section one

This commit is contained in:
Timothy Teakettle
2020-07-24 22:34:22 +01:00
parent a88fa29682
commit 7fb55a02a5
115 changed files with 1202 additions and 682 deletions
+2 -2
View File
@@ -73,7 +73,7 @@
if(victim.stat == CONSCIOUS)
src.visible_message("<span class='warning'>[victim] kicks free of the blood pool just before entering it!</span>", null, "<span class='notice'>You hear splashing and struggling.</span>")
else if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/demonsblood))
else if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/demonsblood, needs_metabolizing = TRUE))
visible_message("<span class='warning'>Something prevents [victim] from entering the pool!</span>", "<span class='warning'>A strange force is blocking [victim] from entering!</span>", "<span class='notice'>You hear a splash and a thud.</span>")
else
victim.forceMove(src)
@@ -104,7 +104,7 @@
if(!victim)
return FALSE
if(victim.reagents && victim.reagents.has_reagent(/datum/reagent/consumable/ethanol/devilskiss))
if(victim.reagents?.has_reagent(/datum/reagent/consumable/ethanol/devilskiss, needs_metabolizing = TRUE))
to_chat(src, "<span class='warning'><b>AAH! THEIR FLESH! IT BURNS!</b></span>")
adjustBruteLoss(25) //I can't use adjustHealth() here because bloodcrawl affects /mob/living and adjustHealth() only affects simple mobs
var/found_bloodpool = FALSE
+19 -20
View File
@@ -92,17 +92,8 @@
if(!all_wounds || !(user.a_intent == INTENT_HELP || user == src))
return ..()
// The following priority/nonpriority searching is so that if we have two wounds on a limb that use the same item for treatment (gauze can bandage cuts AND splint broken bones),
// we prefer whichever wound is not already treated (ignore the splinted broken bone for the open cut). If there's no priority wounds that this can treat, go through the
// non-priority ones randomly.
var/list/nonpriority_wounds = list()
for(var/datum/wound/W in shuffle(all_wounds))
if(!W.treat_priority)
nonpriority_wounds += W
else if(W.treat_priority && W.try_treating(I, user))
return 1
for(var/datum/wound/W in shuffle(nonpriority_wounds))
for(var/i in shuffle(all_wounds))
var/datum/wound/W = i
if(W.try_treating(I, user))
return 1
@@ -1225,16 +1216,16 @@
/**
* generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
*
* If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_CUT to generate a random cut scar.
* If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.
*
* Arguments:
* * num_scars- A number for how many scars you want to add
* * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BONE, WOUND_LIST_CUT, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
* * forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
*/
/mob/living/carbon/proc/generate_fake_scars(num_scars, forced_type)
for(var/i in 1 to num_scars)
var/datum/scar/S = new
var/obj/item/bodypart/BP = pick(bodyparts)
var/datum/scar/scaries = new
var/obj/item/bodypart/scar_part = pick(bodyparts)
var/wound_type
if(forced_type)
@@ -1243,9 +1234,17 @@
else
wound_type = forced_type
else
wound_type = pick(WOUND_LIST_BONE + WOUND_LIST_CUT + WOUND_LIST_BURN)
wound_type = pick(GLOB.global_all_wound_types)
var/datum/wound/W = new wound_type
S.generate(BP, W)
S.fake = TRUE
QDEL_NULL(W)
var/datum/wound/phantom_wound = new wound_type
scaries.generate(scar_part, phantom_wound)
scaries.fake = TRUE
QDEL_NULL(phantom_wound)
/**
* get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
*
* go look at the species def for more info [/datum/species/proc/get_biological_state]
*/
/mob/living/carbon/proc/get_biological_state()
return BIO_FLESH_BONE
@@ -76,7 +76,7 @@
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, affecting.name, totitemdamage)
send_item_attack_message(I, user, affecting.name, affecting, totitemdamage)
I.do_stagger_action(src, user, totitemdamage)
if(I.force)
apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
@@ -100,12 +100,6 @@
head.add_mob_blood(src)
update_inv_head()
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability))
if(affecting.dismember(I.damtype))
I.add_mob_blood(src)
playsound(get_turf(src), I.get_dismember_sound(), 80, 1)
return TRUE //successful attack
/mob/living/carbon/attack_drone(mob/living/simple_animal/drone/user)
@@ -132,9 +126,10 @@
if(S.next_step(user, act_intent))
return TRUE
for(var/datum/wound/W in all_wounds)
for(var/i in all_wounds)
var/datum/wound/W = i
if(W.try_handling(user))
return 1
return TRUE
/mob/living/carbon/attack_paw(mob/living/carbon/monkey/M)
@@ -151,14 +146,14 @@
if(M.a_intent == INTENT_HELP)
help_shake_act(M)
return 0
return FALSE
. = ..()
if(.) //successful monkey bite.
