Merge remote-tracking branch 'citadel/master' into clickcd_experimental
This commit is contained in:
@@ -36,6 +36,6 @@
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M.adjust_fire_stacks(round(reac_volume/10))
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M.IgniteMob()
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if(M)
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M.apply_damage(0.8*reac_volume, BURN)
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M.apply_damage(0.8*reac_volume, BURN, wound_bonus=CANT_WOUND)
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if(iscarbon(M))
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M.emote("scream")
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@@ -22,7 +22,7 @@
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M.reagents.add_reagent("frostoil", 0.3*reac_volume)
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M.reagents.add_reagent("ice", 0.3*reac_volume)
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M.reagents.add_reagent("cryogenic_poison", 0.3*reac_volume)
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M.apply_damage(0.2*reac_volume, BRUTE)
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M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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/datum/reagent/blob/cryogenic_poison/on_mob_life(mob/living/carbon/M)
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M.adjustBruteLoss(0.3*REAGENTS_EFFECT_MULTIPLIER, 0)
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@@ -30,4 +30,4 @@
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if(prob(reac_volume*2))
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M.emp_act(EMP_LIGHT)
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if(M)
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M.apply_damage(reac_volume, BURN)
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M.apply_damage(reac_volume, BURN, wound_bonus=CANT_WOUND)
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@@ -33,8 +33,8 @@
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if(ROLE_BLOB in L.faction) //no friendly fire
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continue
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var/aoe_volume = ..(L, TOUCH, initial_volume, 0, L.get_permeability_protection(), O)
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L.apply_damage(0.4*aoe_volume, BRUTE)
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L.apply_damage(0.4*aoe_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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else
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -33,6 +33,6 @@
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/datum/reagent/blob/networked_fibers/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.6*reac_volume, BRUTE)
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M.apply_damage(0.6*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.6*reac_volume, BURN)
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M.apply_damage(0.6*reac_volume, BURN, wound_bonus=CANT_WOUND)
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@@ -44,7 +44,7 @@
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T.MakeSlippery(TURF_WET_LUBE, min_wet_time = 10 SECONDS, wet_time_to_add = 5 SECONDS)
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M.adjust_fire_stacks(-(reac_volume / 10))
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M.ExtinguishMob()
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M.apply_damage(0.4*reac_volume, BRUTE)
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M.apply_damage(0.4*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M)
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M.apply_damage(0.4*reac_volume, OXY)
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if(M)
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@@ -31,4 +31,4 @@
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/datum/reagent/blob/replicating_foam/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -32,4 +32,4 @@
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/datum/reagent/blob/shifting_fragments/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.7*reac_volume, BRUTE)
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M.apply_damage(0.7*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -30,9 +30,9 @@
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/datum/reagent/blob/synchronous_mesh/reaction_mob(mob/living/M, method=TOUCH, reac_volume, show_message, touch_protection, mob/camera/blob/O)
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reac_volume = ..()
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M.apply_damage(0.2*reac_volume, BRUTE)
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M.apply_damage(0.2*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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if(M && reac_volume)
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for(var/obj/structure/blob/B in range(1, M)) //if the target is completely surrounded, this is 2.4*reac_volume bonus damage, total of 2.6*reac_volume
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if(M)
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B.blob_attack_animation(M) //show them they're getting a bad time
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M.apply_damage(0.3*reac_volume, BRUTE)
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M.apply_damage(0.3*reac_volume, BRUTE, wound_bonus=CANT_WOUND)
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@@ -110,7 +110,7 @@
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if (bloodsuckerdatum && bloodsuckerdatum.coffin == src)
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bloodsuckerdatum.coffin = null
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bloodsuckerdatum.lair = null
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to_chat(resident, "<span class='danger'><span class='italics'>You sense that the link with your coffin, your sacred place of rest, has been brokem! You will need to seek another.</span></span>")
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to_chat(resident, "<span class='danger'><span class='italics'>You sense that the link with your coffin, your sacred place of rest, has been broken! You will need to seek another.</span></span>")
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resident = null // Remove resident. Because this object isnt removed from the game immediately (GC?) we need to give them a way to see they don't have a home anymore.
