Progress
This commit is contained in:
@@ -9,8 +9,12 @@
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var/list/vassal_allowed_antags = list(/datum/antagonist/brother, /datum/antagonist/traitor, /datum/antagonist/traitor/internal_affairs, /datum/antagonist/survivalist, \
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/datum/antagonist/rev, /datum/antagonist/nukeop, /datum/antagonist/pirate, /datum/antagonist/cult, /datum/antagonist/abductee, /datum/antagonist/valentine, /datum/antagonist/heartbreaker,)
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// The antags you're allowed to be if turning Vassal.
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/proc/isbloodsucker(mob/living/M)
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return istype(M) && M.mind && M.mind.has_antag_datum(/datum/antagonist/bloodsucker)
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/proc/AmBloodsucker(mob/living/M, falseIfInDisguise = FALSE)
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// No Datum
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if(!M.mind || !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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return FALSE
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return TRUE
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/datum/game_mode/bloodsucker
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name = "bloodsucker"
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@@ -159,7 +159,7 @@
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mess = TRUE
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update_icon()
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return FALSE
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if(isbloodsucker(clonemind)) //If the mind is a bloodsucker
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if(AmBloodsucker(clonemind)) //If the mind is a bloodsucker
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return FALSE
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attempting = TRUE //One at a time!!
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@@ -1,12 +1,6 @@
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// INTEGRATION: Adding Procs and Datums to existing "classes"
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/mob/living/proc/AmBloodsucker(falseIfInDisguise=FALSE)
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// No Datum
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if(!mind || !mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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return FALSE
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return TRUE
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/mob/living/proc/HaveBloodsuckerBodyparts(var/displaymessage="") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
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/mob/living/proc/HaveBloodsuckerBodyparts(displaymessage = "") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
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if(!getorganslot(ORGAN_SLOT_HEART))
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if(displaymessage != "")
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to_chat(src, "<span class='warning'>Without a heart, you are incapable of [displaymessage].</span>")
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@@ -21,33 +15,6 @@
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return FALSE
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return TRUE
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// GET DAMAGE
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// Do NOT count the damage on prosthetics for this.
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/mob/living/proc/getBruteLoss_nonProsthetic()
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return getBruteLoss()
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/mob/living/proc/getFireLoss_nonProsthetic()
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return getFireLoss()
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/mob/living/carbon/getBruteLoss_nonProsthetic()
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var/amount = 0
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for(var/obj/item/bodypart/BP in bodyparts)
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if(BP.status < 2)
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amount += BP.brute_dam
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return amount
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/mob/living/carbon/getFireLoss_nonProsthetic()
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var/amount = 0
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for(var/obj/item/bodypart/BP in bodyparts)
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if(BP.status < 2)
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amount += BP.burn_dam
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return amount
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/mob/living/carbon
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// EXAMINING
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/mob/living/carbon/human/proc/ReturnVampExamine(var/mob/viewer)
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if(!mind || !viewer.mind)
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@@ -99,7 +99,7 @@
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var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
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if(amInCoffinWhileTorpor)
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mult *= 4 // Increase multiplier if we're sleeping in a coffin.
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fireheal = min(C.getFireLoss_nonProsthetic(), regenRate) // NOTE: Burn damage ONLY heals in torpor.
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fireheal = min(C.getFireLoss(), regenRate) // NOTE: Burn damage ONLY heals in torpor.
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costMult = 0.25
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C.ExtinguishMob()
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CureDisabilities() // Extinguish Fire
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@@ -113,7 +113,7 @@
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//if (C.getFireLoss() > owner.current.getMaxHealth())
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// fireheal = regenRate / 2
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// BRUTE: Always Heal
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var/bruteheal = min(C.getBruteLoss_nonProsthetic(), regenRate)
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var/bruteheal = min(C.getBruteLoss(), regenRate)
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var/toxinheal = min(C.getToxLoss(), regenRate)
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// Heal if Damaged
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if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
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@@ -130,24 +130,23 @@
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return TRUE // Healed! Done for this tick.
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if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
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var/list/missing = owner.current.get_missing_limbs() // Heal Missing
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if (missing.len) // Cycle through ALL limbs and regen them!
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if(missing.len) // Cycle through ALL limbs and regen them!
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for (var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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owner.current.regenerate_limb(targetLimbZone, 0) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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var/obj/item/bodypart/L = owner.current.get_bodypart( targetLimbZone ) // 2) Limb returns Damaged
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var/obj/item/bodypart/L = owner.current.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
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AddBloodVolume(50 * costMult) // Costs blood to heal
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L.brute_dam = 60
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to_chat(owner.current, "<span class='notice'>Your flesh knits as it regrows [L]!</span>")
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playsound(owner.current, 'sound/magic/demon_consume.ogg', 50, 1)
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// DONE! After regenerating ANY number of limbs, we stop here.