for(var/thing in M.diseases)
var/datum/disease/D = thing
ForceContractDisease(D)
return 1
return TRUE
/mob/living/carbon/attack_slime(mob/living/simple_animal/slime/M)
@@ -400,7 +395,7 @@
to_chat(src, "<span class='warning'>Your eyes are really starting to hurt. This can't be good for you!</span>")
if(has_bane(BANE_LIGHT))
mind.disrupt_spells(-500)
return 1
return TRUE
else if(damage == 0) // just enough protection
if(prob(20))
to_chat(src, "<span class='notice'>Something bright flashes in the corner of your vision!</span>")
@@ -475,3 +470,35 @@
var/obj/item/bodypart/limb = get_bodypart(zone)
if(!limb)
return
/mob/living/carbon/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart, totitemdamage)
var/message_verb = "attacked"
if(length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
var/extra_wound_details = ""
if(I.damtype == BRUTE && hit_bodypart.can_dismember())
var/mangled_state = hit_bodypart.get_mangled_state()
var/bio_state = get_biological_state()
if(mangled_state == BODYPART_MANGLED_BOTH)
extra_wound_details = ", threatening to sever it entirely"
else if((mangled_state == BODYPART_MANGLED_FLESH && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_BONE && bio_state == BIO_JUST_BONE))
extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] through to the bone"
else if((mangled_state == BODYPART_MANGLED_BONE && I.get_sharpness()) || (mangled_state & BODYPART_MANGLED_FLESH && bio_state == BIO_JUST_FLESH))
extra_wound_details = ", [I.get_sharpness() == SHARP_EDGED ? "slicing" : "piercing"] at the remaining tissue"
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message = "[src] is [message_verb][message_hit_area] with [I][extra_wound_details]!"
var/attack_message_local = "You're [message_verb][message_hit_area] with [I][extra_wound_details]!"
if(user in viewers(src, null))
attack_message = "[user] [message_verb] [src][message_hit_area] with [I][extra_wound_details]!"
attack_message_local = "[user] [message_verb] you[message_hit_area] with [I][extra_wound_details]!"
if(user == src)
attack_message_local = "You [message_verb] yourself[message_hit_area] with [I][extra_wound_details]"
visible_message("<span class='danger'>[attack_message]</span>",\
"<span class='userdanger'>[attack_message_local]</span>", null, COMBAT_MESSAGE_RANGE)
return TRUE
@@ -1,6 +1,6 @@
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(src, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone)
var/hit_percent = (100-blocked)/100
if(!forced && hit_percent <= 0)
@@ -202,7 +202,7 @@
//Damages ONE bodypart randomly selected from damagable ones.
