83633edfed
- renamed the eye_stat var to eye_damage. - mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision. - I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated. - fixed climbing into mecha not giving you mecha sight. - simplified and removed copypasta from update_tinttotal() (now update_tint() )
38 lines
1.4 KiB
Plaintext
38 lines
1.4 KiB
Plaintext
/obj/effect/proc_holder/changeling/headcrab
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name = "Last Resort"
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desc = "We sacrifice our current body in a moment of need, placing us in control of a vessel."
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helptext = "We will be placed in control of a small, fragile creature. We may attack a corpse like this to plant an egg which will slowly mature into a new form for us."
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chemical_cost = 20
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dna_cost = 1
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req_human = 1
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/obj/effect/proc_holder/changeling/headcrab/sting_action(mob/user)
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var/datum/mind/M = user.mind
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var/list/organs = user.getorganszone("head", 1)
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for(var/obj/item/organ/internal/I in organs)
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I.Remove(user, 1)
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explosion(get_turf(user),0,0,2,0,silent=1)
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for(var/mob/living/carbon/human/H in range(2,user))
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H << "<span class='userdanger'>You are blinded by a shower of blood!</span>"
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H.Stun(1)
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H.blur_eyes(20)
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H.adjust_eye_damage(5)
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H.confused += 3
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for(var/mob/living/silicon/S in range(2,user))
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S << "<span class='userdanger'>Your sensors are disabled by a shower of blood!</span>"
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S.Weaken(3)
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var/turf = get_turf(user)
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spawn(5) // So it's not killed in explosion
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var/mob/living/simple_animal/hostile/headcrab/crab = new(turf)
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for(var/obj/item/organ/internal/I in organs)
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I.loc = crab
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crab.origin = M
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if(crab.origin)
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crab.origin.active = 1
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crab.origin.transfer_to(crab)
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crab << "<span class='warning'>You burst out of the remains of your former body in a shower of gore!</span>"
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user.gib()
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feedback_add_details("changeling_powers","LR")
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return 1 |