Merge pull request #12121 from Ghommie/Ghommie-cit723
Generic skills support for items, level based skill type. Wiring skill.
This commit is contained in:
@@ -786,9 +786,8 @@
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return
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user.visible_message("[user.name] wires the air alarm.", \
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"<span class='notice'>You start wiring the air alarm...</span>")
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if (do_after(user, 20, target = src))
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if (cable.get_amount() >= 5 && buildstage == 1)
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cable.use(5)
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if (W.use_tool(src, user, 20, 5))
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if (buildstage == 1)
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to_chat(user, "<span class='notice'>You wire the air alarm.</span>")
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wires.repair()
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aidisabled = 0
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@@ -32,7 +32,7 @@
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/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
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if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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C.use(1)
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I.use_tool(src, user, 0, 1)
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has_sensor = HAS_SENSORS
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to_chat(user,"<span class='notice'>You repair the suit sensors on [src] with [C].</span>")
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return 1
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@@ -392,8 +392,7 @@
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/datum/plant_gene/trait/battery/on_attackby(obj/item/reagent_containers/food/snacks/grown/G, obj/item/I, mob/user)
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if(istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/C = I
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if(C.use(5))
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if(I.use_tool(src, user, 0, 5, max_level = JOB_SKILL_EXPERT))
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to_chat(user, "<span class='notice'>You add some cable to [G] and slide it inside the battery encasing.</span>")
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var/obj/item/stock_parts/cell/potato/pocell = new /obj/item/stock_parts/cell/potato(user.loc)
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pocell.icon_state = G.icon_state
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@@ -174,7 +174,7 @@
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if(!starting_skills)
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return
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for(var/skill in starting_skills)
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M.skill_holder.boost_skill_value_to(skill, starting_skills[skill])
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M.skill_holder.boost_skill_value_to(skill, starting_skills[skill], TRUE) //silent
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// do wipe affinities though
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M.skill_holder.skill_affinities = list()
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for(var/skill in skill_affinities)
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@@ -17,6 +17,8 @@
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var/do_special_check = TRUE
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threat = 5
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
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/datum/job/ai/equip(mob/living/carbon/human/H, visualsOnly, announce, latejoin, datum/outfit/outfit_override, client/preference_source = null)
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if(visualsOnly)
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CRASH("dynamic preview is unsupported")
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@@ -17,6 +17,10 @@
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ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_ATMOSPHERICS, ACCESS_MINERAL_STOREROOM)
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minimal_access = list(ACCESS_ATMOSPHERICS, ACCESS_MAINT_TUNNELS, ACCESS_EXTERNAL_AIRLOCKS, ACCESS_ENGINE,
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ACCESS_ENGINE_EQUIP, ACCESS_EMERGENCY_STORAGE, ACCESS_CONSTRUCTION, ACCESS_MINERAL_STOREROOM)
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
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skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
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display_order = JOB_DISPLAY_ORDER_ATMOSPHERIC_TECHNICIAN
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threat = 0.5
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@@ -27,6 +27,9 @@
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ACCESS_HEADS, ACCESS_CONSTRUCTION, ACCESS_SEC_DOORS, ACCESS_MINISAT,
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ACCESS_CE, ACCESS_RC_ANNOUNCE, ACCESS_KEYCARD_AUTH, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
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skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
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display_order = JOB_DISPLAY_ORDER_CHIEF_ENGINEER
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blacklisted_quirks = list(/datum/quirk/mute, /datum/quirk/brainproblems, /datum/quirk/paraplegic, /datum/quirk/insanity)
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threat = 2
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@@ -12,6 +12,8 @@
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exp_requirements = 120
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exp_type = EXP_TYPE_CREW
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_BASIC))
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display_order = JOB_DISPLAY_ORDER_CYBORG
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/datum/job/cyborg/equip(mob/living/carbon/human/H, visualsOnly = FALSE, announce = TRUE, latejoin = FALSE, datum/outfit/outfit_override = null, client/preference_source = null)
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@@ -16,6 +16,10 @@
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access = list(ACCESS_ROBOTICS, ACCESS_TOX, ACCESS_TOX_STORAGE, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM, ACCESS_XENOBIOLOGY, ACCESS_GENETICS)
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minimal_access = list(ACCESS_ROBOTICS, ACCESS_TECH_STORAGE, ACCESS_MORGUE, ACCESS_RESEARCH, ACCESS_MINERAL_STOREROOM)
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
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skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
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display_order = JOB_DISPLAY_ORDER_ROBOTICIST
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threat = 1
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@@ -18,6 +18,9 @@
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minimal_access = list(ACCESS_ENGINE, ACCESS_ENGINE_EQUIP, ACCESS_TECH_STORAGE, ACCESS_MAINT_TUNNELS,
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ACCESS_EXTERNAL_AIRLOCKS, ACCESS_CONSTRUCTION, ACCESS_TCOMSAT, ACCESS_MINERAL_STOREROOM)
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starting_skills = list(/datum/skill/level/job/wiring = GET_STANDARD_LVL(JOB_SKILL_TRAINED))
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skill_affinities = list(/datum/skill/level/job/wiring = STARTING_SKILL_AFFINITY_WIRING_ENGI_ROBO)
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display_order = JOB_DISPLAY_ORDER_STATION_ENGINEER
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threat = 1
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@@ -363,12 +363,11 @@ GLOBAL_LIST_INIT(sand_recipes, list(\
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/obj/item/coin/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
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return
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if (CC.use(1))
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if (W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_BASIC))
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add_overlay("coin_string_overlay")
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string_attached = 1
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to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
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@@ -199,7 +199,7 @@
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to_chat(src, "<span class='notice'>You set [I] down gently on the ground.</span>")
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return
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adjustStaminaLossBuffered(I.getweight()*2)//CIT CHANGE - throwing items shall be more tiring than swinging em. Doubly so.
