Merge remote-tracking branch 'citadel/master' into combat_v7

This commit is contained in:
silicons
2021-06-07 16:47:11 -07:00
247 changed files with 7302 additions and 2875 deletions
+90 -75
View File
@@ -49,10 +49,11 @@
var/species_color = ""
var/mutation_color = ""
var/no_update = 0
var/body_markings = "" //for bodypart markings
var/body_markings_icon = 'modular_citadel/icons/mob/mam_markings.dmi'
var/body_markings = "" //for bodypart markings, deprecated
var/list/body_markings_list // stores body markings as lists, with the first value being the name of the bodypart, the second value being the name of the marking, and the third being the colour
var/marking_value // combination of old aux_marking and body_marking variables as they were always set together to the same value
var/static/default_body_markings_icon = 'modular_citadel/icons/mob/mam_markings.dmi'
var/list/markings_color = list()
var/aux_marking
var/digitigrade_type
var/animal_origin = null //for nonhuman bodypart (e.g. monkey)
@@ -623,6 +624,7 @@
//we inform the bodypart of the changes that happened to the owner, or give it the informations from a source mob.
/obj/item/bodypart/proc/update_limb(dropping_limb, mob/living/carbon/source)
body_markings_list = list()
var/mob/living/carbon/C
if(source)
C = source
@@ -641,8 +643,7 @@
color_src = FALSE
base_bp_icon = DEFAULT_BODYPART_ICON
no_update = TRUE
body_markings = "husk" // reeee
aux_marking = "husk"
marking_value = "husk"
if(no_update)
return
@@ -658,11 +659,7 @@
//body marking memes
var/list/colorlist = list()
//var/advanced_color_system = (H.dna.features["color_scheme"] == ADVANCED_CHARACTER_COLORING)
colorlist.Cut()
//colorlist += advanced_color_system ? ReadRGB("[H.dna.features["mam_body_markings_primary"]]00") : ReadRGB("[H.dna.features["mcolor"]]00")
//colorlist += advanced_color_system ? ReadRGB("[H.dna.features["mam_body_markings_secondary"]]00") : ReadRGB("[H.dna.features["mcolor2"]]00")
//colorlist += advanced_color_system ? ReadRGB("[H.dna.features["mam_body_markings_tertiary"]]00") : ReadRGB("[H.dna.features["mcolor3"]]00")
colorlist += ReadRGB("[H.dna.features["mcolor"]]00")
colorlist += ReadRGB("[H.dna.features["mcolor2"]]00")
colorlist += ReadRGB("[H.dna.features["mcolor3"]]00")
@@ -697,21 +694,31 @@
else
digitigrade_type = null
if(S.mutant_bodyparts["mam_body_markings"])
var/datum/sprite_accessory/Smark
Smark = GLOB.mam_body_markings_list[H.dna.features["mam_body_markings"]]
if(Smark)
body_markings_icon = Smark.icon
if(H.dna.features["mam_body_markings"] != "None")
body_markings = Smark?.icon_state || lowertext(H.dna.features["mam_body_markings"])
aux_marking = Smark?.icon_state || lowertext(H.dna.features["mam_body_markings"])
else
body_markings = "plain"
aux_marking = "plain"
if(S.mutant_bodyparts["mam_body_markings"]) // checks if the species can actually have body markings
// get all markings for this bodypart type
for(var/list/marking in H.dna.features["mam_body_markings"])
// marking is a list containing bodypart type, bodymarking name, and then the colour (colour won't be used in v1)
if(marking[1] == body_part)
var/datum/sprite_accessory/Smark
Smark = GLOB.mam_body_markings_list[marking[2]]
var/body_markings_icon = default_body_markings_icon
if(Smark)
body_markings_icon = Smark.icon
var/marking_value = "" // combination of body and aux markings from old system
if(H.dna.features["mam_body_markings"] != "None")
marking_value = Smark?.icon_state || lowertext(H.dna.features["mam_body_markings"])
else
marking_value = "plain"
var/list/color_values
if(length(marking) == 3)
color_values = marking[3]
else
color_values = list("#FFFFFF", "#FFFFFF", "#FFFFFF")
body_markings_list += list(list(body_markings_icon, marking_value, color_values))
markings_color = list(colorlist)
else
body_markings = null
aux_marking = null
marking_value = null
if(S.override_bp_icon)
base_bp_icon = S.override_bp_icon
@@ -737,8 +744,7 @@
if(is_robotic_limb())
dmg_overlay_type = "robotic"
if(is_robotic_limb(FALSE))
body_markings = null
aux_marking = null
marking_value = null
if(dropping_limb)
no_update = TRUE //when attached, the limb won't be affected by the appearance changes of its mob owner.
