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[Feature] Pickpocket Grapple traitor item for engineering
#8
(03-16-2016, 12:19 PM)Grayshift Wrote: Advice and adjustments are welcome!

Well, for one it doesn't compile because you haven't added code/datums/projectiles/pickpocket.dm to the .dme  v

Aside from that, though:
  • You should use "\the [foo]" instead of "the [foo]" so the output is still correct when you insert an ID or other thing with a proper name ("You remove the Pubs McGraytide's ID Card (Staff Assistant) from the gun.") Same with "\A [foo]" instead of "A [foo]" so it automatically selects "A" or "An".
  • https://github.com/goonstation/goonstati...91ed7f5R55 This should probably be linkedGun.heldItem
  • https://github.com/goonstation/goonstati...91ed7f5R57 This doesn't actually put the stolen item into the gun! Or at least not as far as BYOND is concerned. This is most easily seen if you try to steal a PDA with activated flashlight from someone; the light stays centered on the person instead of the gun.
  • If you shoot a plant projectile at someone and don't hit anything, the item you're planting goes away:
    [Image: CZFaAjW.png]
    (no, it's not on the floor)
  • When you try to insert a 15k power cell into the gun, you get a RTE because it's trying to look up a max_charge var which doesn't exist (it's spelled maxcharge) but that's not your fault, it also happens with the radbow. Nevermind, this doesn't only happen with cells, it happens with everything you try to insert that isn't gun ammo.
  • Steal/plant probably should add a combat log entry showing what got stolen/planted.
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RE: [Feature] Pickpocket Grapple traitor item for engineering - by Isilkor - 03-17-2016, 08:34 AM

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