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adjustStaminaLossBuffered(I.getweight(src, STAM_COST_THROW_MULT, SKILL_THROW_STAM_COST))
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if(thrown_thing)
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visible_message("<span class='danger'>[src] has thrown [thrown_thing].</span>")
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@@ -9,7 +9,7 @@
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if(istype(src.glasses, /obj/item/clothing/glasses)) //glasses
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var/obj/item/clothing/glasses/GFP = src.glasses
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number += GFP.flash_protect
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if(istype(src.wear_mask, /obj/item/clothing/mask)) //mask
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var/obj/item/clothing/mask/MFP = src.wear_mask
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number += MFP.flash_protect
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@@ -77,15 +77,13 @@
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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var/totitemdamage = pre_attacked_by(I, user)
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 0.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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totitemdamage *= 0.5
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
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return FALSE
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@@ -94,7 +92,7 @@
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affecting = bodyparts[1]
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SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
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send_item_attack_message(I, user, affecting.name)
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I.do_stagger_action(src, user)
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I.do_stagger_action(src, user, totitemdamage)
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if(I.force)
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apply_damage(totitemdamage, I.damtype, affecting) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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@@ -1668,9 +1668,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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disarm(M, H, attacker_style)
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/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
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var/totitemdamage = H.pre_attacked_by(I, user)
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// Allows you to put in item-specific reactions based on species
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if(user != H)
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if(H.run_block(I, I.force, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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if(H.run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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return 0
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if(H.check_martial_melee_block())
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H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
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@@ -1686,24 +1687,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
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armor_block = min(90,armor_block) //cap damage reduction at 90%
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var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
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//CIT CHANGES START HERE - combatmode and resting checks
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var/totitemdamage = I.force
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if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 0.5
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if(!CHECK_MOBILITY(user, MOBILITY_STAND))
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totitemdamage *= 0.5
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if(istype(H))
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if(!(H.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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//CIT CHANGES END HERE
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var/weakness = H.check_weakness(I, user)
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apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
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H.send_item_attack_message(I, user, hit_area)
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I.do_stagger_action(H, user)
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I.do_stagger_action(H, user, totitemdamage)
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if(!I.force)
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if(!totitemdamage)
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return 0 //item force is zero
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//dismemberment
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@@ -427,24 +427,23 @@
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else if(istype(W, /obj/item/stack/cable_coil) && wiresexposed)
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user.changeNext_move(CLICK_CD_MELEE)
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var/obj/item/stack/cable_coil/coil = W
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if (getFireLoss() > 0 || getToxLoss() > 0)
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if(src == user && coil.use(1))
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if(src == user)
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to_chat(user, "<span class='notice'>You start fixing yourself...</span>")
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if(!do_after(user, 50, target = src))
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if(!W.use_tool(src, user, 50, 1, max_level = JOB_SKILL_TRAINED))
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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return
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adjustFireLoss(-10)
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adjustToxLoss(-10)
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if (coil.use(1))
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else
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to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
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if(!do_after(user, 30, target = src))
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if(!W.use_tool(src, user, 30, 1))
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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return
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adjustFireLoss(-30)
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adjustToxLoss(-30)
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updatehealth()
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user.visible_message("[user] has fixed some of the burnt wires on [src].", "<span class='notice'>You fix some of the burnt wires on [src].</span>")
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else
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to_chat(user, "<span class='warning'>You need more cable to repair [src]!</span>")
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else
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to_chat(user, "The wires seem fine, there's no need to fix them.")
