neck slice
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@@ -66,6 +66,8 @@
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#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
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#define STATUS_EFFECT_NECKSLICE /datum/status_effect/neck_slice //Creates the flavor messages for the neck-slice
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#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
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#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured
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#define CURSE_SPAWNING 2 //spawns creatures that attack the target only
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@@ -23,17 +23,51 @@
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/onItemAttack)
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/datum/component/butchering/proc/onItemAttack(obj/item/source, mob/living/M, mob/living/user)
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if(user.a_intent == INTENT_HARM && M.stat == DEAD && (M.butcher_results || M.guaranteed_butcher_results)) //can we butcher it?
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if(user.a_intent != INTENT_HARM)
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return
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if(M.stat == DEAD && (M.butcher_results || M.guaranteed_butcher_results)) //can we butcher it?
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if(butchering_enabled && (can_be_blunt || source.get_sharpness()))
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INVOKE_ASYNC(src, .proc/startButcher, source, M, user)
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return COMPONENT_ITEM_NO_ATTACK
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if(ishuman(M) && source.force && source.get_sharpness())
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var/mob/living/carbon/human/H = M
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if((H.health <= H.crit_threshold || (user.pulling == H && user.grab_state >= GRAB_NECK) || H.IsSleeping()) && user.zone_selected == BODY_ZONE_HEAD) // Only sleeping, neck grabbed, or crit, can be sliced.
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", MSG_VISUAL, \
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"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
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return COMPONENT_ITEM_NO_ATTACK
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INVOKE_ASYNC(src, .proc/startNeckSlice, source, H, user)
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return COMPONENT_ITEM_NO_ATTACK
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/datum/component/butchering/proc/startButcher(obj/item/source, mob/living/M, mob/living/user)
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to_chat(user, "<span class='notice'>You begin to butcher [M]...</span>")
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playsound(M.loc, butcher_sound, 50, TRUE, -1)
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if(do_mob(user, M, speed) && M.Adjacent(source))
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Butcher(user, M)
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/datum/component/butchering/proc/startNeckSlice(obj/item/source, mob/living/carbon/human/H, mob/living/user)
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user.visible_message("<span class='danger'>[user] is slitting [H]'s throat!</span>", \
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"<span class='danger'>You start slicing [H]'s throat!</span>", \
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"<span class='hear'>You hear a cutting noise!</span>", ignored_mobs = H)
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H.show_message("<span class='userdanger'>Your throat is being slit by [user]!</span>", MSG_VISUAL, \
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"<span class = 'userdanger'>Something is cutting into your neck!</span>", NONE)
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log_combat(user, H, "starts slicing the throat of")
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playsound(H.loc, butcher_sound, 50, TRUE, -1)
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if(do_mob(user, H, CLAMP(500 / source.force, 30, 100)) && H.Adjacent(source))
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", MSG_VISUAL, \
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"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
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return
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H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
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"<span class='userdanger'>[user] slits your throat...</span>")
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log_combat(user, H, "finishes slicing the throat of")
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
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H.bleed_rate = CLAMP(H.bleed_rate + 20, 0, 30)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
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var/turf/T = meat.drop_location()
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var/final_effectiveness = effectiveness - meat.butcher_difficulty
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@@ -388,6 +388,19 @@
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/neck_slice
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id = "neck_slice"
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = null
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duration = -1
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/datum/status_effect/neck_slice/tick()
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var/mob/living/carbon/human/H = owner
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if(H.stat == DEAD || H.bleed_rate <= 8)
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H.remove_status_effect(/datum/status_effect/neck_slice)
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if(prob(10))
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H.emote(pick("gasp", "gag", "choke"))
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/mob/living/proc/apply_necropolis_curse(set_curse, duration = 10 MINUTES)
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var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
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if(!set_curse)
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