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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@@ -3,13 +3,14 @@
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icon_state = "laser"
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 20
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luminosity = 1
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light_range = 2
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damage_type = BURN
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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flag = "laser"
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eyeblur = 2
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/laser
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@@ -48,6 +49,7 @@
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range = 15
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forcedodge = 1
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/disabler
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name = "disabler beam"
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@@ -58,13 +60,14 @@
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hitsound = 'sound/weapons/tap.ogg'
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eyeblur = 0
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/pulse
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name = "pulse"
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icon_state = "u_laser"
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damage = 50
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luminosity = 2
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
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. = ..()
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@@ -90,9 +93,9 @@
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icon_state = "emitter"
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damage = 30
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legacy = 1
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luminosity = 2
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animate_movement = SLIDE_STEPS
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/beam/emitter/singularity_pull()
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return //don't want the emitters to miss
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@@ -106,6 +109,7 @@
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flag = "laser"
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var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
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. = ..()
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@@ -119,6 +123,7 @@
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icon_state = "laser"
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suit_types = list(/obj/item/clothing/suit/bluetag)
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/lasertag/bluetag
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icon_state = "bluelaser"
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@@ -130,18 +135,21 @@
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damage = 200
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damage_type = BURN
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
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light_color = LIGHT_COLOR_PURPLE
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/obj/item/projectile/beam/instakill/blue
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icon_state = "blue_laser"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
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light_color = LIGHT_COLOR_BLUE
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/obj/item/projectile/beam/instakill/red
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icon_state = "red_laser"
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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/obj/item/projectile/beam/instakill/on_hit(atom/target)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
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M.gib()
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M.gib()
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@@ -35,6 +35,12 @@
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name = "pellet"
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damage = 12.5
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/obj/item/projectile/bullet/pellet/Range()
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..()
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damage += -0.75
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if(damage < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet/weak
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damage = 6
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@@ -71,7 +71,7 @@
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/obj/effect/nettingportal/New()
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..()
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SetLuminosity(3)
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set_light(3)
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var/obj/item/device/radio/beacon/teletarget = null
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for(var/obj/machinery/computer/teleporter/com in machines)
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if(com.target)
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@@ -155,7 +155,7 @@
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/obj/item/projectile/energy/bolt //ebow bolts
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name = "bolt"
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icon_state = "cbbolt"
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damage = 15
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damage = 8
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damage_type = TOX
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nodamage = 0
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weaken = 5
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@@ -35,10 +35,9 @@
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C.regenerate_organs()
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if(target.revive(full_heal = 1))
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target.grab_ghost(force = TRUE) // even suicides
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target << "<span class='notice'>You rise with a start, \
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you're alive!!!</span>"
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to_chat(target, "<span class='notice'>You rise with a start, you're alive!!!</span>")
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else if(target.stat != DEAD)
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target << "<span class='notice'>You feel great!</span>"
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to_chat(target, "<span class='notice'>You feel great!</span>")
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/obj/item/projectile/magic/teleport
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name = "bolt of teleportation"
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@@ -265,20 +264,19 @@
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new_mob.languages_spoken |= HUMAN
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new_mob.languages_understood |= HUMAN
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new_mob.attack_log = M.attack_log
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new_mob.logging = M.logging
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// Some forms can still wear some items
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for(var/obj/item/W in contents)
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new_mob.equip_to_appropriate_slot(W)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>[M.real_name] ([M.ckey]) became [new_mob.real_name].</font>")
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M.log_message("<font color='orange'>became [new_mob.real_name].</font>", INDIVIDUAL_ATTACK_LOG)
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new_mob.a_intent = INTENT_HARM
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M.wabbajack_act(new_mob)
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new_mob << "<span class='warning'>Your form morphs into that of \
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a [randomize].</span>"
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to_chat(new_mob, "<span class='warning'>Your form morphs into that of a [randomize].</span>")
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qdel(M)
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return new_mob
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@@ -312,7 +310,7 @@
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if(L.mind)
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L.mind.transfer_to(S)
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if(owner)
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S << "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>"
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to_chat(S, "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>")
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P.loc = S
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return
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else
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@@ -8,6 +8,8 @@ obj/item/projectile/energy/plasmabolt
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hitsound = 'sound/weapons/sear.ogg'
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hitsound_wall = 'sound/weapons/effects/searwall.ogg'
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impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
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light_range = 3
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light_color = LIGHT_COLOR_GREEN
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/obj/item/projectile/energy/plasmabolt/light
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damage = 35
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