Skip to content

Commit

Permalink
Sprite Edits for DotD
Browse files Browse the repository at this point in the history
Replaced sprites with those made by sponge_4781, as well as some minor tweaks.
  • Loading branch information
X3ros committed Aug 4, 2024
1 parent 80bad56 commit 362dba5
Show file tree
Hide file tree
Showing 7 changed files with 7 additions and 5 deletions.
Binary file modified ModularTegustation/Teguicons/48x48.dmi
Binary file not shown.
Binary file modified ModularTegustation/Teguicons/64x64.dmi
Binary file not shown.
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/mob/living/simple_animal/hostile/abnormality/dealerdamned
name = "Dealer of the Damned"
desc = "A floating playing card with what appears to be a cursor acting as its hand."
icon = 'ModularTegustation/Teguicons/48x48.dmi'
icon = 'ModularTegustation/Teguicons/64x64.dmi'
icon_state = "dealerdamned"
maxHealth = 400
health = 400
Expand All @@ -13,7 +13,6 @@
ABNORMALITY_WORK_REPRESSION = 25,
"Gamble" = 100
)
is_flying_animal = TRUE
work_damage_amount = 6
work_damage_type = BLACK_DAMAGE
speak_emote = list("states")
Expand All @@ -25,6 +24,7 @@
/datum/ego_datum/armor/luckdraw,
)
gift_type = /datum/ego_gifts/luckdraw
pixel_x = -16
abnormality_origin = ABNORMALITY_ORIGIN_ORIGINAL
var/coin_status
var/has_flipped
Expand All @@ -43,8 +43,10 @@
has_flipped = TRUE
var/mob/living/user = petter
user.deal_damage(user.maxHealth*0.2, RED_DAMAGE)
icon_state = "dealerflip"
manual_emote("flips a gold coin.")
SLEEP_CHECK_DEATH(10)
icon_state = "dealerdamned"
if(prob(35))
say("Heads, huh? Looks like you win this one.")
coin_status = TRUE
Expand All @@ -61,14 +63,14 @@
else
return TRUE

//TODO: Prevent people from working Gamble more than once, similarly to Realization Engine's restriction
//TODO: Add the revolver open sprite, replace gibbing with "death" sprite
/mob/living/simple_animal/hostile/abnormality/dealerdamned/PostWorkEffect(mob/living/carbon/human/user, work_type, pe, work_time)
..()
if(work_type == "Gamble")
say("Feelin' like putting your life on the line, huh? Sounds good to me!")
user.Immobilize(15)
SLEEP_CHECK_DEATH(10)
playsound(user, "revolver_spin", 30, FALSE)
playsound(user, "revolver_spin", 70, FALSE)
gambled_prior |= user.ckey

//We need to set if the game is going on, who's being shot, and then spent chambers
Expand Down Expand Up @@ -96,7 +98,6 @@
player_shot = FALSE
else
player_shot = TRUE
//Note that I'd like to replace the abno gibbing with an animation of them getting shot/regerating at some point, but I don't have the spriting experience for that

/mob/living/simple_animal/hostile/abnormality/dealerdamned/WorkChance(mob/living/carbon/human/user, chance)
var/newchance
Expand Down
1 change: 1 addition & 0 deletions code/modules/projectiles/guns/ego_gun/he.dm
Original file line number Diff line number Diff line change
Expand Up @@ -320,6 +320,7 @@
fire_sound = 'sound/weapons/gun/revolver/shot_alt.ogg'
vary_fire_sound = FALSE
var/list/ammotypes = list(/obj/item/ammo_casing/caseless/ego_magicbullet,/obj/item/ammo_casing/caseless/ego_supershotgun,/obj/item/ammo_casing/caseless/ego_solemnlament,/obj/item/ammo_casing/caseless/ego_harmony,/obj/item/ammo_casing/caseless/ego_match,/obj/item/ammo_casing/caseless/ego_gaze)
//TODO: Make it so that the fire_sound manages to match the bullet, I.E. magic bullet shots use the magic bullet sound.
//NOTE: Dud round currently breaks the gun, causing it to no longer fire regardless of current ammo type. Will need help fixing this at some point, but for now the dud's removed from the list.
//If you feel like having a go at fixing it, the projectile's /obj/item/ammo_casing/caseless/ego_dud, under ZAYIN.

Expand Down
Binary file modified icons/mob/inhands/weapons/ego_lefthand.dmi
Binary file not shown.
Binary file modified icons/mob/inhands/weapons/ego_righthand.dmi
Binary file not shown.
Binary file modified icons/obj/ego_weapons.dmi
Binary file not shown.

0 comments on commit 362dba5

Please sign in to comment.