Merge pull request #11868 from Arturlang/tackling_and_lunge

Ports TG Tackling and uses it to rework bloodsucker lunge
This commit is contained in:
Ghom
2020-04-21 15:50:44 +02:00
committed by GitHub
46 changed files with 794 additions and 151 deletions
@@ -3,7 +3,7 @@
/datum/action/bloodsucker/fortitude
name = "Fortitude"//"Cellular Emporium"
name = "Fortitude"
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
button_icon_state = "power_fortitude"
bloodcost = 30
@@ -11,28 +11,27 @@
bloodsucker_can_buy = TRUE
amToggle = TRUE
warn_constant_cost = TRUE
var/was_running
var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
/datum/action/bloodsucker/fortitude/ActivatePower()
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/mob/living/user = owner
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
// Traits & Effects
ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
this_resist = max(0.3, 0.7 - level_current * 0.1)
H.physiology.brute_mod *= this_resist//0.5
H.physiology.burn_mod *= this_resist//0.5
// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
var/was_running = (user.m_intent == MOVE_INTENT_RUN)
fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
H.physiology.brute_mod *= fortitude_resist
H.physiology.burn_mod *= fortitude_resist
was_running = (user.m_intent == MOVE_INTENT_RUN)
if(was_running)
user.toggle_move_intent()
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
var/obj/vehicle/V = user.buckled
var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
@@ -44,20 +43,21 @@
to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
// Pay Blood Toll (if awake)
if(user.stat == CONSCIOUS)
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
B.AddBloodVolume(-0.5)
sleep(20) // Check every few ticks that we haven't disabled this power
// Return to Running (if you were before)
if(was_running && user.m_intent != MOVE_INTENT_RUN)
user.toggle_move_intent()
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
..()
// Restore Traits & Effects
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= this_resist//0.5
H.physiology.burn_mod /= this_resist//0.5
if(!ishuman(owner))
return
var/mob/living/carbon/human/H = owner
H.physiology.brute_mod /= fortitude_resist
H.physiology.burn_mod /= fortitude_resist
if(was_running && user.m_intent == MOVE_INTENT_WALK)
user.toggle_move_intent()
@@ -1,88 +1,46 @@
// Level 1: Grapple level 2
// Level 2: Grapple 3 from Behind
// Level 3: Grapple 3 from Shadows
/datum/action/bloodsucker/targeted/lunge
/datum/action/bloodsucker/lunge
name = "Predatory Lunge"
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
desc = "Prepare the strenght to grapple your prey."
button_icon_state = "power_lunge"
bloodcost = 10
cooldown = 120
target_range = 3
power_activates_immediately = TRUE
message_Trigger = "Whom will you ensnare within your grasp?"
must_be_capacitated = TRUE
cooldown = 30
bloodsucker_can_buy = TRUE
warn_constant_cost = TRUE
amToggle = TRUE
var/leap_skill_mod = 5
/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
if(!..(display_error))// DEFAULT CHECKS
return FALSE
// Being Grabbed
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
if(display_error)
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
return FALSE
if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
if(display_error)
to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
return FALSE
return TRUE
/datum/action/bloodsucker/lunge/New()
. = ..()
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
return iscarbon(A)
/datum/action/bloodsucker/lunge/Destroy()
. = ..()
UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
// Check: Self
if(target == owner)
return FALSE
// Check: Range
//if (!(target in view(target_range, get_turf(owner))))
// if (display_error)
// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
// return FALSE
// DEFAULT CHECKS (Distance)
if(!..())
return FALSE
// Check: Turf
var/mob/living/L = A
if(!isturf(L.loc))
return FALSE
return TRUE
/datum/action/bloodsucker/lunge/ActivatePower()
var/mob/living/carbon/user = owner
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
var/datum/component/tackler/T = user.LoadComponent(/datum/component/tackler)
T.stamina_cost = 50
T.base_knockdown = 3 SECONDS
T.range = 4
T.speed = 0.8
T.skill_mod = 5 //Monstrous tackling
T.min_distance = 2
active = TRUE
user.toggle_throw_mode()
RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DelayedDeactivatePower)
while(B && ContinueActive(user))
B.AddBloodVolume(-0.1)
sleep(5)
/datum/action/bloodsucker/targeted/lunge/FireTargetedPower(atom/A)
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
var/mob/living/carbon/target = A
var/turf/T = get_turf(target)
var/mob/living/L = owner
// Clear Vars
owner.pulling = null
// Will we Knock them Down?
