Honkbots: The Clown's lil helpers. (#31139)
* Honkbots 0.9.0 Old code, needs testing. * Honkbots 0.9.1 Small Fixes - Part 1 * Honkbot 0.9.1b Fixes * Honkbots 0.9.2 Added sound cooldown, fixes. * Honkbots 0.9.5 Clown Box & Honkbot Assembly Code * 0.9.5.a oops * Honkbots 1.0.0 Final touches and fixes. Clown Box finished. Assembly functioning. Honkbots tested and ready to go. Its time. * Honkbots 1.0.1 Initialize and . = ..() * Honkbots 1.0.2 Fixes and Changes ==== Nerfed Brute/Thermal Resist Buffed Health (to avoid 1-shot) Added HONK_BOT define * Honkbots 1.0.3 Removed the cardboard assembly from death gibs. Admin Bwoink removed from emagged soundtrack. Honkbot now release an evil laugh when emagged. Fixed strange behaviors on emagged level 1 Added a check against stamping multiple cardboard sheets. Stamping a Clown Box now plays the bike horn, once. Clown Boxes no longer get automatically placed in hands. Various other fixes. * Honkbots 1.0.3a * Honkbots 1.0.3.b Fixes. * Honkbots 1.0.4 *Added an emote ping upon assembly creation. *Enabled either Theatre or Robotics for access. ((fixing needing both)) *Honkbots are now more forgiving after being hit. **Airhorn stun_attack now deals slight ear damage, for about 5 seconds. **Cardboard no longer drops upon death. Robot arms have 50% chance. **Using a new get_sfx() list when emagged. **Optimization and other minor fixes. * Honkbots 1.0.4.a Missed it. * Honkbots 1.0.4.b use(1) and (client) * Honkbots 1.0.4.c Moved proc * Honkbots 1.0.5 *Code Optimization *Renaming w/ Pen (how could I even forget this) *Assembly Defines I'm afraid I'm simply out of my depth with the suggested use(1) rework. * Honkbots 1.0.5.c Reworked cardboard stamping. It now works in the hands and on the ground, either solo or in stacks, and prevent itself being used in backpacks. * Honkbots 1.0.5.d Final * Honkbots 1.0.5.e comment * 1.0.5.f Optimization * Honkbots 1.0.5.g Missed requested stuff * Honkbots 1.0.6 Requested changes. * Honkbots 1.0.6a Oops. * Honkbots 1.0.6.c Bugfix - Prevent building in backpacks. Make sure they spawn on turf. * Honkbots 1.0.7 one less spawn(0) flag optimization else return ..() * Honkbots 1.0.7.a Get rids of a lot of client checks at the cost of automatic AI retoration. * Honkbots 1.0.7.b Added judgment_criteria() changed assess_threat to use judgment * Honkbots 1.0.7.c final = NONE
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CitadelStationBot
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3690fc56c2
@@ -256,6 +256,18 @@ GLOBAL_LIST_INIT(cardboard_recipes, list ( \
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/obj/item/stack/sheet/cardboard/fifty
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amount = 50
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/obj/item/stack/sheet/cardboard/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stamp/clown) && !istype(loc, /obj/item/storage))
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var/atom/droploc = drop_location()
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if(use(1))
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playsound(I, 'sound/items/bikehorn.ogg', 50, 1, -1)
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to_chat(user, "<span class='notice'>You stamp the cardboard! Its a clown box! Honk!</span>")
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if (amount >= 0)
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new/obj/item/storage/box/clown(droploc) //bugfix
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else
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. = ..()
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/*
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* Runed Metal
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*/
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@@ -607,6 +607,29 @@
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playsound(loc, "rustle", 50, 1, -5)
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user.visible_message("<span class='notice'>[user] hugs \the [src].</span>","<span class='notice'>You hug \the [src].</span>")
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/////clown box & honkbot assembly
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obj/item/storage/box/clown
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name = "clown box"
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desc = "A colorful cardboard box for the clown"
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icon_state = "clownbox"
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illustration = null
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/obj/item/storage/box/clown/attackby(obj/item/I, mob/user, params)
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if((istype(I, /obj/item/bodypart/l_arm/robot)) || (istype(I, /obj/item/bodypart/r_arm/robot)))
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if(contents.len) //prevent accidently deleting contents
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to_chat(user, "<span class='warning'>You need to empty [src] out first!</span>")
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return
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if(!user.temporarilyRemoveItemFromInventory(I))
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return
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qdel(I)
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to_chat(user, "<span class='notice'>You add some wheels to the [src]! You've got an honkbot assembly now! Honk!</span>")
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var/obj/item/honkbot_assembly/A = new
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qdel(src)
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user.put_in_hands(A)
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else
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return ..()
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//////
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/obj/item/storage/box/hug/medical/PopulateContents()
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/ointment(src)
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@@ -730,7 +753,7 @@
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/obj/item/storage/box/ingredients //This box is for the randomely chosen version the chef spawns with, it shouldn't actually exist.
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name = "ingredients box"
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illustration = "fruit"
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var/theme_name
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var/theme_name
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/obj/item/storage/box/ingredients/Initialize()
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. = ..()
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