//It automatically updates damage overlays if necessary
//It automatically updates health status
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/list/obj/item/bodypart/parts = get_damageable_bodyparts()
if(!parts.len)
return
+3 -2
View File
@@ -44,7 +44,8 @@
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
for(var/i in BP.wounds)
var/datum/wound/W = i
msg += "[W.get_examine_description(user)]\n"
for(var/X in disabled)
@@ -109,7 +110,7 @@
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
msg += "<span class='smallnoticeital'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
@@ -1,5 +1,5 @@
// depending on the species, it will run the corresponding apply_damage code there
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/carbon/human/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
return dna.species.apply_damage(damage, damagetype, def_zone, blocked, src, forced, spread_damage, wound_bonus, bare_wound_bonus, sharpness)
@@ -163,8 +163,9 @@
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
else
msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
for(var/datum/wound/W in BP.wounds)
msg += "[W.get_examine_description(user)]\n"
for(var/i in BP.wounds)
var/datum/wound/iter_wound = i
msg += "[iter_wound.get_examine_description(user)]\n"
for(var/X in disabled)
var/obj/item/bodypart/BP = X
@@ -270,7 +271,12 @@
bleeding_limbs += BP
var/num_bleeds = LAZYLEN(bleeding_limbs)
var/bleed_text = "<B>[t_He] [t_is] bleeding from [t_his]"
var/list/bleed_text
if(appears_dead)
bleed_text = list("<span class='deadsay'><B>Blood is visible in [t_his] open")
else
bleed_text = list("<B>[t_He] [t_is] bleeding from [t_his]")
switch(num_bleeds)
if(1 to 2)
bleed_text += " [bleeding_limbs[1].name][num_bleeds == 2 ? " and [bleeding_limbs[2].name]" : ""]"
@@ -280,8 +286,15 @@
bleed_text += " [BP.name],"
bleed_text += " and [bleeding_limbs[num_bleeds].name]"
bleed_text += "!</B>\n"
msg += bleed_text
if(appears_dead)
bleed_text += ", but it has pooled and is not flowing.</span></B>\n"
else
if(reagents.has_reagent(/datum/reagent/toxin/heparin, needs_metabolizing = TRUE))
bleed_text += " incredibly quickly"
bleed_text += "!</B>\n"
msg += bleed_text.Join()
if(reagents.has_reagent(/datum/reagent/teslium))
msg += "[t_He] [t_is] emitting a gentle blue glow!\n"
@@ -365,7 +378,7 @@
switch(scar_severity)
if(1 to 2)
msg += "<span class='smallnotice'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
msg += "<span class='smallnoticeital'>[t_He] [t_has] visible scarring, you can look again to take a closer look...</span>\n"
if(3 to 4)
msg += "<span class='notice'><i>[t_He] [t_has] several bad scars, you can look again to take a closer look...</i></span>\n"
if(5 to 6)
@@ -154,19 +154,29 @@
/// For use formatting all of the scars this human has for saving for persistent scarring
/mob/living/carbon/human/proc/format_scars()
if(!all_scars)
var/list/missing_bodyparts = get_missing_limbs()
if(!all_scars && !length(missing_bodyparts))
return
var/scars = ""
for(var/i in missing_bodyparts)
var/datum/scar/scaries = new
scars += "[scaries.format_amputated(i)]"
for(var/i in all_scars)
var/datum/scar/S = i
scars += "[S.format()];"
var/datum/scar/scaries = i
scars += "[scaries.format()];"
return scars
/// Takes a single scar from the persistent scar loader and recreates it from the saved data
/mob/living/carbon/human/proc/load_scar(scar_line)
var/list/scar_data = splittext(scar_line, "|")
if(LAZYLEN(scar_data) != 4)
if(LAZYLEN(scar_data) != SCAR_SAVE_LENGTH)
return // invalid, should delete
var/obj/item/bodypart/BP = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
var/datum/scar/S = new
return S.load(BP, scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
var/version = text2num(scar_data[SCAR_SAVE_VERS])
if(!version || version < SCAR_CURRENT_VERSION) // get rid of old scars
return
var/obj/item/bodypart/the_part = get_bodypart("[scar_data[SCAR_SAVE_ZONE]]")