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
// Step One: Heatseek toward Target's Turf
addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
if(do_mob(owner, owner, 7, TRUE, TRUE))
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
var/send_dir = get_dir(owner, T)
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
owner.spin(10)
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
for(var/i in 1 to 6)
if (target.Adjacent(owner))
// LEVEL 2: If behind target, mute or unconscious!
if(do_knockdown) // && level_current >= 1)
target.Knockdown(15 + 10 * level_current,1)
target.adjustStaminaLoss(40 + 10 * level_current)
// Cancel Walk (we were close enough to contact them)
walk(owner, 0)
target.Stun(10,1) //Without this the victim can just walk away
target.grabbedby(owner) // Taken from mutations.dm under changelings
target.grippedby(owner, instant = TRUE) //instant aggro grab
break
sleep(3)
//Without this, the leap component would get removed too early, causing the normal crash into effects.
/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
..() // activate = FALSE
user.update_mobility()
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
. = ..()
qdel(user.GetComponent(/datum/component/tackler))
UnregisterSignal(user, COMSIG_CARBON_TACKLED)
@@ -487,8 +487,7 @@
suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf
toggle_helmet = FALSE // see the whites of their eyes
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
id = /obj/item/card/id/syndicate
gloves = /obj/item/clothing/gloves/tackler/combat
belt = /obj/item/gun/ballistic/automatic/pistol/deagle/ctf
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
+2 -2
View File
@@ -490,7 +490,7 @@
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
head = /obj/item/clothing/head/centhat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/combat/swat
r_pocket = /obj/item/lighter
id = /obj/item/card/id
@@ -507,7 +507,7 @@
uniform = /obj/item/clothing/under/rank/security/officer
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat
mask = /obj/item/clothing/mask/gas/sechailer/swat
head = /obj/item/clothing/head/helmet/swat/nanotrasen
back = /obj/item/storage/backpack/security
+2 -2
View File
@@ -309,7 +309,7 @@
/datum/export/gear/combatgloves
cost = 80
unit_name = "combat gloves"
export_types = list(/obj/item/clothing/gloves/combat, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/clothing/gloves/krav_maga)
export_types = list(/obj/item/clothing/gloves/tackler/combat, /obj/item/clothing/gloves/tackler/dolphin, /obj/item/clothing/gloves/fingerless/pugilist/rapid, /obj/item/clothing/gloves/krav_maga)
include_subtypes = TRUE
/datum/export/gear/bonegloves
@@ -797,4 +797,4 @@ datum/export/gear/glasses //glasses are not worth selling
export_types = list(/obj/item/clothing/head/chameleon, /obj/item/clothing/mask/chameleon, /obj/item/clothing/under/chameleon, /obj/item/clothing/suit/chameleon, /obj/item/clothing/glasses/chameleon,\
/obj/item/clothing/gloves/chameleon, /obj/item/clothing/head/chameleon, /obj/item/clothing/shoes/chameleon, /obj/item/storage/backpack/chameleon, \
/obj/item/storage/belt/chameleon, /obj/item/radio/headset/chameleon, /obj/item/pda/chameleon, /obj/item/stamp/chameleon, /obj/item/clothing/neck/cloak/chameleon)
include_subtypes = TRUE
include_subtypes = TRUE
+3 -3
View File
@@ -175,7 +175,7 @@
/obj/item/clothing/suit/armor/vest/russian,
/obj/item/clothing/head/helmet/rus_helmet,
/obj/item/clothing/shoes/russian,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/under/syndicate/rus_army,
/obj/item/clothing/under/costume/soviet,
/obj/item/clothing/mask/russian_balaclava,
@@ -201,8 +201,8 @@
/obj/item/clothing/mask/gas/sechailer/swat,
/obj/item/storage/belt/military/assault,
/obj/item/storage/belt/military/assault,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/combat)
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/gloves/tackler/combat/insulated)
crate_name = "swat crate"
/datum/supply_pack/security/armory/wt550
+3 -3
View File
@@ -91,8 +91,8 @@
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/head/helmet/alt,
/obj/item/clothing/head/helmet/alt,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/mask/gas,
/obj/item/clothing/mask/gas)
crate_name = "surplus russian clothing"
@@ -109,7 +109,7 @@
/obj/item/clothing/head/ushanka,
/obj/item/clothing/suit/armor/bulletproof,
/obj/item/clothing/head/helmet/alt,
/obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/tackler/combat/insulated,
/obj/item/clothing/mask/gas,
/obj/item/gun/ballistic/shotgun/boltaction,
/obj/item/ammo_box/a762)
+100
View File
@@ -0,0 +1,100 @@
/obj/item/clothing/gloves/tackler
name = "gripper gloves"
desc = "Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls."
