_sweep(mob/living/carbon/human/A, mob/living/carbon/human/D)
|
||||
var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST)
|
||||
var/armor_block = D.run_armor_check(affecting, "melee")
|
||||
var/armor_block = D.run_armor_check(affecting, MELEE)
|
||||
var/damage = (damage_roll(A,D)*2 + 25)
|
||||
if(!CHECK_MOBILITY(D, MOBILITY_STAND))
|
||||
return FALSE
|
||||
@@ -140,7 +140,7 @@
|
||||
|
||||
/datum/martial_art/krav_maga/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
|
||||
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
|
||||
var/armor_block = D.run_armor_check(affecting, "melee")
|
||||
var/armor_block = D.run_armor_check(affecting, MELEE)
|
||||
if(check_streak(A,D))
|
||||
return TRUE
|
||||
log_combat(A, D, "punched")
|
||||
@@ -165,7 +165,7 @@
|
||||
if(check_streak(A,D))
|
||||
return TRUE
|
||||
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
|
||||
var/armor_block = D.run_armor_check(affecting, "melee")
|
||||
var/armor_block = D.run_armor_check(affecting, MELEE)
|
||||
var/damage = damage_roll(A,D)
|
||||
var/stunthreshold = A.dna.species.punchstunthreshold
|
||||
if(CHECK_MOBILITY(D, MOBILITY_STAND))
|
||||
@@ -233,4 +233,4 @@
|
||||
heat_protection = HANDS
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
resistance_flags = NONE
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
|
||||
@@ -223,7 +223,7 @@
|
||||
block_chance = 50
|
||||
var/wielded = FALSE // track wielded status on item
|
||||
|
||||
/obj/item/staff/bostaff/Initialize()
|
||||
/obj/item/staff/bostaff/Initialize(mapload)
|
||||
. = ..()
|
||||
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/on_wield)
|
||||
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/on_unwield)
|
||||
|
||||
@@ -30,7 +30,7 @@ Simple datum which is instanced once per type and is used for every object of sa
|
||||
///This is the amount of value per 1 unit of the material
|
||||
var/value_per_unit = 0
|
||||
///Armor modifiers, multiplies an items normal armor vars by these amounts.
|
||||
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
|
||||
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
|
||||
///How beautiful is this material per unit.
|
||||
var/beauty_modifier = 0
|
||||
///Can be used to override the sound items make, lets add some SLOSHing.
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
sheet_type = /obj/item/stack/sheet/glass
|
||||
value_per_unit = 0.0025
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok
|
||||
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2) // yeah ok
|
||||
|
||||
/*
|
||||
Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
|
||||
@@ -45,7 +45,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/gold
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
|
||||
|
||||
///Small force increase, for diamond swords
|
||||
/datum/material/diamond
|
||||
@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.3
|
||||
armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
|
||||
|
||||
///Is slightly radioactive
|
||||
/datum/material/uranium
|
||||
@@ -69,7 +69,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.3 //It shines so beautiful
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
|
||||
|
||||
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -90,7 +90,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/plasma
|
||||
value_per_unit = 0.1
|
||||
beauty_modifier = 0.15
|
||||
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
|
||||
|
||||
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -124,7 +124,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
|
||||
value_per_unit = 0.5
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
|
||||
armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away
|
||||
|
||||
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -147,7 +147,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
|
||||
value_per_unit = 0.0625
|
||||
beauty_modifier = 0.05
|
||||
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
|
||||
|
||||
/datum/material/runite
|
||||
name = "runite"
|
||||
@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/runite
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
|
||||
|
||||
///Force decrease
|
||||
/datum/material/plastic
|
||||
@@ -168,7 +168,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/plastic
|
||||
value_per_unit = 0.0125
|
||||
beauty_modifier = -0.01
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
|
||||
|
||||
///Force decrease and mushy sound effect. (Not yet implemented)
|
||||
/datum/material/biomass
|
||||
@@ -187,7 +187,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
value_per_unit = 0.06
|
||||
beauty_modifier = 0.1
|
||||
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
|
||||
|
||||
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -211,7 +211,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
|
||||
value_per_unit = 0.25
|
||||
beauty_modifier = 0.4
|
||||
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
|
||||
|
||||
///RPG Magic. (Admin only)
|
||||
/datum/material/mythril
|
||||
@@ -222,7 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/mineral/mythril
|
||||
value_per_unit = 0.75
|
||||
beauty_modifier = 0.5
|
||||
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
|
||||
armor_modifiers = list(MELEE = 2, BULLET = 2, LASER = 2, ENERGY = 2, BOMB = 2, BIO = 2, RAD = 2, FIRE = 2, ACID = 2)
|
||||
|
||||
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
|
||||
. = ..()
|
||||
@@ -244,7 +244,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
value_per_unit = 0.001
|
||||
strength_modifier = 0.5
|
||||
integrity_modifier = 0.1
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.25
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
@@ -257,7 +257,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/sandstone
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "brick"
|
||||
@@ -269,7 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/snow
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "sand"
|
||||
@@ -282,7 +282,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
strength_modifier = 1.2
|
||||
sheet_type = /obj/item/stack/sheet/runed_metal
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = -0.15
|
||||
texture_layer_icon_state = "runed"
|
||||
|
||||
@@ -294,7 +294,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
|
||||
sheet_type = /obj/item/stack/tile/brass
|
||||
value_per_unit = 0.75
|
||||
armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for.