var/datum/scar/scaries = new
return scaries.load(the_part, scar_data[SCAR_SAVE_VERS], scar_data[SCAR_SAVE_DESC], scar_data[SCAR_SAVE_PRECISE_LOCATION], text2num(scar_data[SCAR_SAVE_SEVERITY]))
/mob/living/carbon/human/get_biological_state()
return dna.species.get_biological_state()
+22 -10
View File
@@ -73,7 +73,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/datum/outfit/outfit_important_for_life // A path to an outfit that is important for species life e.g. plasmaman outfit
// species-only traits. Can be found in DNA.dm
var/list/species_traits = list(CAN_SCAR) //by default they can scar unless set to something else
var/list/species_traits = list(HAS_FLESH,HAS_BONE) //by default they can scar and have bones/flesh unless set to something else
// generic traits tied to having the species
var/list/inherent_traits = list()
var/inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID
@@ -1743,20 +1743,13 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H, wound_bonus = Iwound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
H.send_item_attack_message(I, user, hit_area, totitemdamage)
H.send_item_attack_message(I, user, hit_area, affecting, totitemdamage)
I.do_stagger_action(H, user, totitemdamage)
if(!totitemdamage)
return 0 //item force is zero
//dismemberment
var/probability = I.get_dismemberment_chance(affecting)
if(prob(probability) || (HAS_TRAIT(H, TRAIT_EASYDISMEMBER) && prob(probability))) //try twice
if(affecting.dismember(I.damtype))
I.add_mob_blood(H)
playsound(get_turf(H), I.get_dismember_sound(), 80, 1)
var/bloody = 0
if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
if(affecting.status == BODYPART_ORGANIC)
@@ -1956,7 +1949,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
append_message += ", causing them to drop [target_held_item]"
log_combat(user, target, "shoved", append_message)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/datum/species/proc/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
SEND_SIGNAL(H, COMSIG_MOB_APPLY_DAMGE, damage, damagetype, def_zone, wound_bonus, bare_wound_bonus, sharpness) // make sure putting wound_bonus here doesn't screw up other signals or uses for this signal
var/hit_percent = (100-(blocked+armor))/100
hit_percent = (hit_percent * (100-H.physiology.damage_resistance))/100
@@ -2032,6 +2025,25 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
// called before a projectile hit
return
/**
* The human species version of [/mob/living/carbon/proc/get_biological_state]. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds
*/
/datum/species/proc/get_biological_state(mob/living/carbon/human/H)
. = BIO_INORGANIC
if(HAS_FLESH in species_traits)
. |= BIO_JUST_FLESH
if(HAS_BONE in species_traits)
. |= BIO_JUST_BONE
/////////////
//BREATHING//
/////////////
@@ -3,7 +3,7 @@
id = "abductor"
say_mod = "gibbers"
sexes = FALSE
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,CAN_SCAR)
species_traits = list(NOBLOOD,NOEYES,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_VIRUSIMMUNE,TRAIT_CHUNKYFINGERS,TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutanttongue = /obj/item/organ/tongue/abductor
@@ -2,7 +2,7 @@
name = "Angel"
id = "angel"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,CAN_SCAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "wings" = "Angel")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
no_equip = list(SLOT_BACK)
@@ -3,7 +3,7 @@
id = "insect"
say_mod = "chitters"
default_color = "00FF00"
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None",
"insect_wings" = "None", "insect_fluff" = "None", "mam_snouts" = "None", "taur" = "None", "insect_markings" = "None")
@@ -2,8 +2,8 @@
name = "Dullahan"
id = "dullahan"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH,CAN_SCAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
mutant_bodyparts = list("tail_human" = "None", "ears" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
