Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -28,9 +28,9 @@
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C.apply_damage(noncultist_damage * 0.5, BURN, "r_leg")
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if(C.m_intent != MOVE_INTENT_WALK)
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if(!iscultist(C))
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C << "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>"
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to_chat(C, "<span class='warning'>Your leg[number_legs > 1 ? "s shiver":" shivers"] with pain!</span>")
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else //Cultists take extra burn damage
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C << "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>"
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to_chat(C, "<span class='warning'>Your leg[number_legs > 1 ? "s burn":" burns"] with pain!</span>")
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C.apply_damage(cultist_damage * 0.5, BURN, "l_leg")
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C.apply_damage(cultist_damage * 0.5, BURN, "r_leg")
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C.toggle_move_intent()
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@@ -75,7 +75,7 @@
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/datum/clockwork_scripture/vanguard/check_special_requirements()
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if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
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invoker << "<span class='warning'>You are already shielded by a Vanguard!</span>"
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to_chat(invoker, "<span class='warning'>You are already shielded by a Vanguard!</span>")
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return FALSE
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return TRUE
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