@@ -774,17 +780,18 @@
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
if(!isnull(body_markings) && is_organic_limb(FALSE))
if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
. += image(body_markings_icon, "[body_markings]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
for(var/list/marking_list in body_markings_list)
// marking stores icon and value for the specific bodypart
if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
. += image(marking_list[1], "[marking_list[2]]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
else
. += image(marking_list[1], "[marking_list[2]]_[body_zone]", -MARKING_LAYER, image_dir)
else
. += image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
else
. += image(body_markings_icon, "[body_markings]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += image(marking_list[1], "[marking_list[2]]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
var/image/limb = image(layer = -BODYPARTS_LAYER, dir = image_dir)
var/list/aux = list()
var/image/marking
var/list/auxmarking = list()
. += limb
@@ -804,6 +811,7 @@
if((body_zone != BODY_ZONE_HEAD && body_zone != BODY_ZONE_CHEST))
should_draw_gender = FALSE
var/list/markings_list = list()
if(is_organic_limb())
limb.icon = base_bp_icon || 'icons/mob/human_parts.dmi'
if(should_draw_gender)
@@ -817,21 +825,26 @@
limb.icon_state = "[species_id]_[body_zone]"
// Body markings
if(!isnull(body_markings))
if(length(body_markings_list))
if(species_id == "husk")
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
. += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
else if(species_id == "husk" && use_digitigrade)
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
marking = image(body_markings_icon, "[body_markings]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
else
marking = image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
. += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image(body_markings_icon, "[body_markings]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
for(var/list/marking_list in body_markings_list)
// marking stores icon and value for the specific bodypart
if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
markings_list.Add(image(marking_list[1], "[marking_list[2]]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir))
else
markings_list.Add(image(marking_list[1], "[marking_list[2]]_[body_zone]", -MARKING_LAYER, image_dir))
else
markings_list.Add(image(marking_list[1], "[marking_list[2]]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir))
. += marking
if(color_src && length(marking_list) == 3)
var/image/I = markings_list[length(markings_list)]
I.color = marking_list[3]
. += markings_list
// Citadel End
@@ -839,11 +852,14 @@
for(var/I in aux_icons)
var/aux_layer = aux_icons[I]
aux += image(limb.icon, "[species_id]_[I]", -aux_layer, image_dir)
if(!isnull(aux_marking))
if(species_id == "husk")
auxmarking += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[I]", -aux_layer, image_dir)
else
auxmarking += image(body_markings_icon, "[body_markings]_[I]", -aux_layer, image_dir)
if(species_id == "husk")
auxmarking += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[I]", -aux_layer, image_dir)
else
for(var/marking_list in body_markings_list)
var/image/aux_marking_image = image(marking_list[1], "[marking_list[2]]_[I]", -aux_layer, image_dir)
if(length(marking_list) == 3)
aux_marking_image.color = marking_list[3]
auxmarking += aux_marking_image
. += aux
. += auxmarking
@@ -858,31 +874,35 @@
for(var/I in aux_icons)
var/aux_layer = aux_icons[I]
aux += image(limb.icon, "[I]", -aux_layer, image_dir)
if(!isnull(aux_marking))
if(species_id == "husk")
auxmarking += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[I]", -aux_layer, image_dir)
else
auxmarking += image(body_markings_icon, "[body_markings]_[I]", -aux_layer, image_dir)
if(species_id == "husk")
auxmarking += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[I]", -aux_layer, image_dir)
else
for(var/marking_list in body_markings_list)
var/image/aux_marking_image = image(marking_list[1], "[marking_list[2]]_[I]", -aux_layer, image_dir)
if(length(marking_list) == 3)
aux_marking_image.color = marking_list[3]
auxmarking += aux_marking_image
. += auxmarking
. += aux
if(!isnull(body_markings))
if(length(body_markings))
if(species_id == "husk")
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
. += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_[body_zone]", -MARKING_LAYER, image_dir)
else if(species_id == "husk" && use_digitigrade)
marking = image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
marking = image(body_markings_icon, "[body_markings]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
else
marking = image(body_markings_icon, "[body_markings]_[body_zone]", -MARKING_LAYER, image_dir)
. += image('modular_citadel/icons/mob/markings_notmammals.dmi', "husk_digitigrade_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
else
marking = image(body_markings_icon, "[body_markings]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
. += marking
for(var/list/marking_list in body_markings_list)
// marking stores icon and value for the specific bodypart
if(!use_digitigrade)
if(body_zone == BODY_ZONE_CHEST)
. += image(marking_list[1], "[marking_list[2]]_[body_zone]_[icon_gender]", -MARKING_LAYER, image_dir)
else
. += image(marking_list[1], "[marking_list[2]]_[body_zone]", -MARKING_LAYER, image_dir)
else
. += image(marking_list[1], "[marking_list[2]]_[digitigrade_type]_[use_digitigrade]_[body_zone]", -MARKING_LAYER, image_dir)
return
if(color_src) //TODO - add color matrix support for base species limbs
if(color_src) //TODO - add color matrix support for base species limbs (or dont because color matrixes suck)
var/draw_color = mutation_color || species_color
var/grayscale = FALSE
if(!draw_color)
@@ -900,20 +920,15 @@
if(grayscale)
I.icon_state += "_g"
I.color = draw_color
if(!isnull(aux_marking))
for(var/a in auxmarking)
var/image/I = a
if(species_id == "husk")
I.color = "#141414"
else
I.color = list(markings_color)
for(var/a in auxmarking)
var/image/I = a
if(species_id == "husk")
I.color = "#141414"
if(!isnull(body_markings))
if(species_id == "husk")
marking.color = "#141414"
else
marking.color = list(markings_color)
for(var/image/marking in markings_list)
marking.color = "#141414"
/obj/item/bodypart/deconstruct(disassembled = TRUE)
drop_organs()
+48 -26
View File
@@ -197,45 +197,67 @@
colour = "red"
/obj/item/organ/heart/cybernetic
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Offers no benefit over an organic heart other than being easy to make."
name = "basic cybernetic heart"
desc = "A basic electronic device designed to mimic the functions of an organic human heart."
icon_state = "heart-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD*0.75 //This also hits defib timer, so a bit higher than its less important counterparts
var/dose_available = FALSE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/heart/cybernetic/tier2
name = "cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma."
icon_state = "heart-c-u"
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
emp_vulnerability = 2
/obj/item/organ/heart/cybernetic/tier3
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
dose_available = TRUE
rid = /datum/reagent/medicine/atropine
ramount = 5
emp_vulnerability = 3
/obj/item/organ/heart/cybernetic/emp_act(severity)
. = ..()
// If the owner doesn't need a heart, we don't need to do anything with it.
if(!owner.needs_heart())
return
if(. & EMP_PROTECT_SELF)
return
Stop()
addtimer(CALLBACK(src, .proc/Restart), 0.2*severity SECONDS)
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.Dizzy(10)
owner.losebreath += 10
COOLDOWN_START(src, severe_cooldown, 20 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
Stop()
owner.visible_message("<span class='danger'>[owner] clutches at [owner.p_their()] chest as if [owner.p_their()] heart is stopping!</span>", \
"<span class='userdanger'>You feel a terrible pain in your chest, as if your heart has stopped!</span>")
addtimer(CALLBACK(src, .proc/Restart), 10 SECONDS)
/obj/item/organ/heart/cybernetic/upgraded
name = "upgraded cybernetic heart"
desc = "An electronic device designed to mimic the functions of an organic human heart. Also holds an emergency dose of epinephrine, used automatically after facing severe trauma. This upgraded model can regenerate its dose after use."
icon_state = "heart-c-u"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
//I put it on upgraded for now.
var/dose_available = TRUE
var/rid = /datum/reagent/medicine/epinephrine
var/ramount = 10
/obj/item/organ/heart/cybernetic/upgraded/on_life()
/obj/item/organ/heart/cybernetic/on_life(delta_time, times_fired)
. = ..()
if(!.)