mutant_brain = /obj/item/organ/brain/dullahan
@@ -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,CAN_SCAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_DWARF,TRAIT_SNOB)
limbs_id = "human"
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
@@ -2,7 +2,7 @@
name = "Anthromorphic Fly"
id = "fly"
say_mod = "buzzes"
species_traits = list(NOEYES,CAN_SCAR)
species_traits = list(NOEYES,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BUG
mutanttongue = /obj/item/organ/tongue/fly
mutantliver = /obj/item/organ/liver/fly
@@ -3,7 +3,7 @@
id = "mammal"
default_color = "4B4B4B"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAIR,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_BEAST
mutant_bodyparts = list("mcolor" = "FFFFFF","mcolor2" = "FFFFFF","mcolor3" = "FFFFFF", "mam_snouts" = "Husky", "mam_tail" = "Husky", "mam_ears" = "Husky", "deco_wings" = "None",
"mam_body_markings" = "Husky", "taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
@@ -55,7 +55,7 @@
say_mod = "hisses"
default_color = "00FF00"
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,LIPS,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("xenotail"="Xenomorph Tail","xenohead"="Standard","xenodorsal"="Standard", "mam_body_markings" = "Xeno","mcolor" = "0F0","mcolor2" = "0F0","mcolor3" = "0F0","taur" = "None", "legs" = "Digitigrade")
attack_verb = "slash"
attack_sound = 'sound/weapons/slash.ogg'
@@ -3,7 +3,7 @@
id = "human"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,CAN_SCAR)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,MUTCOLORS_PARTSONLY,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF","mcolor3" = "FFFFFF","tail_human" = "None", "ears" = "None", "taur" = "None", "deco_wings" = "None")
use_skintones = USE_SKINTONES_GRAYSCALE_CUSTOM
skinned_type = /obj/item/stack/sheet/animalhide/human
@@ -6,7 +6,7 @@
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
blacklisted = 0
sexes = 0
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING)
species_traits = list(MUTCOLORS,NOEYES,NOTRANSSTING,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_screen" = "Blank", "ipc_antenna" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
@@ -4,7 +4,7 @@
id = "jelly"
default_color = "00FF90"
say_mod = "chirps"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutantlungs = /obj/item/organ/lungs/slime
mutant_heart = /obj/item/organ/heart/slime
mutant_bodyparts = list("mcolor" = "FFFFFF", "mam_tail" = "None", "mam_ears" = "None", "mam_snouts" = "None", "taur" = "None", "deco_wings" = "None")
@@ -4,7 +4,7 @@
id = "lizard"
say_mod = "hisses"
default_color = "00FF00"
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,HORNCOLOR,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutant_bodyparts = list("tail_lizard", "snout", "spines", "horns", "frills", "body_markings", "legs", "taur", "deco_wings")
inherent_biotypes = MOB_ORGANIC|MOB_HUMANOID|MOB_REPTILE
mutanttongue = /obj/item/organ/tongue/lizard
@@ -8,7 +8,7 @@
nojumpsuit = TRUE
say_mod = "poofs" //what does a mushroom sound like
species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,CAN_SCAR)
species_traits = list(MUTCOLORS, NOEYES, NO_UNDERWEAR,NOGENITALS,NOAROUSAL,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOBREATH)
speedmod = 1.5 //faster than golems but not by much
@@ -4,7 +4,7 @@
say_mod = "rattles"
sexes = 0
meat = /obj/item/stack/sheet/mineral/plasma
species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS)
species_traits = list(NOBLOOD,NOTRANSSTING,NOGENITALS,HAS_BONE)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RADIMMUNE,TRAIT_NOHUNGER,TRAIT_CALCIUM_HEALER)
inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
mutantlungs = /obj/item/organ/lungs/plasmaman
@@ -3,7 +3,7 @@
name = "Anthromorphic Plant"
id = "pod"
default_color = "59CE00"
species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR)
species_traits = list(MUTCOLORS,EYECOLOR,CAN_SCAR,HAS_FLESH,HAS_BONE)