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return TRUE
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/*else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp.
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else // REMOVED: For now, let's just leave prosthetics on. Maybe you WANT to be a robovamp. In actuality, robovamps are very bad.
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// Remove Prosthetic/False Limb
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for(var/obj/item/bodypart/BP in C.bodyparts)
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message_admins("T1: [BP] ")
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if (istype(BP) && BP.status == 2)
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message_admins("T2: [BP] ")
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if(istype(BP) && BP.status == 2)
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to_chat(owner.current, "<span class='notice'>Your body expels the [BP]!</span>")
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BP.drop_limb()
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return TRUE */
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return TRUE
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// NOTE: Limbs have a "status", like their hosts "stat". 2 is dead (aka Prosthetic). 1 seems to be idle/alive.*/
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return FALSE
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@@ -180,7 +179,10 @@
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if(owner.current.blood_volume < BLOOD_VOLUME_BAD / 2)
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owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
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// Nutrition
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owner.current.nutrition = min(owner.current.blood_volume, NUTRITION_LEVEL_FED) // <-- 350 //NUTRITION_LEVEL_FULL
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if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
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owner.current.nutrition = min(owner.current.blood_volume, NUTRITION_LEVEL_WELL_FED)
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else if(owner.current.blood_volume < BLOOD_VOLUME_SAFE)
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owner.current.nutrition = min(owner.current.blood_volume, NUTRITION_LEVEL_FED) // <-- 350 //NUTRITION_LEVEL_FULL
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// DEATH
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@@ -190,7 +192,7 @@
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/datum/antagonist/bloodsucker/proc/HandleDeath()
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// FINAL DEATH
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// Fire Damage? (above double health)
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if(owner.current.getFireLoss_nonProsthetic() >= owner.current.maxHealth * 2.5)
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if(owner.current.getFireLoss() >= owner.current.maxHealth * 3)
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FinalDeath()
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return
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// Staked while "Temp Death" or Asleep
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@@ -210,8 +212,8 @@
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// for (var/datum/action/bloodsucker/masquerade/P in powers)
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// P.Deactivate()
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// TEMP DEATH
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var/total_brute = owner.current.getBruteLoss_nonProsthetic()
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var/total_burn = owner.current.getFireLoss_nonProsthetic()
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var/total_brute = owner.current.getBruteLoss()
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var/total_burn = owner.current.getFireLoss()
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var/total_toxloss = owner.current.getToxLoss() //This is neater than just putting it in total_damage
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var/total_damage = total_brute + total_burn + total_toxloss
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// Died? Convert to Torpor (fake death)
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@@ -219,7 +221,7 @@
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Torpor_Begin()
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to_chat(owner, "<span class='danger'>Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.</span>")
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sleep(30) //To avoid spam
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if (poweron_masquerade == TRUE)
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if(poweron_masquerade == TRUE)
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to_chat(owner, "<span class='warning'>Your wounds will not heal until you disable the <span class='boldnotice'>Masquerade</span> power.</span>")
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// End Torpor:
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else // No damage, OR toxin healed AND brute healed and NOT in coffin (since you cannot heal burn)
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@@ -229,17 +231,14 @@
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Torpor_End()
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// Fake Unconscious
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if(poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT)
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owner.current.Unconscious(20,1)
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//HEALTH_THRESHOLD_CRIT 0
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//HEALTH_THRESHOLD_FULLCRIT -30
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//HEALTH_THRESHOLD_DEAD -100
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owner.current.Unconscious(20, 1)
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/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin=FALSE)
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/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin = FALSE)
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owner.current.stat = UNCONSCIOUS
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owner.current.fakedeath("bloodsucker") // Come after UNCONSCIOUS or else it fails
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ADD_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker") // Come after UNCONSCIOUS or else it fails
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ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
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ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
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ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker") // So you can heal in 0 G. otherwise you just...heal forever.
