Merge branch 'master' into master
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@@ -38,18 +38,14 @@
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return
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var/list/masks = list(/obj/item/clothing/mask/pig/cursed, /obj/item/clothing/mask/cowmask/cursed, /obj/item/clothing/mask/horsehead/cursed)
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var/list/mSounds = list('sound/magic/pighead_curse.ogg', 'sound/magic/cowhead_curse.ogg', 'sound/magic/horsehead_curse.ogg')
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var/randM = rand(1,3)
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var/choice = masks[randM]
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var/obj/item/clothing/mask/magichead = new choice
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var/choice = pick(masks)
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var/obj/item/clothing/mask/magichead = new choice(get_turf(target))
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magichead.flags_inv = null
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target.visible_message("<span class='danger'>[target]'s face bursts into flames, and a barnyard animal's head takes its place!</span>", \
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"<span class='danger'>Your face burns up, and shortly after the fire you realise you have the face of a barnyard animal!</span>")
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if(!target.dropItemToGround(target.wear_mask))
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qdel(target.wear_mask)
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target.equip_to_slot_if_possible(magichead, SLOT_WEAR_MASK, 1, 1)
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playsound(get_turf(target), mSounds[randM], 50, 1)
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target.flash_act()
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@@ -7,7 +7,7 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "syndballoon"
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item_state = null
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item_flags = NEEDS_PERMIT | ABSTRACT | NODROP | DROPDEL
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item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
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w_class = WEIGHT_CLASS_HUGE
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force = 0
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throwforce = 0
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@@ -15,6 +15,10 @@
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throw_speed = 0
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var/charges = 1
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/obj/item/melee/touch_attack/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
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/obj/item/melee/touch_attack/attack(mob/target, mob/living/carbon/user)
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if(!iscarbon(user)) //Look ma, no hands
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return
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@@ -34,7 +34,7 @@
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for(var/obj/item/item in hand_items)
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// I ensouled the nuke disk once. But it's probably a really
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// mean tactic, so probably should discourage it.
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if((item.item_flags & ABSTRACT) || (item.item_flags & NODROP) || SEND_SIGNAL(item, COMSIG_ITEM_IMBUE_SOUL, user))
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if((item.item_flags & ABSTRACT) || HAS_TRAIT(item, TRAIT_NODROP) || SEND_SIGNAL(item, COMSIG_ITEM_IMBUE_SOUL, user))
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continue
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marked_item = item
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to_chat(M, "<span class='warning'>You begin to focus your very being into [item]...</span>")
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@@ -25,7 +25,7 @@
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for(var/obj/item/item in hand_items)
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if(item.item_flags & ABSTRACT)
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continue
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if(item.item_flags & NODROP)
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if(HAS_TRAIT(item, TRAIT_NODROP))
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message += "Though it feels redundant, "
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marked_item = item
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message += "You mark [item] for recall.</span>"
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