attack_verb = "slash"
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
@@ -9,8 +9,8 @@
blacklisted = 1
ignored_by = list(/mob/living/simple_animal/hostile/faithless)
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/shadow
species_traits = list(NOBLOOD,NOEYES,CAN_SCAR)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH,CAN_SCAR)
species_traits = list(NOBLOOD,NOEYES,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_RADIMMUNE,TRAIT_VIRUSIMMUNE,TRAIT_NOBREATH)
dangerous_existence = 1
mutanteyes = /obj/item/organ/eyes/night_vision
@@ -164,7 +164,7 @@
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
sharpness = IS_SHARP
sharpness = SHARP_EDGED
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/light_eater/Initialize()
@@ -5,7 +5,7 @@
blacklisted = 0
sexes = 0
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/skeleton
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL)
species_traits = list(NOBLOOD,NOGENITALS,NOAROUSAL,HAS_BONE)
inherent_traits = list(TRAIT_NOBREATH,TRAIT_RADIMMUNE,TRAIT_PIERCEIMMUNE,TRAIT_NOHUNGER,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_FAKEDEATH, TRAIT_CALCIUM_HEALER)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/bone
@@ -4,7 +4,7 @@
icon_limbs = DEFAULT_BODYPART_ICON_CITADEL
say_mod = "beeps"
default_color = "00FF00"
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR)
species_traits = list(MUTCOLORS,NOTRANSSTING,EYECOLOR,LIPS,HAIR,HAS_FLESH,HAS_BONE)
inherent_biotypes = MOB_ROBOTIC|MOB_HUMANOID
mutant_bodyparts = list("ipc_antenna" = "Synthetic Lizard - Antennae","mam_tail" = "Synthetic Lizard", "mam_snouts" = "Synthetic Lizard - Snout", "legs" = "Digitigrade", "mam_body_markings" = "Synthetic Lizard - Plates", "taur" = "None")
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/ipc
@@ -2,7 +2,7 @@
name = "Vampire"
id = "vampire"
default_color = "FFFFFF"
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD)
species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,DRINKSBLOOD,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_NOHUNGER,TRAIT_NOBREATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutant_bodyparts = list("mcolor" = "FFFFFF", "tail_human" = "None", "ears" = "None", "deco_wings" = "None")
@@ -8,7 +8,7 @@
sexes = 0
blacklisted = 1
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/zombie
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,CAN_SCAR)
species_traits = list(NOBLOOD,NOZOMBIE,NOTRANSSTING,HAS_FLESH,HAS_BONE)
inherent_traits = list(TRAIT_RESISTCOLD,TRAIT_RESISTHIGHPRESSURE,TRAIT_RESISTLOWPRESSURE,TRAIT_RADIMMUNE,TRAIT_EASYDISMEMBER,TRAIT_LIMBATTACHMENT,TRAIT_NOBREATH,TRAIT_NODEATH,TRAIT_FAKEDEATH)
inherent_biotypes = MOB_UNDEAD|MOB_HUMANOID
mutanttongue = /obj/item/organ/tongue/zombie
@@ -44,7 +44,7 @@
/datum/species/zombie/infectious/spec_stun(mob/living/carbon/human/H,amount)
. = min(20, amount)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/datum/species/zombie/infectious/apply_damage(damage, damagetype = BRUTE, def_zone = null, blocked, mob/living/carbon/human/H, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
. = ..()
if(.)
regen_cooldown = world.time + REGENERATION_DELAY
@@ -62,9 +62,9 @@
C.heal_overall_damage(heal_amt,heal_amt)
C.adjustToxLoss(-heal_amt)
for(var/i in C.all_wounds)
var/datum/wound/W = i
if(prob(4-W.severity))
W.remove_wound()
var/datum/wound/iter_wound = i
if(prob(4-iter_wound.severity))
iter_wound.remove_wound()
if(!C.InCritical() && prob(4))
playsound(C, pick(spooks), 50, TRUE, 10)
+2 -2
View File
@@ -14,7 +14,7 @@
*
* Returns TRUE if damage applied
*/
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, spread_damage = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/hit_percent = (100-blocked)/100
if(!damage || (hit_percent <= 0))
return 0
@@ -245,7 +245,7 @@
update_stamina()
// damage ONE external organ, organ gets randomly selected from damaged ones.