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ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
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// Visuals
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owner.current.update_sight()
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owner.current.reload_fullscreen()
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@@ -248,10 +247,9 @@
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if(power.active && !power.can_use_in_torpor)
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power.DeactivatePower()
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/datum/antagonist/bloodsucker/proc/Torpor_End()
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REMOVE_TRAIT(owner.current, TRAIT_FAKEDEATH, "bloodsucker")
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owner.current.stat = SOFT_CRIT
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owner.current.cure_fakedeath("bloodsucker") // Come after SOFT_CRIT or else it fails
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REMOVE_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker")
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REMOVE_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker")
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REMOVE_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
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@@ -288,14 +286,15 @@
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owner.current.visible_message("<span class='warning'>[owner.current]'s skin crackles and dries, their skin and bones withering to dust. A hollow cry whips from what is now a sandy pile of remains.</span>", \
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"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
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"<span class='italics'>You hear a dry, crackling sound.</span>")
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sleep(50)
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owner.current.dust()
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// Fledglings get Gibbed
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else
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owner.current.visible_message("<span class='warning'>[owner.current]'s skin bursts forth in a spray of gore and detritus. A horrible cry echoes from what is now a wet pile of decaying meat.</span>", \
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"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
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"<span class='italics'>You hear a wet, bursting sound.</span>")
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owner.current.gib(TRUE, FALSE, FALSE)//Brain cloning is wierd and allows hellbounds. Lets destroy the brain for safety.
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playsound(owner.current.loc, 'sound/effects/tendril_destroyed.ogg', 40, 1)
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owner.current.gib(TRUE, FALSE, FALSE) //Brain cloning is wierd and allows hellbounds. Lets destroy the brain for safety.
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playsound(owner.current, 'sound/effects/tendril_destroyed.ogg', 40, TRUE)
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@@ -305,15 +304,15 @@
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/mob/proc/CheckBloodsuckerEatFood(var/food_nutrition)
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/mob/proc/CheckBloodsuckerEatFood(food_nutrition)
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if(!isliving(src))
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return
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var/mob/living/L = src
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if(!L.AmBloodsucker())
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if(!AmBloodsucker(L))
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return
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// We're a bloodsucker? Try to eat food...
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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bloodsuckerdatum.bloodsucker_disgust(food_nutrition)
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var/datum/antagonist/bloodsucker/B = L.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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B.handle_eat_human_food(food_nutrition)
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/datum/antagonist/bloodsucker/proc/handle_eat_human_food(food_nutrition, puke_blood = TRUE, masquerade_override) // Called from snacks.dm and drinks.dm
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@@ -132,7 +132,7 @@
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/obj/structure/bloodsucker/vassalrack/MouseDrop_T(atom/movable/O, mob/user)
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if(!O.Adjacent(src) || O == user || !isliving(O) || !isliving(user) || useLock || has_buckled_mobs() || user.incapacitated())
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return
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if(!anchored && isbloodsucker(user))
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if(!anchored && AmBloodsucker(user))
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to_chat(user, "<span class='danger'>Until this rack is secured in place, it cannot serve its purpose.</span>")
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return
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// PULL TARGET: Remember if I was pullin this guy, so we can restore this
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@@ -185,7 +185,7 @@
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/obj/structure/bloodsucker/vassalrack/user_unbuckle_mob(mob/living/M, mob/user)
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// Attempt Unbuckle
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if(!isbloodsucker(user))
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if(!AmBloodsucker(user))
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if(M == user)
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M.visible_message("<span class='danger'>[user] tries to release themself from the rack!</span>",\
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"<span class='danger'>You attempt to release yourself from the rack!</span>") // For sound if not seen --> "<span class='italics'>You hear a squishy wet noise.</span>")
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@@ -462,7 +462,7 @@
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/obj/structure/bloodsucker/candelabrum/examine(mob/user)
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. = ..()
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if((isbloodsucker()) || isobserver(user))
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if((AmBloodsucker(user)) || isobserver(user))
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. += {"<span class='cult'>This is a magical candle which drains at the sanity of mortals who are not under your command while it is active.</span>"}
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. += {"<span class='cult'>You can alt click on it from any range to turn it on remotely, or simply be next to it and click on it to turn it on and off normally.</span>"}
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/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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@@ -471,12 +471,12 @@
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/obj/structure/bloodsucker/candelabrum/attack_hand(mob/user)
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var/datum/antagonist/vassal/T = user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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if(isbloodsucker(user) || istype(T))
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if(AmBloodsucker(user) || istype(T))
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toggle()
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/obj/structure/bloodsucker/candelabrum/AltClick(mob/user)
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// Bloodsuckers can turn their candles on from a distance. SPOOOOKY.