icon_state = "tackle"
item_state = "tackle"
transfer_prints = TRUE
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
resistance_flags = NONE
//custom_premium_price = 350
/// For storing our tackler datum so we can remove it after
var/datum/component/tackler
/// See: [/datum/component/tackler/var/stamina_cost]
var/tackle_stam_cost = 25
/// See: [/datum/component/tackler/var/base_knockdown]
var/base_knockdown = 1 SECONDS
/// See: [/datum/component/tackler/var/range]
var/tackle_range = 4
/// See: [/datum/component/tackler/var/min_distance]
var/min_distance = 0
/// See: [/datum/component/tackler/var/speed]
var/tackle_speed = 1
/// See: [/datum/component/tackler/var/skill_mod]
var/skill_mod = 1
/obj/item/clothing/gloves/tackler/equipped(mob/user, slot)
. = ..()
if(!ishuman(user))
return
if(slot == ITEM_SLOT_GLOVES)
var/mob/living/carbon/human/H = user
tackler = H.AddComponent(/datum/component/tackler, stamina_cost=tackle_stam_cost, base_knockdown = base_knockdown, range = tackle_range, speed = tackle_speed, skill_mod = skill_mod, min_distance = min_distance)
/obj/item/clothing/gloves/tackler/dropped(mob/user)
. = ..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(ITEM_SLOT_GLOVES) == src)
qdel(tackler)
/obj/item/clothing/gloves/tackler/dolphin
name = "dolphin gloves"
desc = "Sleek, aerodynamic gripper gloves that are less effective at actually performing takedowns, but more effective at letting the user sail through the hallways and cause accidents."
icon_state = "tackledolphin"
item_state = "tackledolphin"
tackle_stam_cost = 15
base_knockdown = 0.5 SECONDS
tackle_range = 5
tackle_speed = 2
min_distance = 2
skill_mod = -2
/obj/item/clothing/gloves/tackler/combat
name = "gorilla gloves"
desc = "Premium quality combative gloves, heavily reinforced to give the user an edge in close combat tackles, though they are more taxing to use than normal gripper gloves. Fireproof to boot!"
icon_state = "combat"
item_state = "blackgloves"
tackle_stam_cost = 35
base_knockdown = 1.5 SECONDS
tackle_range = 5
skill_mod = 3
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
/obj/item/clothing/gloves/tackler/combat/insulated
name = "guerrilla gloves"
desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
siemens_coefficient = 0
permeability_coefficient = 0.05
/obj/item/clothing/gloves/tackler/rocket
name = "rocket gloves"
desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues."
icon_state = "tacklerocket"
item_state = "tacklerocket"
tackle_stam_cost = 50
base_knockdown = 2 SECONDS
tackle_range = 10
min_distance = 7
tackle_speed = 6
skill_mod = 7
/obj/item/clothing/gloves/tackler/offbrand
name = "improvised gripper gloves"
desc = "Ratty looking fingerless gloves wrapped with sticky tape. Beware anyone wearing these, for they clearly have no shame and nothing to lose."