return
if(dose_available && owner.health <= owner.crit_threshold && !owner.reagents.has_reagent(rid))
owner.reagents.add_reagent(rid, ramount)
used_dose()
if(ramount < 10) //eats your nutrition to regen epinephrine
var/regen_amount = owner.nutrition/2000
owner.adjust_nutrition(-regen_amount)
ramount += regen_amount
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
/obj/item/organ/heart/cybernetic/proc/used_dose()
owner.reagents.add_reagent(rid, ramount)
dose_available = FALSE
/obj/item/organ/heart/cybernetic/tier3/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
ramount = 0
/obj/item/organ/heart/ipc
name = "IPC heart"
+27 -9
View File
@@ -98,23 +98,41 @@
icon_state = "liver-c"
/obj/item/organ/liver/cybernetic
name = "cybernetic liver"
name = "basic cybernetic liver"
icon_state = "liver-c"
desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce."
desc = "A very basic device designed to mimic the functions of a human liver. Handles toxins slightly worse than an organic liver."
organ_flags = ORGAN_SYNTHETIC
maxHealth = 1.1 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 0.3 * LIVER_DEFAULT_TOX_TOLERANCE //little less than 1u of toxin purging
toxLethality = 1.1 * LIVER_DEFAULT_TOX_LETHALITY
maxHealth = STANDARD_ORGAN_THRESHOLD*0.5
/obj/item/organ/liver/cybernetic/upgraded
name = "upgraded cybernetic liver"
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/liver/cybernetic/tier2
name = "cybernetic liver"
icon_state = "liver-c-u"
desc = "An upgraded version of the cybernetic liver, designed to improve upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
desc = "An electronic device designed to mimic the functions of a human liver. Handles toxins slightly better than an organic liver."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 2 * LIVER_DEFAULT_TOX_TOLERANCE //6 units of toxin purging
toxLethality = 0.8 * LIVER_DEFAULT_TOX_LETHALITY //20% less damage than a normal liver
emp_vulnerability = 2
/obj/item/organ/liver/cybernetic/tier3
name = "upgraded cybernetic liver"
icon_state = "liver-c-u2"
desc = "An upgraded version of the cybernetic liver, designed to improve further upon organic livers. It is resistant to alcohol poisoning and is very robust at filtering toxins."
alcohol_tolerance = 0.001
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
toxTolerance = 15 //can shrug off up to 15u of toxins
toxLethality = 0.008 //20% less damage than a normal liver
toxTolerance = 5 * LIVER_DEFAULT_TOX_TOLERANCE //15 units of toxin purging
toxLethality = 0.4 * LIVER_DEFAULT_TOX_LETHALITY //60% less damage than a normal liver
emp_vulnerability = 3
/obj/item/organ/liver/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
damage += severity
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.adjustToxLoss(10)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
+35 -16
View File
@@ -547,33 +547,52 @@
maxHealth = INFINITY//I don't understand how plamamen work, so I'm not going to try t give them special lungs atm
/obj/item/organ/lungs/cybernetic
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
name = "basic cybernetic lungs"
desc = "A basic cybernetic version of the lungs found in traditional humanoid entities."
icon_state = "lungs-c"
organ_flags = ORGAN_SYNTHETIC
maxHealth = 400
safe_oxygen_min = 13
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
/obj/item/organ/lungs/cybernetic/emp_act()
. = ..()
if(. & EMP_PROTECT_SELF)
return
owner.losebreath = 20
owner.adjustOrganLoss(ORGAN_SLOT_LUNGS, 25)
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/lungs/cybernetic/upgraded
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
/obj/item/organ/lungs/cybernetic/tier2
name = "cybernetic lungs"
desc = "A cybernetic version of the lungs found in traditional humanoid entities. Allows for greater intakes of oxygen than organic lungs, requiring slightly less pressure."
icon_state = "lungs-c-u"
safe_toxins_max = 20
safe_co2_max = 20
safe_oxygen_max = 250
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 13
safe_oxygen_max = 100
emp_vulnerability = 2
/obj/item/organ/lungs/cybernetic/tier3
name = "upgraded cybernetic lungs"
desc = "A more advanced version of the stock cybernetic lungs. Features the ability to filter out various airbourne toxins and carbon dioxide even at heavy levels."
icon_state = "lungs-c-u2"
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
safe_oxygen_min = 4 //You could literally be breathing the thinnest amount of oxygen and be fine
safe_oxygen_max = 250 //Or be in an enriched oxygen room for that matter
safe_toxins_max = 30
safe_co2_max = 30
SA_para_min = 30
SA_sleep_min = 50
BZ_trip_balls_min = 30
emp_vulnerability = 3
cold_level_1_threshold = 200
cold_level_2_threshold = 140
cold_level_3_threshold = 100
maxHealth = 550
/obj/item/organ/lungs/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.losebreath += 20
COOLDOWN_START(src, severe_cooldown, 30 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/lungs/ashwalker
name = "ash lungs"
desc = "blackened lungs identical from specimens recovered from lavaland, unsuited to higher air pressures."