|
||||
armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 0, ENERGY = 0, BOMB = 1.4, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5) //But it has.. a few problems that can't easily be compensated for.
|
||||
beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
|
||||
|
||||
/datum/material/bronze
|
||||
@@ -305,7 +305,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bronze
|
||||
value_per_unit = 0.025
|
||||
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
|
||||
/datum/material/paper
|
||||
@@ -315,7 +315,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/paperframes
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
|
||||
beauty_modifier = 0.3
|
||||
turf_sound_override = FOOTSTEP_SAND
|
||||
texture_layer_icon_state = "paper"
|
||||
@@ -340,7 +340,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/cardboard
|
||||
value_per_unit = 0.003
|
||||
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
|
||||
beauty_modifier = -0.1
|
||||
|
||||
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
|
||||
@@ -364,7 +364,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
sheet_type = /obj/item/stack/sheet/bone
|
||||
strength_modifier = 1.05
|
||||
value_per_unit = 0.05
|
||||
armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
|
||||
beauty_modifier = -0.2
|
||||
|
||||
/datum/material/bamboo
|
||||
@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/bamboo
|
||||
value_per_unit = 0.0025
|
||||
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
|
||||
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
|
||||
beauty_modifier = 0.2
|
||||
turf_sound_override = FOOTSTEP_WOOD
|
||||
texture_layer_icon_state = "bamboo"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = -0.3
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "meat"
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
value_per_unit = 0.05
|
||||
beauty_modifier = 0.1
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "pizza"
|
||||
|
||||
@@ -147,6 +147,11 @@
|
||||
mood_change = -5
|
||||
timeout = 1 MINUTES
|
||||
|
||||
/datum/mood_event/painful_limb_regrowth
|
||||
description = "<span class='warning'>It's great to have all my limbs back but that was absolutely painful.</span>\n"
|
||||
mood_change = -5
|
||||
timeout = 1 MINUTES
|
||||
|
||||
/datum/mood_event/loud_gong
|
||||
description = "<span class='warning'>That loud gong noise really hurt my ears!</span>\n"
|
||||
mood_change = -3
|
||||
|
||||
@@ -205,6 +205,16 @@
|
||||
synchronizer_coeff = 1
|
||||
var/reek = 200
|
||||
|
||||
/datum/mutation/human/olfaction/on_acquiring(mob/living/carbon/human/owner)
|
||||
if(..() || HAS_TRAIT(owner, TRAIT_ANOSMIA))
|
||||
return TRUE
|
||||
ADD_TRAIT(owner, TRAIT_GOODSMELL, GENETIC_MUTATION)
|
||||
|
||||
/datum/mutation/human/olfaction/on_losing(mob/living/carbon/human/owner)
|
||||
if(..())
|
||||
return
|
||||
REMOVE_TRAIT(owner, TRAIT_GOODSMELL, GENETIC_MUTATION)
|
||||
|
||||
/datum/mutation/human/olfaction/modify()
|
||||
if(power)
|
||||
var/obj/effect/proc_holder/spell/targeted/olfaction/S = power
|
||||
|
||||
+118
-46
@@ -1,67 +1,139 @@
|
||||
#define PROGRESSBAR_HEIGHT 6
|
||||
#define PROGRESSBAR_ANIMATION_TIME 5
|
||||
|
||||
/datum/progressbar
|
||||
var/goal = 1
|
||||
///The progress bar visual element.
|
||||
var/image/bar
|
||||
var/shown = 0
|
||||
///The target where this progress bar is applied and where it is shown.
|
||||
var/atom/bar_loc
|
||||
///The mob whose client sees the progress bar.
|
||||
var/mob/user
|
||||
var/client/client
|
||||
var/listindex
|
||||
///The client seeing the progress bar.