icon_state = "fingerless"
item_state = "fingerless"
tackle_stam_cost = 30
base_knockdown = 1.75 SECONDS
min_distance = 2
skill_mod = -1
+2 -2
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@@ -3,7 +3,7 @@
uniform = /obj/item/clothing/under/rank/centcom/officer
shoes = /obj/item/clothing/shoes/combat/swat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset/headset_cent/alt
/datum/outfit/ert/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
@@ -69,8 +69,8 @@
id = /obj/item/card/id/ert/Security
suit = /obj/item/clothing/suit/space/hardsuit/ert/sec
glasses = /obj/item/clothing/glasses/hud/security/sunglasses
back = /obj/item/storage/backpack/security
belt = /obj/item/storage/belt/security/full
back = /obj/item/storage/backpack/security
backpack_contents = list(/obj/item/storage/box/engineer=1,\
/obj/item/storage/box/handcuffs=1,\
/obj/item/clothing/mask/gas/sechailer=1,\
+5 -5
View File
@@ -205,7 +205,7 @@
uniform = /obj/item/clothing/under/rank/centcom/commander
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/combat/swat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset/headset_cent/commander
glasses = /obj/item/clothing/glasses/eyepatch
mask = /obj/item/clothing/mask/cigarette/cigar/cohiba
@@ -234,7 +234,7 @@
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/officer
shoes = /obj/item/clothing/shoes/combat/swat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
glasses = /obj/item/clothing/glasses/thermal/eyepatch
ears = /obj/item/radio/headset/headset_cent/commander
mask = /obj/item/clothing/mask/cigarette/cigar/havana
@@ -316,7 +316,7 @@
uniform = /obj/item/clothing/under/costume/soviet
head = /obj/item/clothing/head/pirate/captain
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset/headset_cent
glasses = /obj/item/clothing/glasses/thermal/eyepatch
suit = /obj/item/clothing/suit/pirate/captain
@@ -372,7 +372,7 @@
uniform = /obj/item/clothing/under/color/green
suit = /obj/item/clothing/suit/space/hardsuit/deathsquad
shoes = /obj/item/clothing/shoes/combat/swat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
mask = /obj/item/clothing/mask/gas/sechailer/swat
glasses = /obj/item/clothing/glasses/hud/toggle/thermal
back = /obj/item/storage/backpack/security
@@ -431,7 +431,7 @@
glasses = /obj/item/clothing/glasses/debug
ears = /obj/item/radio/headset/headset_cent/commander
mask = /obj/item/clothing/mask/gas/welding/up
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
belt = /obj/item/storage/belt/utility/chief/full
l_pocket = /obj/item/gun/magic/wand/resurrection/debug
r_pocket = /obj/item/gun/magic/wand/death/debug
+1 -1
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@@ -17,7 +17,7 @@
name = "Syndicate VR Operative - Basic"
uniform = /obj/item/clothing/under/syndicate
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
back = /obj/item/storage/backpack
id = /obj/item/card/id/syndicate
belt = /obj/item/gun/ballistic/automatic/pistol
+2
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@@ -98,6 +98,8 @@
/mob/living/carbon/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
var/hurt = TRUE
if(GetComponent(/datum/component/tackler))
return
if(throwingdatum?.thrower && iscyborg(throwingdatum.thrower))
var/mob/living/silicon/robot/R = throwingdatum.thrower
if(!R.emagged)
@@ -63,3 +63,4 @@
var/damageoverlaytemp = 0
var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
var/tackling = FALSE //Whether or not we are tackling, this will prevent the knock into effects for carbons
@@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
name = "Dwarf"
id = "dwarf" //Also called Homo sapiens pumilionis
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NO_UNDERWEAR,TRAIT_DWARF)
inherent_traits = list()
limbs_id = "human"
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
@@ -36,7 +36,6 @@ GLOBAL_LIST_INIT(dwarf_last, world.file2list("strings/names/dwarf_last.txt")) //
H.transform = H.transform.Scale(1, 0.8) //We use scale, and yeah. Dwarves can become gnomes with DWARFISM.
RegisterSignal(C, COMSIG_MOB_SAY, .proc/handle_speech) //We register handle_speech is being used.
/datum/species/dwarf/on_species_loss(mob/living/carbon/H, datum/species/new_species)
. = ..()
H.transform = H.transform.Scale(1, 1.25) //And we undo it.