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/obj/structure/closet/crate/coffin/can_open(mob/living/user)
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@@ -226,7 +226,9 @@
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playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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H.bleed_rate += 5
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var/obj/item/bodypart/head_part = H.get_bodypart(BODY_ZONE_HEAD)
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if(head_part)
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head_part.generic_bleedstacks += 5
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target.add_splatter_floor(get_turf(target))
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user.add_mob_blood(target) // Put target's blood on us. The donor goes in the ( )
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target.add_mob_blood(target)
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@@ -27,8 +27,9 @@
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C.blood_volume -= 0.2
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C.adjustStaminaLoss(-15)
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// Stop Bleeding
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if(istype(H) && H.bleed_rate > 0 && rand(20) == 0)
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H.bleed_rate --
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if(istype(H) && H.is_bleeding() && rand(20) == 0)
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for(var/obj/item/bodypart/part in H.bodyparts)
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part.generic_bleedstacks --
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C.Jitter(5)
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sleep(10)
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// DONE!
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@@ -1,6 +1,6 @@
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/obj/effect/proc_holder/changeling/fleshmend
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name = "Fleshmend"
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desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat."
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desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath, as well as hiding all of our scars. Costs 20 chemicals."
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helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood."
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chemical_cost = 20
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loudness = 2
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@@ -165,6 +165,8 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharpness = IS_SHARP
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wound_bonus = -60
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bare_wound_bonus = 20
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var/can_drop = FALSE
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var/fake = FALSE
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total_mass = TOTAL_MASS_HAND_REPLACEMENT
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@@ -29,6 +29,9 @@
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C.emote("scream")
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C.regenerate_limbs(1)
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C.regenerate_organs()
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for(var/i in C.all_wounds)
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var/datum/wound/W = i
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W.remove_wound()
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if(!user.getorganslot(ORGAN_SLOT_BRAIN))
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var/obj/item/organ/brain/B
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if(C.has_dna() && C.dna.species.mutant_brain)
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@@ -34,6 +34,8 @@
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w_class = WEIGHT_CLASS_SMALL
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force = 15
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throwforce = 25
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wound_bonus = -30
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bare_wound_bonus = 30
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armour_penetration = 35
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actions_types = list(/datum/action/item_action/cult_dagger)
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@@ -53,8 +55,10 @@
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flags_1 = CONDUCT_1
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sharpness = IS_SHARP
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w_class = WEIGHT_CLASS_BULKY
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force = 30
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force = 30 // whoever balanced this got beat in the head by a bible too many times good lord
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throwforce = 10
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wound_bonus = -80
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bare_wound_bonus = 30
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "rended")
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@@ -34,8 +34,11 @@
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healable = 0
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environment_smash = ENVIRONMENT_SMASH_STRUCTURES
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obj_damage = 50
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melee_damage_lower = 30
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melee_damage_upper = 30
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melee_damage_lower = 22.5 // reduced from 30 to 22.5 with wounds since they get big buffs to slicing wounds
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melee_damage_upper = 22.5
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wound_bonus = -10
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bare_wound_bonus = 0
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sharpness = TRUE
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see_in_dark = 8
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blood_volume = 0 //No bleeding on getting shot, for skeddadles
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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@@ -43,13 +46,25 @@
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var/playstyle_string = "<span class='big bold'>You are a slaughter demon,</span><B> a terrible creature from another realm. You have a single desire: To kill. \
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You may use the \"Blood Crawl\" ability near blood pools to travel through them, appearing and disappearing from the station at will. \
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Pulling a dead or unconscious mob while you enter a pool will pull them in with you, allowing you to feast and regain your health. \
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You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. </B>"
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You move quickly upon leaving a pool of blood, but the material world will soon sap your strength and leave you sluggish. \
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You gain strength the more attacks you land on live humanoids, though this resets when you return to the blood zone. You can also \
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launch a devastating slam attack with ctrl+shift+click, capable of smashing bones in one strike.</B>"
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loot = list(/obj/effect/decal/cleanable/blood, \
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/obj/effect/decal/cleanable/blood/innards, \
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/obj/item/organ/heart/demon)
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del_on_death = 1
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deathmessage = "screams in anger as it collapses into a puddle of viscera!"
