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Goliath Gupdate (#2432)
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## About The Pull Request
Changes goliath tentacle behavior, see below
![ezgif
com-optimize](https://github.com/shiptest-ss13/Shiptest/assets/81882910/8767f69e-6df2-4519-9d8f-b893bab4579d)

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## Why It's Good For The Game
more good fairer i  think
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## Changelog

:cl:
balance: Goliaths no longer stun you, instead they apply a bear-trap
like mass of tentacles that slows you. Resist to break them off.
/:cl:

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thgvr authored Dec 8, 2023
1 parent 5e4814b commit 8d094e9
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Showing 6 changed files with 22 additions and 10 deletions.
17 changes: 14 additions & 3 deletions code/game/objects/items/handcuffs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -217,7 +217,7 @@
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "handcuff"
icon_state = "legcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
flags_1 = CONDUCT_1
Expand All @@ -235,6 +235,17 @@
var/armed = 0
var/trap_damage = 20

/obj/item/restraints/legcuffs/beartrap/goliath
name = "tentacle mass"
desc = "Ew."
icon_state = "goliathtrap"
flags_1 = NONE
slowdown = 10
breakouttime = 5 SECONDS
item_flags = DROPDEL
armed = 1
trap_damage = 0

/obj/item/restraints/legcuffs/beartrap/Initialize()
. = ..()
update_appearance()
Expand Down Expand Up @@ -294,8 +305,8 @@
snap = FALSE
if(snap)
close_trap()
L.visible_message("<span class='danger'>[L] triggers \the [src].</span>", \
"<span class='userdanger'>You trigger \the [src]!</span>")
L.visible_message("<span class='danger'>[L] gets caught by \the [src]!</span>", \
"<span class='userdanger'>You get caught by \the [src]!</span>")
L.apply_damage(trap_damage, BRUTE, def_zone)

/obj/item/restraints/legcuffs/beartrap/energy
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2 changes: 1 addition & 1 deletion code/modules/mob/living/carbon/carbon_defines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
var/silent = 0 ///Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
var/dreaming = 0 ///How many dream images we have left to send

var/obj/item/handcuffed = null///Whether or not the mob is handcuffed
var/obj/item/handcuffed = null ///Whether or not the mob is handcuffed
var/obj/item/legcuffed = null ///Same as handcuffs but for legs. Bear traps use this.

var/disgust = 0
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2 changes: 1 addition & 1 deletion code/modules/mob/living/carbon/human/update_icons.dm
Original file line number Diff line number Diff line change
Expand Up @@ -571,7 +571,7 @@ There are several things that need to be remembered:
remove_overlay(LEGCUFF_LAYER)
clear_alert("legcuffed")
if(legcuffed)
overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', "legcuff1", -LEGCUFF_LAYER)
overlays_standing[LEGCUFF_LAYER] = mutable_appearance('icons/mob/mob.dmi', legcuffed.icon_state, -LEGCUFF_LAYER)
apply_overlay(LEGCUFF_LAYER)
throw_alert("legcuffed", /atom/movable/screen/alert/restrained/legcuffed, new_master = src.legcuffed)

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Original file line number Diff line number Diff line change
Expand Up @@ -328,7 +328,7 @@
for(var/mob/living/L in loc)
if((!QDELETED(spawner) && spawner.faction_check_mob(L)) || L.stat == DEAD)
continue
visible_message("<span class='danger'>[src] grabs hold of [L]!</span>")
visible_message("<span class='danger'>[src] wraps a mass of tentacles around [L]!</span>")
on_hit(L)
latched = TRUE
if(!latched)
Expand All @@ -337,10 +337,11 @@
deltimer(timerid)
timerid = addtimer(CALLBACK(src, PROC_REF(retract)), 10, TIMER_STOPPABLE)

/obj/effect/temp_visual/goliath_tentacle/proc/on_hit(mob/living/L)
L.Stun(100)
L.adjustBruteLoss(rand(10,15))

/obj/effect/temp_visual/goliath_tentacle/proc/on_hit(mob/living/target)
target.apply_damage(rand(20,30), BRUTE, pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(iscarbon(target))
var/obj/item/restraints/legcuffs/beartrap/goliath/B = new /obj/item/restraints/legcuffs/beartrap/goliath(get_turf(target))
B.on_entered(src, target)

/obj/effect/temp_visual/goliath_tentacle/proc/retract()
icon_state = "marker"
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Binary file modified icons/mob/mob.dmi
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Binary file modified icons/obj/items_and_weapons.dmi
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