@@ -20,7 +20,7 @@
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas
head = /obj/item/clothing/head/helmet/swat
@@ -39,7 +39,7 @@
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/syndicate
back = /obj/item/tank/jetpack/oxygen
@@ -59,7 +59,7 @@
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/space/hardsuit/syndi/elite
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/syndicate
back = /obj/item/tank/jetpack/oxygen/harness
@@ -130,7 +130,7 @@
uniform = /obj/item/clothing/under/syndicate/camo
suit = /obj/item/clothing/suit/armor/bulletproof
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat
ears = /obj/item/radio/headset
head = /obj/item/clothing/head/helmet/alt
mask = /obj/item/clothing/mask/balaclava
@@ -177,7 +177,7 @@
uniform = /obj/item/clothing/under/rank/security/officer
suit = /obj/item/clothing/suit/armor/vest
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat
ears = /obj/item/radio/headset
mask = /obj/item/clothing/mask/gas/sechailer/swat
head = /obj/item/clothing/head/helmet/swat/nanotrasen
@@ -200,7 +200,7 @@
/mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/proc/infest(mob/living/carbon/human/H)
visible_message("<span class='warning'>[name] burrows into the flesh of [H]!</span>")
var/mob/living/simple_animal/hostile/asteroid/hivelord/legion/L
if(H.dna.check_mutation(DWARFISM)) //dwarf legions aren't just fluff!
if(HAS_TRAIT(H, TRAIT_DWARF)) //dwarf legions aren't just fluff!
L = new /mob/living/simple_animal/hostile/asteroid/hivelord/legion/dwarf(H.loc)
else
L = new(H.loc)
@@ -728,7 +728,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
var/real_dorf = isdwarf(M) //_species(H, /datum/species/dwarf)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.dna.check_mutation(DWARFISM) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE) || real_dorf)
if(HAS_TRAIT(H, TRAIT_DWARF) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE || real_dorf))
to_chat(H, "<span class='notice'>Now THAT is MANLY!</span>")
if(real_dorf)
boozepwr = 100 // Don't want dwarves to die because of a low booze power
@@ -635,3 +635,27 @@
build_path = /obj/item/circuitboard/computer/sat_control
category = list("Computer Boards")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING
/////////////////////////////////////////
////////////Tackle Gloves////////////////
/////////////////////////////////////////
/datum/design/tackle_dolphin
name = "Dolphin Gloves"
id = "tackle_dolphin"
build_type = PROTOLATHE
materials = list(/datum/material/plastic = 2500)
build_path = /obj/item/clothing/gloves/tackler/dolphin
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/tackle_rocket
name = "Rocket Gloves"
id = "tackle_rocket"
build_type = PROTOLATHE
materials = list(/datum/material/plasma = 1000, /datum/material/plastic = 2000)
build_path = /obj/item/clothing/gloves/tackler/rocket
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
+1 -1
View File
@@ -142,7 +142,7 @@
uniform = /obj/item/clothing/under/syndicate
suit = /obj/item/clothing/suit/toggle/labcoat
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/combat
gloves = /obj/item/clothing/gloves/tackler/combat/insulated
ears = /obj/item/radio/headset/syndicate/alt
back = /obj/item/storage/backpack
r_pocket = /obj/item/gun/ballistic/automatic/pistol
@@ -89,4 +89,11 @@
name = "Wall Walking Boots"
desc = "Through bluespace magic stolen from an organisation that hoards technology, these boots simply allow you to slip through the atoms that make up anything, but only while walking, for safety reasons. As well as this, they unfortunately cause minor breath loss as the majority of atoms in your lungs are sucked out into any solid object you walk through."
item = /obj/item/clothing/shoes/wallwalkers
cost = 6
cost = 6
/datum/uplink_item/device_tools/guerillagloves
name = "Guerilla Gloves"
desc = "A pair of highly robust combat gripper gloves that excels at performing takedowns at close range, with an added lining of insulation. Careful not to hit a wall!"
item = /obj/item/clothing/gloves/tackler/combat/insulated
include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
cost = 2
+1
View File
@@ -21,6 +21,7 @@
/obj/item/clothing/head/helmet/blueshirt = 1,
/obj/item/clothing/suit/armor/vest/blueshirt = 1,
/obj/item/clothing/under/rank/security/officer/blueshirt = 1,
/obj/item/clothing/gloves/tackler = 5,
/obj/item/ssword_kit = 1)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF