April sync (#360)
* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
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@@ -106,40 +106,21 @@
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travel the stars with a single declaration: \"Yeah go do whatever.\" Though you are bound to the one who created you, it is customary in your society to repeat those same words to newborn \
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golems, so that no golem may ever be forced to serve again.</b>"
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/obj/effect/mob_spawn/human/golem/New(loc, datum/species/golem/species = null, has_owner = FALSE, mob/creator = null)
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/obj/effect/mob_spawn/human/golem/Initialize(mapload, datum/species/golem/species = null, has_owner = FALSE, mob/creator = null)
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..()
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if(species)
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name += " ([initial(species.id)])"
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name += " ([initial(species.prefix)])"
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mob_species = species
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var/area/A = get_area(src)
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if(A)
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notify_ghosts("\A [initial(species.id)] golem shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE)
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if(!mapload && A)
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notify_ghosts("\A [initial(species.prefix)] golem shell has been completed in \the [A.name].", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE)
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if(has_owner && creator)
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flavour_text = "You are a golem. You move slowly, but are highly resistant to heat and cold as well as blunt trauma. You are unable to wear clothes, but can still use most tools. \
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Serve [creator], and assist [creator.p_them()] in completing [creator.p_their()] goals at any cost."
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owner = creator
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/obj/effect/mob_spawn/human/golem/special(mob/living/new_spawn)
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var/golem_surname = pick(golem_names)
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// 3% chance that our golem has a human surname, because
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// cultural contamination
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if(prob(3))
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golem_surname = pick(last_names)
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var/datum/species/golem/X = mob_species
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var/golem_forename = initial(X.id)
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// The id of golem species is either their material "diamond","gold",
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// or just "golem" for the plain ones. So we're using it for naming.
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if(golem_forename == "golem")
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golem_forename = "iron"
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new_spawn.real_name = "[capitalize(golem_forename)] [golem_surname]"
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// This means golems have names like Iron Forge, or Diamond Quarry
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// also a tiny chance of being called "Plasma Meme"
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// which is clearly a feature
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to_chat(new_spawn, "[initial(X.info_text)]")
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if(!owner)
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to_chat(new_spawn, "Build golem shells in the autolathe, and feed refined mineral sheets to the shells to bring them to life! You are generally a peaceful group unless provoked.")
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@@ -151,6 +132,7 @@
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if(ishuman(new_spawn))
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var/mob/living/carbon/human/H = new_spawn
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H.set_cloned_appearance()
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H.real_name = H.dna.species.random_name()
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/obj/effect/mob_spawn/human/golem/adamantine
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name = "dust-caked golem shell"
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