it continues
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@@ -36,6 +36,6 @@
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M.adjust_fire_stacks(round(reac_volume/10))
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M.IgniteMob()
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if(M)
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M.apply_damage(0.8*reac_volume, BURN)
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M.apply_damage(0.8*reac_volume, BURN, wound_bonus=CANT_WOUND)
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if(iscarbon(M))
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M.emote("scream")
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@@ -22,7 +22,7 @@
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M.reagents.add_reagent("frostoil", 0.3*reac_volume)
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M.reagents.add_reagent("ice", 0.3*reac_volume)
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M.reagents.add_reagent("cryogenic_poison", 0.3*reac_volume)
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M.apply_damage(0.2*reac_volume, BRUTE)
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M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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/datum/reagent/blob/cryogenic_poison/on_mob_life(mob/living/carbon/M)
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M.adjustBruteLoss(0.3*REAGENTS_EFFECT_MULTIPLIER, 0)
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@@ -30,4 +30,4 @@
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if(prob(reac_volume*2))
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M.emp_act(EMP_LIGHT)
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if(M)
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M.apply_damage(reac_volume, BURN)
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M.apply_damage(reac_volume, BURN, wound_bonus=CANT_WOUND)
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@@ -33,8 +33,8 @@
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if(ROLE_BLOB in L.faction) //no friendly fire
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continue
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var/aoe_volume = ..(L, TOUCH, initial_volume, 0, L.get_permeability_protection(), O)
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L.apply_damage(0.4*aoe_volume, BRUTE)
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L.apply_damage(0.4*aoe_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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else
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -33,6 +33,6 @@
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/datum/reagent/blob/networked_fibers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.6*reac_volume, BURN)
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M.apply_damage(0.6*reac_volume, BURN, wound_bonus=CANT_WOUND)
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@@ -44,7 +44,7 @@
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T.MakeSlippery(TURF_WET_LUBE, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
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M.adjust_fire_stacks(-(reac_volume / 10))
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M.ExtinguishMob()
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M.apply_damage(0.4*reac_volume, BRUTE)
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M.apply_damage(0.4*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.4*reac_volume, OXY)
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if(M)
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@@ -31,4 +31,4 @@
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/datum/reagent/blob/replicating_foam/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -32,4 +32,4 @@
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/datum/reagent/blob/shifting_fragments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -30,9 +30,9 @@
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/datum/reagent/blob/synchronous_mesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.2*reac_volume, BRUTE)
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M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M && reac_volume)
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for(var/obj/structure/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.6*reac_volume
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if(M)
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B.blob_attack_animation(M) //show them they're getting a bad time
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M.apply_damage(0.3*reac_volume, BRUTE)
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M.apply_damage(0.3*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -1,6 +1,6 @@
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/obj/effect/proc_holder/changeling/fleshmend
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name = "Fleshmend"
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desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat."
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desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath, as well as hiding all of our scars. Costs 20 chemicals."
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helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood."
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chemical_cost = 20
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loudness = 2
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@@ -165,6 +165,8 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharpness = IS_SHARP
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wound_bonus = -60
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bare_wound_bonus = 20
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var/can_drop = FALSE
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var/fake = FALSE
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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@@ -29,6 +29,9 @@
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C.emote("scream")
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C.regenerate_limbs(1)
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C.regenerate_organs()
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for(var/i in C.all_wounds)
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var/datum/wound/W = i
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W.remove_wound()
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if(!user.getorganslot(ORGAN_SLOT_BRAIN))
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var/obj/item/organ/brain/B
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if(C.has_dna() && C.dna.species.mutant_brain)
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@@ -34,6 +34,8 @@
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w_class = WEIGHT_CLASS_SMALL
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force = 15
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throwforce = 25
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wound_bonus = -30
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bare_wound_bonus = 30
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armour_penetration = 35
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actions_types = list(/datum/action/item_action/cult_dagger)
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@@ -53,8 +55,10 @@
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flags_1 = CONDUCT_1
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sharpness = IS_SHARP
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w_class = WEIGHT_CLASS_BULKY
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force = 30
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force = 30 // whoever balanced this got beat in the head by a bible too many times good lord
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throwforce = 10
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wound_bonus = -80
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bare_wound_bonus = 30
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "rended")
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@@ -34,8 +34,11 @@
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healable = 0
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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obj_damage = 50
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melee_damage_lower = 30
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melee_damage_upper = 30
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melee_damage_lower = 15 // reduced from 30 to 15 with wounds since they get big buffs to slicing wounds
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melee_damage_upper = 15
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wound_bonus = -10
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bare_wound_bonus = 0
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sharpness = TRUE
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see_in_dark = 8
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blood_volume = 0 //No bleeding on getting shot, for skeddadles
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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@@ -43,13 +46,25 @@
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var/playstyle_string = "<span class='big bold'>You are a slaughter demon,</span><B> a terrible creature from another realm. You have a single desire: To kill. \
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You may use the \"Blood Crawl\" ability near blood pools to travel through them, appearing and disappearing from the station at will. \
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Pulling a dead or unconscious mob while you enter a pool will pull them in with you, allowing you to feast and regain your health. \
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You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
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You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. \
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You gain strength the more attacks you land on live humanoids, though this resets when you return to the blood zone. You can also \
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launch a devastating slam attack with ctrl+shift+click, capable of smashing bones in one strike.</B>"
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loot = list(/obj/effect/decal/cleanable/blood, \
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/obj/effect/decal/cleanable/blood/innards, \
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/obj/item/organ/heart/demon)
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del_on_death = 1
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deathmessage = "screams in anger as it collapses into a puddle of viscera!"
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// How long it takes for the alt-click slam attack to come off cooldown
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var/slam_cooldown_time = 45 SECONDS
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// The actual instance var for the cooldown
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var/slam_cooldown = 0
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// How many times we have hit humanoid targets since we last bloodcrawled, scaling wounding power
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var/current_hitstreak = 0
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// How much both our wound_bonus and bare_wound_bonus go up per hitstreak hit
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var/wound_bonus_per_hit = 5
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// How much our wound_bonus hitstreak bonus caps at (peak demonry)
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var/wound_bonus_hitstreak_max = 12
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/mob/living/simple_animal/slaughter/Initialize()
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..()
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@@ -58,6 +73,33 @@
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if(istype(loc, /obj/effect/dummy/phased_mob/slaughter))
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bloodspell.phased = TRUE
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/mob/living/simple_animal/slaughter/CtrlShiftClickOn(atom/A)
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if(!isliving(A))
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return ..()
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if(slam_cooldown + slam_cooldown_time > world.time)
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to_chat(src, "<span class='warning'>Your slam ability is still on cooldown!</span>")
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return
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face_atom(A)
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var/mob/living/victim = A
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victim.take_bodypart_damage(brute=20, wound_bonus=wound_bonus) // don't worry, there's more punishment when they hit something
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visible_message("<span class='danger'>[src] slams into [victim] with monstrous strength!</span>", "<span class='danger'>You slam into [victim] with monstrous strength!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[src] slams into you with monstrous strength, sending you flying like a ragdoll!</span>")
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var/turf/yeet_target = get_edge_target_turf(victim, dir)
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victim.throw_at(yeet_target, 10, 5, src)
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slam_cooldown = world.time
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log_combat(src, victim, "slaughter slammed")
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/mob/living/simple_animal/slaughter/UnarmedAttack(atom/A, proximity)
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if(iscarbon(A))
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var/mob/living/carbon/target = A
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if(target.stat != DEAD && target.mind && current_hitstreak < wound_bonus_hitstreak_max)
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current_hitstreak++
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wound_bonus += wound_bonus_per_hit
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bare_wound_bonus += wound_bonus_per_hit
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return ..()
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/obj/effect/decal/cleanable/blood/innards
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icon = 'icons/obj/surgery.dmi'
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name = "pile of viscera"
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@@ -14,6 +14,7 @@
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/datum/antagonist/slaughter/greet()
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. = ..()
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owner.announce_objectives()
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to_chat(owner, "<span class='warning'>You have a powerful alt-attack that slams people backwards that you can activate by shift+ctrl+clicking your target!</span>")
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/datum/antagonist/slaughter/proc/forge_objectives()
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if(summoner)
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