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@@ -147,9 +147,8 @@
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to_chat(user, "<span class='warning'>You need one length of cable to wire the ED-209!</span>")
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return
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to_chat(user, "<span class='notice'>You start to wire [src]...</span>")
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if(do_after(user, 40, target = src))
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if(coil.get_amount() >= 1 && build_step == 6)
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coil.use(1)
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if(coil.use_tool(src, user, 40, 1))
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if(build_step == 6)
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to_chat(user, "<span class='notice'>You wire [src].</span>")
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name = "wired ED-209 assembly"
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build_step++
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@@ -41,11 +41,10 @@
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// Cable coil. Works as repair method, but will probably require multiple applications and more cable.
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if(istype(I, /obj/item/stack/cable_coil))
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var/obj/item/stack/S = I
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if(obj_integrity == max_integrity)
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to_chat(user, "<span class='warning'>\The [src] doesn't seem to require repairs.</span>")
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return 1
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if(S.use(1))
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if(I.use_tool(src, user, 0, 1))
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to_chat(user, "<span class='notice'>You patch up \the [src] with a bit of \the [I].</span>")
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obj_integrity = min(obj_integrity + 10, max_integrity)
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return 1
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@@ -597,19 +597,15 @@
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user.visible_message("[user.name] adds cables to the APC frame.", \
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"<span class='notice'>You start adding cables to the APC frame...</span>")
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playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
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if(do_after(user, 20, target = src))
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if (C.get_amount() < 10 || !C)
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if(C.use_tool(src, user, 20, 10) && !terminal && opened && has_electronics)
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var/turf/T = get_turf(src)
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var/obj/structure/cable/N = T.get_cable_node()
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if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
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do_sparks(5, TRUE, src)
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return
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if (C.get_amount() >= 10 && !terminal && opened && has_electronics)
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var/turf/T = get_turf(src)
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var/obj/structure/cable/N = T.get_cable_node()
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if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE))
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do_sparks(5, TRUE, src)
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return
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C.use(10)
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to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
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make_terminal()
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terminal.connect_to_network()
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to_chat(user, "<span class='notice'>You add cables to the APC frame.</span>")
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make_terminal()
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terminal.connect_to_network()
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else if (istype(W, /obj/item/electronics/apc) && opened)
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if (has_electronics)
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to_chat(user, "<span class='warning'>There is already a board inside the [src]!</span>")
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@@ -510,6 +510,7 @@ By design, d1 is the smallest direction and d2 is the highest
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full_w_class = WEIGHT_CLASS_SMALL
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grind_results = list(/datum/reagent/copper = 2) //2 copper per cable in the coil
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usesound = 'sound/items/deconstruct.ogg'
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used_skills = list(/datum/skill/level/job/wiring)
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/obj/item/stack/cable_coil/cyborg
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is_cyborg = 1
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@@ -591,8 +592,6 @@ By design, d1 is the smallest direction and d2 is the highest
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amount += extra
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update_icon()
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///////////////////////////////////////////////
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// Cable laying procedures
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//////////////////////////////////////////////
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@@ -15,8 +15,7 @@
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state = FLOODLIGHT_NEEDS_WIRES
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desc = "A bare metal frame looking vaguely like a floodlight. Requires wiring."
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else if(istype(O, /obj/item/stack/cable_coil) && (state == FLOODLIGHT_NEEDS_WIRES))
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var/obj/item/stack/S = O
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if(S.use(5))
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if(O.use_tool(src, user, 0, 5))
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to_chat(user, "<span class='notice'>You wire [src].</span>")
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name = "wired [name]"
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desc = "A bare metal frame looking vaguely like a floodlight. Requires securing with a screwdriver."
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@@ -118,8 +118,7 @@
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return
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.use(1))
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if(W.use_tool(src, user, 0, 1, max_level = JOB_SKILL_TRAINED))
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icon_state = "[fixture_type]-construct-stage2"
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stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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@@ -79,8 +79,7 @@
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construction_state = PA_CONSTRUCTION_UNSECURED
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did_something = TRUE
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else if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(CC.use(1))
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if(W.use_tool(src, user, 0, 1))
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user.visible_message("[user.name] adds wires to the [name].", \
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"You add some wires.")