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// How long it takes for the alt-click slam attack to come off cooldown
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var/slam_cooldown_time = 45 SECONDS
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// The actual instance var for the cooldown
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var/slam_cooldown = 0
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// How many times we have hit humanoid targets since we last bloodcrawled, scaling wounding power
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var/current_hitstreak = 0
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// How much both our wound_bonus and bare_wound_bonus go up per hitstreak hit
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var/wound_bonus_per_hit = 5
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// How much our wound_bonus hitstreak bonus caps at (peak demonry)
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var/wound_bonus_hitstreak_max = 12
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/mob/living/simple_animal/slaughter/Initialize()
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..()
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@@ -58,6 +73,33 @@
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if(istype(loc, /obj/effect/dummy/phased_mob/slaughter))
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bloodspell.phased = TRUE
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/mob/living/simple_animal/slaughter/CtrlShiftClickOn(atom/A)
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if(!isliving(A))
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return ..()
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if(slam_cooldown + slam_cooldown_time > world.time)
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to_chat(src, "<span class='warning'>Your slam ability is still on cooldown!</span>")
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return
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face_atom(A)
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var/mob/living/victim = A
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victim.take_bodypart_damage(brute=20, wound_bonus=wound_bonus) // don't worry, there's more punishment when they hit something
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visible_message("<span class='danger'>[src] slams into [victim] with monstrous strength!</span>", "<span class='danger'>You slam into [victim] with monstrous strength!</span>", ignored_mobs=victim)
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to_chat(victim, "<span class='userdanger'>[src] slams into you with monstrous strength, sending you flying like a ragdoll!</span>")
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var/turf/yeet_target = get_edge_target_turf(victim, dir)
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victim.throw_at(yeet_target, 10, 5, src)
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slam_cooldown = world.time
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log_combat(src, victim, "slaughter slammed")
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/mob/living/simple_animal/slaughter/UnarmedAttack(atom/A, proximity)
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if(iscarbon(A))
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var/mob/living/carbon/target = A
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if(target.stat != DEAD && target.mind && current_hitstreak < wound_bonus_hitstreak_max)
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current_hitstreak++
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wound_bonus += wound_bonus_per_hit
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bare_wound_bonus += wound_bonus_per_hit
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return ..()
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/obj/effect/decal/cleanable/blood/innards
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icon = 'icons/obj/surgery.dmi'
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name = "pile of viscera"
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@@ -15,6 +15,7 @@
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/datum/antagonist/slaughter/greet()
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. = ..()
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owner.announce_objectives()
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to_chat(owner, "<span class='warning'>You have a powerful alt-attack that slams people backwards that you can activate by shift+ctrl+clicking your target!</span>")
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/datum/antagonist/slaughter/proc/forge_objectives()
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if(summoner)
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@@ -23,6 +23,18 @@
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/datum/antagonist/survivalist/guns
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greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, and don't let anyone take them!"
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/datum/antagonist/survivalist/guns/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_guns/guns = new
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guns.owner = owner
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objectives += guns
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..()
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/datum/antagonist/survivalist/magic
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name = "Amateur Magician"
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greet_message = "This magic stuff is... so powerful. You want more. More! They want your power. They can't have it! Don't let them have it!"
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/datum/antagonist/survivalist/magic/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_magic/magic = new
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magic.owner = owner
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objectives += magic
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..()
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@@ -487,7 +487,7 @@
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var/obj/O = target
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if(O.resistance_flags & INDESTRUCTIBLE)
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return FALSE
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for(var/mob/living/L in GetAllContents())
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for(var/mob/living/L in target.GetAllContents())
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if(!ispAI(L) && !isbrain(L))
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to_chat(src, "<span class='warning'>An organism has been detected inside this object. Aborting.</span>")
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return FALSE
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@@ -503,6 +503,7 @@
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name = "Summon Guns"
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desc = "Nothing could possibly go wrong with arming a crew of lunatics just itching for an excuse to kill you. Just be careful not to stand still too long!"
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dynamic_requirement = 60
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limit = 1
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/datum/spellbook_entry/summon/guns/IsAvailible()
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if(!SSticker.mode) // In case spellbook is placed on map
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@@ -521,6 +522,7 @@
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name = "Summon Magic"
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desc = "Share the wonders of magic with the crew and show them why they aren't to be trusted with it at the same time."
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dynamic_requirement = 60
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limit = 1
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/datum/spellbook_entry/summon/magic/IsAvailible()
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if(!SSticker.mode) // In case spellbook is placed on map
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Reference in New Issue
Block a user