Nightmare Jaunt Change
Prevents Nightmares from being pulled OUT of jaunt from vendors and engraved messages.
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@@ -152,7 +152,7 @@
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var/newcolor = copytext_char(hash, 1, 7)
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add_atom_colour("#[newcolor]", FIXED_COLOUR_PRIORITY)
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light_color = "#[newcolor]"
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set_light(1)
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set_light(0.3)
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/obj/structure/chisel_message/proc/pack()
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var/list/data = list()
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@@ -56,9 +56,9 @@
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/obj/effect/dummy/phased_mob/shadow/proc/check_light_level()
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var/turf/T = get_turf(src)
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var/light_amount = T.get_lumcount()
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if(light_amount > 0.2) // jaunt ends
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if(light_amount > 0.4) // jaunt ends
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end_jaunt(TRUE)
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else if (light_amount < 0.2 && (!QDELETED(jaunter))) //heal in the dark
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else if (light_amount < 0.4 && (!QDELETED(jaunter))) //heal in the dark
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jaunter.heal_overall_damage(1,1)
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/obj/effect/dummy/phased_mob/shadow/proc/end_jaunt(forced = FALSE)
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@@ -55,7 +55,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
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armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
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circuit = /obj/item/circuitboard/machine/vendor
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payment_department = ACCOUNT_SRV
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light_power = 0.5
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light_power = 0.3
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light_range = MINIMUM_USEFUL_LIGHT_RANGE
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/// Is the machine active (No sales pitches if off)!
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var/active = TRUE
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