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https://github.com/Aurorastation/Aurora.3.git
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Merge remote-tracking branch 'origin/just-in-case'
# Conflicts: # code/game/objects/items/weapons/weaponry.dm Conflict clearance for vampire.
This commit is contained in:
@@ -242,6 +242,7 @@
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#include "code\game\antagonist\station\revolutionary.dm"
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#include "code\game\antagonist\station\rogue_ai.dm"
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#include "code\game\antagonist\station\traitor.dm"
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#include "code\game\antagonist\station\vampire.dm"
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#include "code\game\area\ai_monitored.dm"
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#include "code\game\area\areas.dm"
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#include "code\game\area\asteroid_areas.dm"
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@@ -311,6 +312,8 @@
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#include "code\game\gamemodes\nuclear\pinpointer.dm"
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#include "code\game\gamemodes\revolution\revolution.dm"
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#include "code\game\gamemodes\traitor\traitor.dm"
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#include "code\game\gamemodes\vampire\vampire.dm"
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#include "code\game\gamemodes\vampire\vampire_powers.dm"
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#include "code\game\gamemodes\wizard\wizard.dm"
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#include "code\game\jobs\access.dm"
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#include "code\game\jobs\job_controller.dm"
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+8
-2
@@ -53,6 +53,8 @@
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var/datum/faction/faction //associated faction
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var/datum/changeling/changeling //changeling holder
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var/datum/vampire/vampire //vampire holder
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var/rev_cooldown = 0
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// the world.time since the mob has been brigged, or -1 if not at all
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@@ -72,6 +74,8 @@
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if(changeling)
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current.remove_changeling_powers()
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current.verbs -= /datum/changeling/proc/EvolutionMenu
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if(vampire)
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current.remove_vampire_powers()
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current.mind = null
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nanomanager.user_transferred(current, new_character) // transfer active NanoUI instances to new user
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@@ -83,7 +87,8 @@
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if(changeling)
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new_character.make_changeling()
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if(vampire)
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new_character.make_vampire()
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if(active)
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new_character.key = key //now transfer the key to link the client to our new body
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@@ -143,7 +148,7 @@
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if(href_list["add_antagonist"])
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var/datum/antagonist/antag = all_antag_types[href_list["add_antagonist"]]
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if(antag)
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if(antag)
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if(antag.add_antagonist(src, 1, 1, 0, 1, 1)) // Ignore equipment and role type for this.
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log_admin("[key_name_admin(usr)] made [key_name(src)] into a [antag.role_text].")
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else
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@@ -439,6 +444,7 @@
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assigned_job = null
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//faction = null //Uncommenting this causes a compile error due to 'undefined type', fucked if I know.
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changeling = null
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vampire = null
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initial_account = null
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objectives = list()
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special_verbs = list()
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@@ -0,0 +1,24 @@
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var/datum/antagonist/vampire/vamp
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/proc/isvampire(var/mob/player)
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if(!vamp || !player.mind)
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return 0
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if(player.mind in vamp.current_antagonists)
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return 1
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/datum/antagonist/vampire
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id = MODE_VAMPIRE
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role_type = BE_VAMPIRE
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role_text = "Vampire"
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role_text_plural = "Vampires"
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bantype = "vampires"
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feedback_tag = "vampire_objective"
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restricted_jobs = list("AI", "Cyborg")
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protected_jobs = list("Security Officer", "Warden", "Detective", "Head of Security", "Captain")
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welcome_text = "You are a Vampire! Use harm intent and aim for the head to drink blood! Stay away from the Chaplain, and use the darkness to your advantage."