|
||||
var/client/user_client
|
||||
///Effectively the number of steps the progress bar will need to do before reaching completion.
|
||||
var/goal = 1
|
||||
///Control check to see if the progress was interrupted before reaching its goal.
|
||||
var/last_progress = 0
|
||||
///Variable to ensure smooth visual stacking on multiple progress bars.
|
||||
var/listindex = 0
|
||||
|
||||
|
||||
/datum/progressbar/New(mob/User, goal_number, atom/target)
|
||||
. = ..()
|
||||
if (!istype(target))
|
||||
CRASH("Invalid target given")
|
||||
if (goal_number)
|
||||
goal = goal_number
|
||||
bar = image('icons/effects/progessbar.dmi', target, "prog_bar_0", HUD_LAYER)
|
||||
bar.plane = HUD_PLANE
|
||||
EXCEPTION("Invalid target given")
|
||||
if(QDELETED(User) || !istype(User))
|
||||
stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] user")
|
||||
qdel(src)
|
||||
return
|
||||
if(!isnum(goal_number))
|
||||
stack_trace("/datum/progressbar created with [isnull(User) ? "null" : "invalid"] goal_number")
|
||||
qdel(src)
|
||||
return
|
||||
goal = goal_number
|
||||
bar_loc = target
|
||||
bar = image('icons/effects/progessbar.dmi', bar_loc, "prog_bar_0")
|
||||
bar.plane = ABOVE_HUD_PLANE
|
||||
bar.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
|
||||
user = User
|
||||
if(user)
|
||||
client = user.client
|
||||
|
||||
LAZYINITLIST(user.progressbars)
|
||||
LAZYINITLIST(user.progressbars[bar.loc])
|
||||
var/list/bars = user.progressbars[bar.loc]
|
||||
bars.Add(src)
|
||||
LAZYADDASSOCLIST(user.progressbars, bar_loc, src)
|
||||
var/list/bars = user.progressbars[bar_loc]
|
||||
listindex = bars.len
|
||||
bar.pixel_y = 32 + (PROGRESSBAR_HEIGHT * (listindex - 1))
|
||||
|
||||
/datum/progressbar/proc/update(progress)
|
||||
if (!user || !user.client)
|
||||
shown = 0
|
||||
return
|
||||
if (user.client != client)
|
||||
if (client)
|
||||
client.images -= bar
|
||||
if (user.client)
|
||||
user.client.images += bar
|
||||
if(user.client)
|
||||
user_client = user.client
|
||||
add_prog_bar_image_to_client()
|
||||
|
||||
progress = clamp(progress, 0, goal)
|
||||
bar.icon_state = "prog_bar_[round(((progress / goal) * 100), 5)]"
|
||||
if (!shown)
|
||||
user.client.images += bar
|
||||
shown = 1
|
||||
|
||||
/datum/progressbar/proc/shiftDown()
|
||||
--listindex
|
||||
bar.pixel_y -= PROGRESSBAR_HEIGHT
|
||||
RegisterSignal(user, COMSIG_PARENT_QDELETING, .proc/on_user_delete)
|
||||
RegisterSignal(user, COMSIG_MOB_CLIENT_LOGOUT, .proc/clean_user_client)
|
||||
RegisterSignal(user, COMSIG_MOB_CLIENT_LOGIN, .proc/on_user_login)
|
||||
|
||||
/datum/progressbar/Destroy()
|
||||
for(var/I in user.progressbars[bar.loc])
|
||||
var/datum/progressbar/P = I
|
||||
if(P != src && P.listindex > listindex)
|
||||
P.shiftDown()
|
||||
if(user)
|
||||
for(var/pb in user.progressbars[bar_loc])
|
||||
var/datum/progressbar/progress_bar = pb
|
||||
if(progress_bar == src || progress_bar.listindex <= listindex)
|
||||
continue
|
||||
progress_bar.listindex--
|
||||
|
||||
var/list/bars = user.progressbars[bar.loc]
|
||||
bars.Remove(src)
|
||||
if(!bars.len)
|
||||
LAZYREMOVE(user.progressbars, bar.loc)
|
||||
progress_bar.bar.pixel_y = 32 + (PROGRESSBAR_HEIGHT * (progress_bar.listindex - 1))
|
||||
var/dist_to_travel = 32 + (PROGRESSBAR_HEIGHT * (progress_bar.listindex - 1)) - PROGRESSBAR_HEIGHT
|
||||
animate(progress_bar.bar, pixel_y = dist_to_travel, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
|
||||
|
||||
if (client)
|
||||
client.images -= bar
|
||||
qdel(bar)
|
||||
. = ..()
|
||||
LAZYREMOVEASSOC(user.progressbars, bar_loc, src)
|
||||
user = null
|
||||
|
||||
if(user_client)
|
||||
clean_user_client()
|
||||
|
||||
bar_loc = null
|
||||
|
||||
if(bar)
|
||||
QDEL_NULL(bar)
|
||||
|
||||
return ..()
|
||||
|
||||
|
||||
///Called right before the user's Destroy()
|
||||
/datum/progressbar/proc/on_user_delete(datum/source)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
user.progressbars = null //We can simply nuke the list and stop worrying about updating other prog bars if the user itself is gone.
