tonne of fixes
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@@ -30,7 +30,7 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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force = 6
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throwforce = 10
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embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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embedding = list("embed_chance" = 25, "fall_chance" = 0.5) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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//embed_chance = 25 // Look up "is_pointed" to see where we set stakes able to do this.
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//embedded_fall_chance = 0.5 // Chance it will fall out.
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obj_integrity = 30
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@@ -93,7 +93,7 @@
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embedded()
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add_mob_blood(target)//Place blood on the stake
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loc = C // Put INSIDE the character
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B.receive_damage(w_class * embedding.embedded_impact_pain_multiplier)
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B.receive_damage(w_class * embedding.pain_mult)
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if(C.mind)
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var/datum/antagonist/bloodsucker/bloodsucker = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(bloodsucker)
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@@ -118,7 +118,7 @@
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force = 8
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throwforce = 12
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armour_penetration = 10
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embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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embedding = list("embed_chance" = 50, "fall_chance" = 0) // UPDATE 2/10/18 embedding_behavior.dm is how this is handled
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obj_integrity = 120
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max_integrity = 120
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@@ -72,7 +72,7 @@
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I.add_mob_blood(src)//it embedded itself in you, of course it's bloody!
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I.forceMove(src)
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I.embedded()
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L.receive_damage(I.w_class*I.embedding.embedded_impact_pain_multiplier)
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L.receive_damage(I.w_class*I.embedding.impact_pain_mult)
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visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
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SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
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@@ -621,9 +621,9 @@
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for(var/obj/item/I in LB.embedded_objects)
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if(I.is_embed_harmless())
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
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else
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
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else
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
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for(var/t in missing)
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to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
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@@ -124,7 +124,7 @@
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return TRUE
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var/dtype = BRUTE
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var/volume = I.get_volume_by_throwforce_and_or_w_class()
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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@@ -182,7 +182,7 @@
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") //these wont show up if the pen is off
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sharpness = IS_SHARP
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var/on = FALSE
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var/embedding = list(embed_chance = EMBED_CHANCE)
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embedding = list(embed_chance = EMBED_CHANCE)
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/obj/item/pen/edagger/ComponentInitialize()
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. = ..()
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@@ -74,9 +74,7 @@
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description = "The only thing left to do after researching this tech is to start printing out a bunch of 'kick me' signs."
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prereq_ids = list("base")
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design_ids = list("sticky_tape")
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research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
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export_price = 2500
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hidden = TRUE
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experimental = TRUE
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@@ -87,7 +85,5 @@
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description = "Taking a good joke too far? Nonsense!"
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prereq_ids = list("sticky_basic")
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design_ids = list("super_sticky_tape", "pointy_tape")
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research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000)
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export_price = 2500
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hidden = TRUE
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