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if(isbloodsucker(user))
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if(AmBloodsucker(user))
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toggle()
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/obj/structure/bloodsucker/candelabrum/proc/toggle(mob/user)
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@@ -493,7 +493,7 @@
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if(lit)
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for(var/mob/living/carbon/human/H in viewers(7, src))
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var/datum/antagonist/vassal/T = H.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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if(isbloodsucker(H) || T) //We dont want vassals or vampires affected by this
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if(AmBloodsucker(H) || T) //We dont want vassals or vampires affected by this
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return
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H.hallucination = 20
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
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@@ -267,7 +267,7 @@
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to_chat(user, "<span class='notice'>You are full. Further blood will be wasted.</span>")
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warning_full = TRUE
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// Blood Remaining? (Carbons/Humans only)
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if(iscarbon(target) && !target.AmBloodsucker(1))
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if(iscarbon(target) && !AmBloodsucker(target, TRUE))
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if(target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
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to_chat(user, "<span class='warning'>Your victim's blood volume is fatally low!</span>")
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else if(target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
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@@ -33,6 +33,15 @@
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if(was_running)
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user.toggle_move_intent()
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while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
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var/obj/vehicle/V = user.buckled
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var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
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if(VRD)
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VRD.force_dismount(user)
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to_chat(user, "<span class='notice'>You trip off the [V], your muscles too heavy for it to support you.</span>")
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else
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V.unbuckle_mob(user, force = TRUE)
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to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
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// Pay Blood Toll (if awake)
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if(user.stat == CONSCIOUS)
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bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
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@@ -78,7 +78,7 @@
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make_podman = 1
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break
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else
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if(M.ckey == ckey && M.stat == DEAD && !M.suiciding)
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if(M.ckey == ckey && M.stat == DEAD && !M.suiciding && AmBloodsucker(M))
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make_podman = 1
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if(isliving(M))
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var/mob/living/L = M
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@@ -88,7 +88,7 @@
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else
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to_chat(user, "<span class='notice'>You start to smear [src] on yourself. It feels and smells disgusting, but you feel amazingly refreshed in mere moments.</span>")
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SSblackbox.record_feedback("nested tally", "hivelord_core", 1, list("[type]", "used", "self"))
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if(!isbloodsucker(H))
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if(!AmBloodsucker(H))
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H.revive(full_heal = TRUE)
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else
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H.revive(full_heal = FALSE)
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@@ -252,7 +252,7 @@
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return 0
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if(M.getorgan(/obj/item/organ/alien/hivenode))
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return 0
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||||
if(isbloodsucker(M))
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if(AmBloodsucker(M))
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||||
return 0
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if(ismonkey(M))
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|
||||
@@ -853,7 +853,7 @@
|
||||
/mob/living/carbon/proc/can_defib()
|
||||
var/tlimit = DEFIB_TIME_LIMIT * 10
|
||||
var/obj/item/organ/heart = getorgan(/obj/item/organ/heart)
|
||||
if(suiciding || hellbound || HAS_TRAIT(src, TRAIT_HUSK) || isbloodsucker())
|
||||
if(suiciding || hellbound || HAS_TRAIT(src, TRAIT_HUSK) || AmBloodsucker())
|
||||
return
|
||||
if((world.time - timeofdeath) > tlimit)
|
||||
return
|
||||
|
||||
@@ -354,7 +354,7 @@
|
||||
if(m_intent == MOVE_INTENT_RUN)
|
||||
m_intent = MOVE_INTENT_WALK
|
||||
else
|
||||
if (HAS_TRAIT(src,TRAIT_NORUNNING)) // FULPSTATION 7/10/19 So you can't run during fortitude.
|
||||
if (HAS_TRAIT(src,TRAIT_NORUNNING))
|
||||
to_chat(src, "You find yourself unable to run.")
|
||||
return FALSE
|
||||
m_intent = MOVE_INTENT_RUN
|
||||
|
||||
@@ -214,7 +214,7 @@ GLOBAL_LIST_INIT(name2reagent, build_name2reagent())
|
||||
|
||||
//For easy bloodsucker disgusting and blood removal
|
||||
/datum/reagent/proc/disgust_bloodsucker(mob/living/carbon/C, disgust, blood_change, blood_puke = TRUE, force)
|
||||
if(isvamp(C))
|
||||
if(AmBloodsucker(C))
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = C.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
if(disgust)
|
||||
bloodsuckerdatum.handle_eat_human_food(disgust, blood_puke, force)
|
||||
|
||||
@@ -579,7 +579,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
|
||||
value = 1.3
|
||||
|
||||
/datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C)
|
||||
if(isvamp(C))
|
||||
if(AmBloodsucker(C))
|
||||
disgust_bloodsucker(FALSE, 1) //Bloodsuckers get SOME blood from it, for style reasons.
|
||||
if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
|
||||
C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
|
||||
|
||||
@@ -448,7 +448,7 @@
|
||||
..()
|
||||
|
||||
/datum/reagent/consumable/condensedcapsaicin/reaction_mob(mob/living/M, method, reac_volume)
|
||||
if(isbloodsucker(M))
|
||||
if(AmBloodsucker(M))
|
||||
switch(method)
|
||||
if(INGEST)
|
||||
if(prob(min(30, current_cycle)))
|
||||
|
||||
Reference in New Issue
Block a user