|
||||
user = null
|
||||
qdel(src)
|
||||
|
||||
|
||||
///Removes the progress bar image from the user_client and nulls the variable, if it exists.
|
||||
/datum/progressbar/proc/clean_user_client(datum/source)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if(!user_client) //Disconnected, already gone.
|
||||
return
|
||||
user_client.images -= bar
|
||||
user_client = null
|
||||
|
||||
|
||||
///Called by user's Login(), it transfers the progress bar image to the new client.
|
||||
/datum/progressbar/proc/on_user_login(datum/source)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if(user_client)
|
||||
if(user_client == user.client) //If this was not client handling I'd condemn this sanity check. But clients are fickle things.
|
||||
return
|
||||
clean_user_client()
|
||||
if(!user.client) //Clients can vanish at any time, the bastards.
|
||||
return
|
||||
user_client = user.client
|
||||
add_prog_bar_image_to_client()
|
||||
|
||||
|
||||
///Adds a smoothly-appearing progress bar image to the player's screen.
|
||||
/datum/progressbar/proc/add_prog_bar_image_to_client()
|
||||
bar.pixel_y = 0
|
||||
bar.alpha = 0
|
||||
user_client.images += bar
|
||||
animate(bar, pixel_y = 32 + (PROGRESSBAR_HEIGHT * (listindex - 1)), alpha = 255, time = PROGRESSBAR_ANIMATION_TIME, easing = SINE_EASING)
|
||||
|
||||
|
||||
///Updates the progress bar image visually.
|
||||
/datum/progressbar/proc/update(progress)
|
||||
progress = clamp(progress, 0, goal)
|
||||
if(progress == last_progress)
|
||||
return
|
||||
last_progress = progress
|
||||
bar.icon_state = "prog_bar_[round(((progress / goal) * 100), 5)]"
|
||||
|
||||
|
||||
///Called on progress end, be it successful or a failure. Wraps up things to delete the datum and bar.
|
||||
/datum/progressbar/proc/end_progress()
|
||||
if(last_progress != goal)
|
||||
bar.icon_state = "[bar.icon_state]_fail"
|
||||
|
||||
animate(bar, alpha = 0, time = PROGRESSBAR_ANIMATION_TIME)
|
||||
|
||||
QDEL_IN(src, PROGRESSBAR_ANIMATION_TIME)
|
||||
|
||||
|
||||
#undef PROGRESSBAR_ANIMATION_TIME
|
||||
#undef PROGRESSBAR_HEIGHT
|
||||
|
||||
@@ -69,7 +69,7 @@
|
||||
..()
|
||||
|
||||
/datum/status_effect/vanguard_shield/Destroy()
|
||||
qdel(progbar)
|
||||
progbar.end_progress()
|
||||
progbar = null
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -127,13 +127,58 @@
|
||||
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
|
||||
icon_state = "asleep"
|
||||
|
||||
|
||||
/datum/status_effect/grouped/stasis
|
||||
id = "stasis"
|
||||
duration = -1
|
||||
tick_interval = 10
|
||||
alert_type = /atom/movable/screen/alert/status_effect/stasis
|
||||
var/last_dead_time
|
||||
|
||||
/datum/status_effect/grouped/stasis/proc/update_time_of_death()
|
||||
if(last_dead_time)
|
||||
var/delta = world.time - last_dead_time
|
||||
var/new_timeofdeath = owner.timeofdeath + delta
|
||||
owner.timeofdeath = new_timeofdeath
|
||||
owner.tod = gameTimestamp(wtime=new_timeofdeath)
|
||||
last_dead_time = null
|
||||
if(owner.stat == DEAD)
|
||||
last_dead_time = world.time
|
||||
|
||||
/datum/status_effect/grouped/stasis/on_creation(mob/living/new_owner, set_duration)
|
||||
. = ..()
|
||||
if(.)
