Merge conflicts, procs instead of macros, mood signals.
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@@ -85,15 +85,12 @@
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to_chat(user, "<span class='notice'>[src] are useless on the dead.</span>")
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return
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if(H != user)
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H.visible_message("[user] forces [H] to apply [src]... [H.p_they()] quickly regenerate all injuries!")
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H.visible_message("[user] forces [H] to apply [src]... Black tendrils entangle and reinforce [H.p_them()]!")
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SSblackbox.record_feedback("nested tally", "hivelord_core", 1, list("[type]", "used", "other"))
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else
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to_chat(user, "<span class='notice'>You start to smear [src] on yourself. It feels and smells disgusting, but you feel amazingly refreshed in mere moments.</span>")
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to_chat(user, "<span class='notice'>You start to smear [src] on yourself. Disgusting tendrils hold you together and allow you to keep moving, but for how long?</span>")
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SSblackbox.record_feedback("nested tally", "hivelord_core", 1, list("[type]", "used", "self"))
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if(AmBloodsucker(H))
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H.revive(full_heal = FALSE)
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else
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H.revive(full_heal = TRUE)
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H.apply_status_effect(STATUS_EFFECT_REGENERATIVE_CORE)
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qdel(src)
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user.log_message("[user] used [src] to heal [H == user ? "[H.p_them()]self" : H]! Wake the fuck up, Samurai!", LOG_ATTACK, color="green") //Logging for 'old' style legion core use, when clicking on a sprite of yourself or another.
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@@ -659,6 +659,7 @@
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nemesis_factions = list("mining", "boss")
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var/transform_cooldown
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var/swiping = FALSE
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var/bleed_stacks_per_hit = 3
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total_mass = 2.75
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total_mass_on = 5
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@@ -701,12 +702,11 @@
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user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
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/obj/item/melee/transforming/cleaving_saw/nemesis_effects(mob/living/user, mob/living/target)
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var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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var/datum/status_effect/stacking/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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if(!B)
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if(!active) //This isn't in the above if-check so that the else doesn't care about active
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED,bleed_stacks_per_hit)
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else
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B.add_bleed(B.bleed_buildup)
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B.add_stacks(bleed_stacks_per_hit)
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/obj/item/melee/transforming/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
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if(!active || swiping || !target.density || get_turf(target) == get_turf(user))
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@@ -37,16 +37,19 @@
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/obj/machinery/mineral/ore_redemption/RefreshParts()
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var/ore_pickup_rate_temp = 15
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var/point_upgrade_temp = 1
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var/ore_multiplier_temp = 1
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var/avg_bin_level = 0
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var/bins = 0
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for(var/obj/item/stock_parts/matter_bin/B in component_parts)
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ore_multiplier_temp = 0.65 + (0.35 * B.rating)
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avg_bin_level = B.rating
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bins++
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for(var/obj/item/stock_parts/manipulator/M in component_parts)
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ore_pickup_rate_temp = 15 * M.rating
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for(var/obj/item/stock_parts/micro_laser/L in component_parts)
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point_upgrade_temp = 0.65 + (0.35 * L.rating)
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avg_bin_level /= bins? bins : 1
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ore_multiplier = STANDARD_PART_LEVEL_ORE_COEFFICIENT(avg_bin_level)
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ore_pickup_rate = ore_pickup_rate_temp
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point_upgrade = point_upgrade_temp
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ore_multiplier = round(ore_multiplier_temp, 0.01)
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/obj/machinery/mineral/ore_redemption/examine(mob/user)
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. = ..()
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