* ports all the tg junk for icemoon, not yet changed to make it all compile * fixes * fixes * fixes * fixes * fixes * new stuff * whew * fixes * it compiles, now to fix the maps * fixes the maps * fixes solars + removes the space tiles in the toxins burn chamber * nukes the SpawnTerrain proc used for tg geysers * linter fix * fix * fixes the non matching turf atmos (hopefully) * more mapping fixes * dmm2tgm * unfucks changeturf for the more_caves * fixes the volanic subtypes of the other thing * fixes the stupid fucking tile placing list * some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life * fixes a bunch of mismatch atmos in ruins * fixes wendigo cave having no air * backwards couch backwards couch * fixes the SM up * wendigos can't runtime when butchering if you can't butcher them 😎 * makes the wendigo fight have the same atmos as the surrounding icemoon * Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work * makes the wendigo screech shake not completely aids * fixes snowlegion portals dropping proper legions instead of skeles * brings the engioutpost ruin over as well * whoopps * empty commit to reroll bots * Fixes pirates, ops, the mining base, and gives pirates and ops drills * fixes lone ops and ninjas * fixes the snowed plating getting fucked when tiles are placed on it * removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again) * more bug fixes * empty commit to reroll bots * hopefully finally kills the active turfs on the library ruin Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
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@@ -659,6 +659,7 @@
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nemesis_factions = list("mining", "boss")
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var/transform_cooldown
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var/swiping = FALSE
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var/bleed_stacks_per_hit = 3
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total_mass = 2.75
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total_mass_on = 5
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@@ -701,12 +702,11 @@
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user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
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/obj/item/melee/transforming/cleaving_saw/nemesis_effects(mob/living/user, mob/living/target)
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var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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var/datum/status_effect/stacking/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
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if(!B)
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if(!active) //This isn't in the above if-check so that the else doesn't care about active
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
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target.apply_status_effect(STATUS_EFFECT_SAWBLEED,bleed_stacks_per_hit)
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else
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B.add_bleed(B.bleed_buildup)
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B.add_stacks(bleed_stacks_per_hit)
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/obj/item/melee/transforming/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
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if(!active || swiping || !target.density || get_turf(target) == get_turf(user))
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