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Adds nugget and corpse and lets nuggets move #851
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Original file line number | Diff line number | Diff line change |
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@@ -424,6 +424,39 @@ | |
to_chat(quirk_holder, "<span class='boldannounce'>Your [slot_string] has been replaced with a surplus prosthetic. It is fragile and will easily come apart under duress. Additionally, \ | ||
you need to use a welding tool and cables to repair it, instead of bruise packs and ointment.</span>") | ||
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/datum/quirk/nugget | ||
name = "Nugget" | ||
desc = "An accident caused you to lose ALL of your limbs. There's no way your insurance payed for all those prosthetics!" | ||
value = -1 | ||
var/slot_string = "limb" | ||
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/datum/quirk/nugget/on_spawn() | ||
var/mob/living/carbon/human/nuggeted = quirk_holder | ||
for(var/X in nuggeted.bodyparts) | ||
var/obj/item/bodypart/BP = X | ||
if(BP.body_part != HEAD && BP.body_part != CHEST) | ||
if(BP.dismemberable) | ||
BP.dismember() | ||
if(nuggeted.buckled) | ||
nuggeted.buckled.unbuckle_mob(nuggeted) | ||
nuggeted.suppress_bloodloss(1800) //stop them from bleeding out | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Is this a timed proc? There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. It simply de-limbs you upon spawn in comedic fashion. If you manage to get patched up, you can go on to have a normal round. If that's worth the 1 point, they can have at it, haha. Or if even that is a problem for some reason I can make it a 0 point quirk. |
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nuggeted.update_body_parts(TRUE) | ||
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/datum/quirk/nugget/post_add() | ||
to_chat(quirk_holder, "<span class='boldannounce'>What cruel twist of fate has led to you arriving aboard a space station with no limbs?") | ||
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/datum/quirk/corpse | ||
name = "Corpse" | ||
desc = "Something terrible happened on the shuttle to the station, you arrive dead as a doornail!" | ||
value = -1 | ||
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/datum/quirk/corpse/post_add() | ||
to_chat(quirk_holder, pick("<span class='boldannounce'>F", "<span class='boldannounce'>RIP", "<span class='boldannounce'>RIP in peace", "<span class='boldannounce'>RIP in pepperoni", "<span class='boldannounce'>You were THIS close to surviving")) | ||
quirk_holder.adjustFireLoss(200) | ||
quirk_holder.adjustBruteLoss(200) | ||
quirk_holder.adjustToxLoss(200) | ||
quirk_holder.adjustCloneLoss(200) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. New quirks should be in the modular file at the bottom There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. How will they be revivable? I don't believe you can treat clone damage on a corpse and you can't defib at ~150 damage or so There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed, now it's just a shitload of brute. |
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/datum/quirk/pushover | ||
name = "Pushover" | ||
desc = "Your first instinct is always to let people push you around. Resisting out of grabs will take conscious effort." | ||
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@@ -1124,7 +1124,7 @@ | |
var/knockdown = IsKnockdown() | ||
var/ignore_legs = get_leg_ignore() | ||
var/in_stasis = IsInStasis() | ||
var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis && (has_arms || ignore_legs || has_legs) | ||
var/canmove = !IsImmobilized() && !stun && conscious && !paralyzed && !buckled && (!stat_softcrit || !pulledby) && !chokehold && !IsFrozen() && !in_stasis | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This feels like it's going to change some things in a weird way, but I can't immediately say what There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think the weirdness is intentional: it lets nuggets crawl around now. I thought carefully and couldn't come up with anything else it would affect offhand. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. check wheelchair movement to make sure it doesn't just break them. Don't think it will but thats the only thing i can think of |
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if(canmove) | ||
mobility_flags |= MOBILITY_MOVE | ||
else | ||
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There's a built-in type check, you don't need that second variable
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compiler would cry would it not? its calling a variable thats exclusive to a bodypart afterwards without an implicit type, unless byond is smart enough to see the listtype and not error out