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construction_state = PA_CONSTRUCTION_PANEL_OPEN
|
||||
|
||||
@@ -288,8 +288,7 @@
|
||||
construction_state = PA_CONSTRUCTION_UNSECURED
|
||||
did_something = TRUE
|
||||
else if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/CC = W
|
||||
if(CC.use(1))
|
||||
if(W.use_tool(src, user, 0, 1))
|
||||
user.visible_message("[user.name] adds wires to the [name].", \
|
||||
"You add some wires.")
|
||||
construction_state = PA_CONSTRUCTION_PANEL_OPEN
|
||||
|
||||
@@ -125,15 +125,12 @@
|
||||
to_chat(user, "<span class='notice'>You start building the power terminal...</span>")
|
||||
playsound(src.loc, 'sound/items/deconstruct.ogg', 50, 1)
|
||||
|
||||
if(do_after(user, 20, target = src) && C.get_amount() >= 10)
|
||||
if(C.get_amount() < 10 || !C)
|
||||
return
|
||||
if(C.use_tool(src, user, 20, 10))
|
||||
var/obj/structure/cable/N = T.get_cable_node() //get the connecting node cable, if there's one
|
||||
if (prob(50) && electrocute_mob(usr, N, N, 1, TRUE)) //animate the electrocution if uncautious and unlucky
|
||||
do_sparks(5, TRUE, src)
|
||||
return
|
||||
|
||||
C.use(10)
|
||||
user.visible_message(\
|
||||
"[user.name] has built a power terminal.",\
|
||||
"<span class='notice'>You build the power terminal.</span>")
|
||||
|
||||
@@ -331,8 +331,7 @@
|
||||
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
|
||||
var/obj/item/stack/cable_coil/C = A
|
||||
if(C.use(10))
|
||||
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
|
||||
slung = TRUE
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_l_arm"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 2
|
||||
burn_reduction = 1
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_r_arm"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 2
|
||||
burn_reduction = 1
|
||||
|
||||
@@ -61,7 +61,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_l_leg"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 2
|
||||
burn_reduction = 1
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_r_leg"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 2
|
||||
burn_reduction = 1
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_chest"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 2
|
||||
burn_reduction = 1
|
||||
|
||||
@@ -131,8 +131,7 @@
|
||||
if(src.wired)
|
||||
to_chat(user, "<span class='warning'>You have already inserted wire!</span>")
|
||||
return
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if (coil.use(1))
|
||||
if (W.use_tool(src, user, 0, 1))
|
||||
src.wired = 1
|
||||
to_chat(user, "<span class='notice'>You insert the wire.</span>")
|
||||
else
|
||||
@@ -164,7 +163,7 @@
|
||||
flags_1 = CONDUCT_1
|
||||
icon_state = "borg_head"
|
||||
status = BODYPART_ROBOTIC
|
||||
|
||||
|
||||
brute_reduction = 5
|
||||
burn_reduction = 4
|
||||
|
||||
|
||||
@@ -58,10 +58,9 @@
|
||||
return FALSE
|
||||
if(tool)
|
||||
speed_mod = tool.toolspeed
|
||||
var/skill_mod = 1
|
||||
if(user?.mind?.skill_holder)
|
||||
skill_mod = SURGERY_SKILL_SPEEDUP_NUMERICAL_SCALE(user.mind.skill_holder.get_skill_value(/datum/skill/numerical/surgery))
|
||||
if(do_after(user, time * speed_mod * skill_mod, target = target))
|
||||
if(user.mind)
|
||||
speed_mod = user.mind.skill_holder.action_skills_mod(/datum/skill/numerical/surgery, speed_mod, THRESHOLD_COMPETENT, FALSE)
|
||||
if(do_after(user, time * speed_mod, target = target))
|
||||
var/prob_chance = 100
|
||||
if(implement_type) //this means it isn't a require hand or any item step.
|
||||
prob_chance = implements[implement_type]
|
||||
@@ -69,7 +68,7 @@
|
||||
|
||||
if((prob(prob_chance) || (iscyborg(user) && !silicons_obey_prob)) && chem_check(target) && !try_to_fail)
|
||||
if(success(user, target, target_zone, tool, surgery))
|
||||
user?.mind?.skill_holder?.auto_gain_experience(/datum/skill/numerical/surgery, SKILL_GAIN_SURGERY_PER_STEP)
|
||||
user.mind?.skill_holder.auto_gain_experience(/datum/skill/numerical/surgery, SKILL_GAIN_SURGERY_PER_STEP)
|
||||
advance = TRUE
|
||||
else
|
||||
if(failure(user, target, target_zone, tool, surgery))
|
||||
|
||||
Reference in New Issue
Block a user