First step of porting lavaland tumors. Looks like Cita is much behind tg regarding simplemobs.
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@@ -107,6 +107,10 @@
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#define ui_internal "EAST-1:28,CENTER+1:19"//CIT CHANGE - moves internal icon up a little bit to accommodate for the stamina meter
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#define ui_mood "EAST-1:28,CENTER-3:10"
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//living
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#define ui_living_pull "EAST-1:28,CENTER-2:15"
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#define ui_living_health "EAST-1:28,CENTER:15"
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//borgs
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#define ui_borg_health "EAST-1:28,CENTER-1:15" //borgs have the health display where humans have the pressure damage indicator.
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@@ -644,6 +644,12 @@
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screen_loc = ui_construct_health
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/screen/healths/lavaland_elite
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icon = 'icons/mob/screen_elite.dmi'
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icon_state = "elite_health0"
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screen_loc = ui_health
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/screen/healthdoll
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name = "health doll"
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screen_loc = ui_healthdoll
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@@ -148,3 +148,8 @@
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/datum/mood_event/fedprey
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description = "<span class='nicegreen'>It feels quite cozy in here.</span>\n"
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mood_change = 3
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/datum/mood_event/hope_lavaland
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description = "<span class='nicegreen'>What a peculiar emblem. It makes me feel hopeful for my future.</span>\n"
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mood_change = 5
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@@ -229,4 +229,13 @@
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id = "puzzle"
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description = "Mystery to be solved."
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suffix = "lavaland_surface_puzzle.dmm"
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cost = 5
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cost = 5
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/datum/map_template/ruin/lavaland/elite_tumor
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name = "Pulsating Tumor"
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id = "tumor"
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description = "A strange tumor which houses a powerful beast..."
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suffix = "lavaland_surface_elite_tumor.dmm"
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cost = 5
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always_place = TRUE
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allow_duplicates = TRUE
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@@ -23,7 +23,7 @@
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if(!d_type)
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return 0
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var/protection = 0
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
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var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id, wear_neck) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
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for(var/bp in body_parts)
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if(!bp)
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continue
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@@ -116,6 +116,10 @@
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var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return 1
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if(wear_neck)
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var/final_block_chance = wear_neck.block_chance - (CLAMP((armour_penetration-wear_neck.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_neck.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return 1
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return 0
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/mob/living/carbon/human/proc/check_block()
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@@ -201,6 +201,7 @@
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#include "code\_onclick\hud\hud.dm"
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#include "code\_onclick\hud\hud_cit.dm"
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#include "code\_onclick\hud\human.dm"
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#include "code\_onclick\hud\lavaland_elite.dm"
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#include "code\_onclick\hud\monkey.dm"
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#include "code\_onclick\hud\movable_screen_objects.dm"
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#include "code\_onclick\hud\parallax.dm"
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@@ -2309,6 +2310,11 @@
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\hivelord.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\mining_mobs.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\necropolis_tendril.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\elites\elite.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\elites\goliath_broodmother.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\elites\herald.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\elites\legionnaire.dm"
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#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\elites\pandora.dm"
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#include "code\modules\mob\living\simple_animal\hostile\retaliate\bat.dm"
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#include "code\modules\mob\living\simple_animal\hostile\retaliate\clown.dm"
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#include "code\modules\mob\living\simple_animal\hostile\retaliate\frog.dm"
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