Imagine this crazy person became a threat suddenly
This commit is contained in:
@@ -6,37 +6,108 @@
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icon_living = "cat_butcher"
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icon_dead = "syndicate_dead"
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icon_gib = "syndicate_gib"
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projectiletype = /obj/item/projectile/bullet/dart/catranq
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projectilesound = 'sound/items/syringeproj.ogg'
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ranged = 1
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ranged_message = "fires the syringe gun at"
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ranged_cooldown_time = 30
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speak_chance = 0
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turns_per_move = 5
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response_help_continuous = "pokes"
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response_harm_continuous = "hits"
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speed = 0
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stat_attack = UNCONSCIOUS
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robust_searching = 1
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maxHealth = 100
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health = 100
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harm_intent_damage = 5
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melee_damage_lower = 15
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melee_damage_upper = 15
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attack_verb_continuous = "slashes at"
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attack_verb_simple = "slash at"
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attack_sound = 'sound/weapons/circsawhit.ogg'
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a_intent = INTENT_HARM
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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loot = list(/obj/effect/mob_spawn/human/corpse/cat_butcher, /obj/item/circular_saw)
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mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
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loot = list(/obj/effect/mob_spawn/human/corpse/cat_butcher, /obj/item/circular_saw, /obj/item/gun/syringe)
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atmos_requirements = list("min_oxy" = 5, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 1, "min_co2" = 0, "max_co2" = 5, "min_n2" = 0, "max_n2" = 0)
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unsuitable_atmos_damage = 15
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faction = list("hostile")
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check_friendly_fire = 1
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status_flags = CANPUSH
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del_on_death = 1
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del_on_death = TRUE
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var/impatience = 0
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rapid_melee = 2 //this lets him attack nearly as fast as a normal player, instead of half as fast as one. Without this, due to mood differences, a greytider in melee can actually facetank and beat him to death with only fists
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dodging = TRUE
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/mob/living/simple_animal/hostile/cat_butcherer/Life()
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. = ..()
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if(prob(10) && health <= maxHealth && !target) //heal himself when not in combat
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var/healamount = min(maxHealth-health, 20)
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visible_message("[src] medicates themself.", "<span class='notice'>You medicate yourself.</span>")
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health += healamount
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/mob/living/simple_animal/hostile/cat_butcherer/CanAttack(atom/the_target)
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if(iscarbon(target))
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var/mob/living/carbon/human/C = target
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if(C.getorgan(/obj/item/organ/ears/cat) && C.getorgan(/obj/item/organ/tail/cat) && C.has_trauma_type(/datum/brain_trauma/severe/pacifism))//he wont attack his creations
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if(C.stat && !istype(C.dna.species, /datum/species/ipc))//unless they need healing
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return ..()
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else
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return FALSE
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return ..()
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/mob/living/simple_animal/hostile/cat_butcherer/AttackingTarget()
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. = ..()
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if(. && prob(35) && iscarbon(target))
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if(iscarbon(target))
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var/mob/living/carbon/human/L = target
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var/obj/item/organ/tail/cat/tail = L.getorgan(/obj/item/organ/tail/cat)
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if(!QDELETED(tail))
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visible_message("[src] severs [L]'s tail in one swift swipe!", "<span class='notice'>You sever [L]'s tail in one swift swipe.</span>")
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tail.Remove()
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var/obj/item/organ/tail/cat/dropped_tail = new(target.drop_location())
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dropped_tail.color = L.hair_color
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return 1
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if(!L.getorgan(/obj/item/organ/ears/cat) && L.stat) //target doesnt have cat ears
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if(L.getorgan(/obj/item/organ/ears)) //slice off the old ears
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var/obj/item/organ/ears/ears = L.getorgan(/obj/item/organ/ears)
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visible_message("[src] slices off [L]'s ears!", "<span class='notice'>You slice [L]'s ears off.</span>")
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ears.Remove(L)
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ears.forceMove(get_turf(L))
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else //implant new ears
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visible_message("[src] attaches a pair of cat ears to [L]!", "<span class='notice'>You attach a pair of cat ears to [L].</span>")
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var/obj/item/organ/ears/cat/newears = new
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newears.Insert(L, drop_if_replaced = FALSE)
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return
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else if(!L.getorgan(/obj/item/organ/tail/cat) && L.stat)
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if(L.getorgan(/obj/item/organ/tail)) //cut off the tail if they have one already
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var/obj/item/organ/tail/tail = L.getorgan(/obj/item/organ/tail)
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visible_message("[src] severs [L]'s tail in one swift swipe!", "<span class='notice'>You sever [L]'s tail in one swift swipe.</span>")
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tail.Remove(L)
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tail.forceMove(get_turf(L))
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else //put a cat tail on
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visible_message("[src] attaches a cat tail to [L]!", "<span class='notice'>You attach a tail to [L].</span>")
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var/obj/item/organ/tail/cat/newtail = new
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newtail.Insert(L, drop_if_replaced = FALSE)
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return
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else if(!L.has_trauma_type(/datum/brain_trauma/severe/pacifism) && L.getorgan(/obj/item/organ/ears/cat) && L.getorgan(/obj/item/organ/tail/cat)) //still does damage. This also lacks a Stat check- felinids beware.
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visible_message("[src] drills a hole in [L]'s skull!", "<span class='notice'>You pacify [L]. Another successful creation.</span>")
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if(L.stat == CONSCIOUS)
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L.emote("scream")
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L.gain_trauma(/datum/brain_trauma/severe/pacifism, TRAUMA_RESILIENCE_BASIC)
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say("Such a GOOD KITTY!!")
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if(L.mind && maxHealth <= 300) //if he robusts a tider, he becomes stronger
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maxHealth += 20
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adjustHealth(-(maxHealth)) //he heals whenever he finishes
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else if(L.stat) //quickly heal them up and move on to our next target!
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visible_message("[src] injects [L] with an unknown medicine!", "<span class='notice'>You inject [L] with medicine.</span>")
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L.SetSleeping(0, FALSE)
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L.SetUnconscious(0, FALSE)
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L.adjustOxyLoss(-50)// do CPR first
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if(L.blood_volume <= 500) //bandage them up and give em some blood if they're bleeding
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L.blood_volume += 30
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L.bleedsuppress = 0
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if(L.getBruteLoss() >= 50)// first, did we beat them into crit? if so, heal that
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var/healing = min(L.getBruteLoss(), 120)
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L.adjustBruteLoss(-healing)
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L.bleedsuppress = 0 //bandage their ass
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return
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else if(L.getFireLoss() >= 50) // are they still down from other damage? fix it, but not as fast as the burns
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var/healing = min(L.getFireLoss(), 50)
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L.adjustFireLoss(-healing)
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impatience += 50
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if(prob(impatience))
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FindTarget()//so we don't focus on some unconscious dude when we could get our eyes on the prize
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impatience = 0
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say("Bah!!")
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return
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return ..()
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