@@ -16,6 +16,7 @@
var/decay_factor = 0 //same as above but when without a living owner, set to 0 for generic organs
var/high_threshold = STANDARD_ORGAN_THRESHOLD * 0.45 //when severe organ damage occurs
var/low_threshold = STANDARD_ORGAN_THRESHOLD * 0.1 //when minor organ damage occurs
var/severe_cooldown //cooldown for severe effects, used for synthetic organ emp effects.
///Organ variables for determining what we alert the owner with when they pass/clear the damage thresholds
var/prev_damage = 0
@@ -153,6 +154,9 @@
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
if(organ_flags & ORGAN_FAILING || !owner)
return FALSE
if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
applyOrganDamage(maxHealth * decay_factor)
return
if(!is_cold() && damage)
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
+34
View File
@@ -93,6 +93,40 @@
icon_state = "stomach-p"
desc = "A strange crystal that is responsible for metabolizing the unseen energy force that feeds plasmamen."
/obj/item/organ/stomach/cybernetic
name = "basic cybernetic stomach"
icon_state = "stomach-c"
desc = "A basic device designed to mimic the functions of a human stomach"
organ_flags = ORGAN_SYNTHETIC
maxHealth = STANDARD_ORGAN_THRESHOLD * 0.5
var/emp_vulnerability = 1 //The value the severity of emps are divided by to determine the likelihood of permanent damage.
/obj/item/organ/stomach/cybernetic/tier2
name = "cybernetic stomach"
icon_state = "stomach-c-u"
desc = "An electronic device designed to mimic the functions of a human stomach. Handles disgusting food a bit better."
maxHealth = 1.5 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 2
emp_vulnerability = 2
/obj/item/organ/stomach/cybernetic/tier3
name = "upgraded cybernetic stomach"
icon_state = "stomach-c-u2"
desc = "An upgraded version of the cybernetic stomach, designed to improve further upon organic stomachs. Handles disgusting food very well."
maxHealth = 2 * STANDARD_ORGAN_THRESHOLD
disgust_metabolism = 3
emp_vulnerability = 3
/obj/item/organ/stomach/cybernetic/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!COOLDOWN_FINISHED(src, severe_cooldown)) //So we cant just spam emp to kill people.
owner.vomit(stun = FALSE)
COOLDOWN_START(src, severe_cooldown, 10 SECONDS)
if(prob(severity/emp_vulnerability)) //Chance of permanent effects
organ_flags |= ORGAN_SYNTHETIC_EMP //Starts organ faliure - gonna need replacing soon.
/obj/item/organ/stomach/ipc
name = "ipc cell"
icon_state = "stomach-ipc"
@@ -751,7 +751,6 @@
//phase 2
var/static/regex/awoo_words = regex("howl|awoo|bark")
var/static/regex/nya_words = regex("nya|meow|mewl")
var/static/regex/sleep_words = regex("sleep|slumber|rest")
var/static/regex/strip_words = regex("strip|derobe|nude|at ease|suit off")
var/static/regex/walk_words = regex("slow down|walk")
var/static/regex/run_words = regex("run|speed up")
@@ -1096,17 +1095,6 @@
H.emote("me", EMOTE_VISIBLE, "lets out a nya!")
E.cooldown += 1
//SLEEP
else if((findtext(message, sleep_words)))
for(var/mob/living/carbon/C in listeners)
var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
switch(E.phase)
if(2 to INFINITY)
C.Sleeping(45 * power_multiplier)
E.cooldown += 10
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='notice'>Drowsiness suddenly overwhelms you as you fall asleep!</b></span>"), 5)
to_chat(user, "<span class='notice'><i>You send [C] to sleep.</i></span>")
//STRIP
else if((findtext(message, strip_words)))
for(var/V in listeners)