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/proc/take_bodypart_damage(brute = 0, burn = 0, stamina = 0, updating_health = TRUE, required_status, check_armor = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
adjustBruteLoss(brute, FALSE) //zero as argument for no instant health update
adjustFireLoss(burn, FALSE)
adjustStaminaLoss(stamina, FALSE)
+40 -26
View File
@@ -605,41 +605,55 @@
SEND_SIGNAL(item, COMSIG_ITEM_WEARERCROSSED, AM)
/mob/living/proc/makeTrail(turf/target_turf, turf/start, direction)
if(!has_gravity())
if(!has_gravity() || !isturf(start) || !blood_volume)
return
var/blood_exists = FALSE
var/blood_exists = locate(/obj/effect/decal/cleanable/trail_holder) in start
for(var/obj/effect/decal/cleanable/trail_holder/C in start) //checks for blood splatter already on the floor
blood_exists = TRUE
if(isturf(start))
var/trail_type = getTrail()
if(trail_type)
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
if(blood_volume && blood_volume > max((BLOOD_VOLUME_NORMAL*blood_ratio)*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage.
var/newdir = get_dir(target_turf, start)
if(newdir != direction)
newdir = newdir | direction
if(newdir == 3) //N + S
newdir = NORTH
else if(newdir == 12) //E + W
newdir = EAST
if((newdir in GLOB.cardinals) && (prob(50)))
newdir = turn(get_dir(target_turf, start), 180)
if(!blood_exists)
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
var/trail_type = getTrail()
if(!trail_type)
return
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
if(blood_volume < max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold
return
var/bleed_amount = bleedDragAmount()
blood_volume = max(blood_volume - bleed_amount, 0) //that depends on our brute damage.
var/newdir = get_dir(target_turf, start)
if(newdir != direction)
newdir = newdir | direction
if(newdir == (NORTH|SOUTH))
newdir = NORTH
else if(newdir == (EAST|WEST))
newdir = EAST
if((newdir in GLOB.cardinals) && (prob(50)))
newdir = turn(get_dir(target_turf, start), 180)
if(!blood_exists)
new /obj/effect/decal/cleanable/trail_holder(start, get_static_viruses())
for(var/obj/effect/decal/cleanable/trail_holder/TH in start)
if((!(newdir in TH.existing_dirs) || trail_type == "trails_1" || trail_type == "trails_2") && TH.existing_dirs.len <= 16) //maximum amount of overlays is 16 (all light & heavy directions filled)
TH.existing_dirs += newdir
TH.add_overlay(image('icons/effects/blood.dmi', trail_type, dir = newdir))
TH.transfer_mob_blood_dna(src)
/mob/living/carbon/human/makeTrail(turf/T)
if((NOBLOOD in dna.species.species_traits) || !is_bleeding() || bleedsuppress)
return
..()
///Returns how much blood we're losing from being dragged a tile, from [mob/living/proc/makeTrail]
/mob/living/proc/bleedDragAmount()
var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1)
return max(1, brute_ratio * 2)
/mob/living/carbon/bleedDragAmount()
var/bleed_amount = 0
for(var/i in all_wounds)
var/datum/wound/iter_wound = i
bleed_amount += iter_wound.drag_bleed_amount()
return bleed_amount
/mob/living/proc/getTrail()
if(getBruteLoss() < 300)
return pick("ltrails_1", "ltrails_2")
@@ -1,5 +1,5 @@
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = FALSE)
/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE)
var/hit_percent = (100-blocked)/100
if(!damage || (!forced && hit_percent <= 0))
return 0
@@ -33,7 +33,7 @@
melee_damage_upper = 15
wound_bonus = -5
bare_wound_bonus = 10 // BEAR wound bonus am i right
sharpness = TRUE
sharpness = SHARP_EDGED
attack_verb_continuous = "claws"
attack_verb_simple = "claw"
attack_sound = 'sound/weapons/bladeslice.ogg'
@@ -79,7 +79,7 @@
melee_damage_upper = 15
wound_bonus = -10
bare_wound_bonus = 20
sharpness = TRUE
sharpness = SHARP_EDGED
icon_state = "syndicate_knife"
icon_living = "syndicate_knife"
loot = list(/obj/effect/gibspawner/human)
@@ -145,7 +145,7 @@
//How much bare wounding power it has
var/bare_wound_bonus = 0
//If the attacks from this are sharp
var/sharpness = FALSE
var/sharpness = SHARP_NONE
/mob/living/simple_animal/Initialize()
. = ..()