|
||||
update_time_of_death()
|
||||
owner.reagents?.end_metabolization(owner, FALSE)
|
||||
|
||||
/datum/status_effect/grouped/stasis/on_apply()
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
RegisterSignal(owner, COMSIG_LIVING_LIFE, .proc/InterruptBiologicalLife)
|
||||
owner.mobility_flags &= ~(MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_PULL | MOBILITY_HOLD)
|
||||
owner.update_mobility()
|
||||
owner.add_filter("stasis_status_ripple", 2, list("type" = "ripple", "flags" = WAVE_BOUNDED, "radius" = 0, "size" = 2))
|
||||
var/filter = owner.get_filter("stasis_status_ripple")
|
||||
animate(filter, radius = 32, time = 15, size = 0, loop = -1)
|
||||
|
||||
/datum/status_effect/grouped/stasis/proc/InterruptBiologicalLife()
|
||||
return COMPONENT_INTERRUPT_LIFE_BIOLOGICAL
|
||||
|
||||
/datum/status_effect/grouped/stasis/tick()
|
||||
update_time_of_death()
|
||||
|
||||
/datum/status_effect/grouped/stasis/on_remove()
|
||||
UnregisterSignal(owner, COMSIG_LIVING_LIFE)
|
||||
owner.mobility_flags |= MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_PULL | MOBILITY_HOLD
|
||||
owner.remove_filter("stasis_status_ripple")
|
||||
update_time_of_death()
|
||||
return ..()
|
||||
|
||||
/atom/movable/screen/alert/status_effect/stasis
|
||||
name = "Stasis"
|
||||
desc = "Your biological functions have halted. You could live forever this way, but it's pretty boring."
|
||||
icon_state = "stasis"
|
||||
|
||||
/datum/status_effect/robotic_emp
|
||||
id = "emp_no_combat_mode"
|
||||
|
||||
@@ -819,7 +864,7 @@
|
||||
/obj/effect/temp_visual/curse
|
||||
icon_state = "curse"
|
||||
|
||||
/obj/effect/temp_visual/curse/Initialize()
|
||||
/obj/effect/temp_visual/curse/Initialize(mapload)
|
||||
. = ..()
|
||||
deltimer(timerid)
|
||||
|
||||
|
||||
@@ -416,3 +416,12 @@ GLOBAL_LIST_EMPTY(family_heirlooms)
|
||||
. = ..()
|
||||
var/mob/living/carbon/human/H = quirk_holder
|
||||
H?.cure_trauma_type(/datum/brain_trauma/severe/monophobia, TRAUMA_RESILIENCE_ABSOLUTE)
|
||||
|
||||
/datum/quirk/no_smell
|
||||
name = "Anosmia"
|
||||
desc = "You can't smell anything! You won't be able to detect certain colorless gases."
|
||||
value = -1
|
||||
mob_trait = TRAIT_ANOSMIA
|
||||
gain_text = "<span class='notice'>You can't smell anything!</span>"
|
||||
lose_text = "<span class='notice'>You can smell again!</span>"
|
||||
medical_record_text = "Patient suffers from anosmia and is incapable of smelling gases or particulates."
|
||||
|
||||
@@ -179,3 +179,10 @@
|
||||
var/mob/living/carbon/human/H = quirk_holder
|
||||
SEND_SIGNAL(H.back, COMSIG_TRY_STORAGE_SHOW, H)
|
||||
to_chat(quirk_holder, "<span class='boldnotice'>You brought some extra dye with you! It's in your bag if you forgot.</span>")
|
||||
|
||||
/datum/quirk/salt_sensitive
|
||||
name = "Sodium Sensitivity"
|
||||
desc = "Your body is sensitive to sodium, and is burnt upon contact. Ingestion or contact with it is not advised."
|
||||
value = 0
|
||||
medical_record_text = "Patient should not come into contact with sodium."
|
||||
mob_trait = TRAIT_SALT_SENSITIVE
|
||||
|
||||
@@ -27,6 +27,6 @@
|
||||
|
||||
|
||||
/datum/weather/acid_rain/weather_act(mob/living/L)
|
||||
var/resist = L.getarmor(null, "acid")
|
||||
var/resist = L.getarmor(null, ACID)
|
||||
if(prob(max(0,100-resist)))
|
||||
L.acid_act(20,20)
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
status_alarm(TRUE)
|
||||
|
||||
/datum/weather/rad_storm/weather_act(mob/living/L)
|
||||
var/resist = L.getarmor(null, "rad")
|
||||
var/resist = L.getarmor(null, RAD)
|
||||
var/ratio = 1 - (min(resist, 100) / 100)
|
||||
L.rad_act(radiation_intensity * ratio)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user