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flags = ANTAG_SUSPICIOUS | ANTAG_RANDSPAWN | ANTAG_VOTABLE
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antaghud_indicator = "hudchangeling" //NEEDS TO BE CHANGED
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/datum/antagonist/vampire/update_antag_mob(var/datum/mind/player)
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..()
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player.current.make_vampire()
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@@ -336,7 +336,7 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
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//var/dowhat = pick("STOP THIS", "SUPPORT THIS", "CONSTANTLY INFORM THE CREW OF THIS", "IGNORE THIS", "FEAR THIS")
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var/aimust = pick("LIE", "RHYME", "RESPOND TO EVERY QUESTION WITH A QUESTION", "BE POLITE", "CLOWN", "BE HAPPY", "SPEAK IN SEXUAL INNUENDOS", "TALK LIKE A PIRATE", "QUESTION AUTHORITY", "SHOUT", "BE DISTRACTED", "HEY LISTEN", "MUMBLE", "SPEAK IN HAIKU")
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var/define = pick("ABSENCE OF CYBORG HUGS", "LACK OF BEATINGS", "UNBOLTED AIRLOCKS", "BOLTED AIRLOCKS", "IMPROPERLY WORDED SENTENCES", "POOR SENTENCE STRUCTURE", "BRIG TIME", "NOT REPLACING EVERY SECOND WORD WITH HONK", "HONKING", "PRESENCE OF LIGHTS", "LACK OF BEER", "WEARING CLOTHING", "NOT SAYING HELLO WHEN YOU SPEAK", "ANSWERING REQUESTS NOT EXPRESSED IN IAMBIC PENTAMETER", "A SMALL ISLAND OFF THE COAST OF PORTUGAL", "ANSWERING REQUESTS THAT WERE MADE WHILE CLOTHED")
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var/target = pick("a traitor", "a syndicate agent", "a changeling", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the captain", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid")
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var/target = pick("a traitor", "a syndicate agent", "a changeling", "a vampire", "a wizard", "the head of a revolution", "Soviet spy", "a good person", "a dwarf", "an elf", "a fairy princess", "the captain", "Beepsky", "God", "a pirate", "a gryphon", "a chryssalid")
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var/require = pick("ADDITIONAL PYLONS", "MORE VESPENE GAS", "MORE MINERALS", "THE ULTIMATE CUP OF COFFEE", "HIGH YIELD EXPLOSIVES", "THE CLOWN", "THE VACUUM OF SPACE", "IMMORTALITY", "SAINTHOOD", "ART", "VEGETABLES", "FAT PEOPLE", "MORE LAWS", "MORE DAKKA", "HERESY", "CORPSES", "TRAITORS", "MONKEYS", "AN ARCADE", "PLENTY OF GOLD", "FIVE TEENAGERS WITH ATTITUDE")
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var/allergy = pick("cotton", "uniforms", "acid", "oxygen", "human contact", "cyborg contact", "medicine", "floors")
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var/allergysev = pick("deathly", "mildly", "severely", "contagiously")
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@@ -468,4 +468,4 @@ Would like to add a law like "Law x is _______" where x = a number, and _____ is
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world << "Ion Storm Main Done"
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*/
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*/
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@@ -0,0 +1,10 @@
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/datum/game_mode/vampire
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name = "Vampire"
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round_description = "There are Vampires from Space Transylvania on the station, keep your blood close and neck safe!"
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extended_round_description = "Life always finds a way. However, life can sometimes take a more disturbing route. Humanity's extensive knowledge of xeno-biological specimens has made them confident and arrogant. Yet something slipped past their eyes. Something dangerous. Something alive. Most frightening of all, however, is that this something is someone. An unknown alien specimen has incorporated itself into the crew of the NSS Exodus. No one knows where it came from. No one knows who it is or what it wants. One thing is for certain though... there is never just one of them. Good luck."
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config_tag = "vampire"
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required_players = 1
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required_enemies = 1
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end_on_antag_death = 1
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antag_scaling_coeff = 8
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antag_tags = list(MODE_VAMPIRE)
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@@ -0,0 +1,838 @@
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/datum/vampire
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var/list/datum/mind/vampires = list()
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var/list/datum/mind/enthralled = list() //those controlled by a vampire
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var/list/thralls = list() //vammpires controlling somebody
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var/bloodtotal = 0 // CHANGE TO ZERO WHEN PLAYTESTING HAPPENS
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var/bloodusable = 0 // CHANGE TO ZERO WHEN PLAYTESTING HAPPENS
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var/mob/living/owner = null
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var/gender = FEMALE
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var/iscloaking = 0 // handles the vampire cloak toggle
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var/list/powers = list() // list of available powers and passives, see defines in setup.dm
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var/mob/living/carbon/human/draining // who the vampire is draining of blood
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var/nullified = 0 //Nullrod makes them useless for a short while.
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/datum/vampire/New(gend = FEMALE)
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..()
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gender = gend
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/mob/proc/make_vampire()
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if(!mind) return
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if(!mind.vampire)
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mind.vampire = new /datum/vampire(gender)
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mind.vampire.owner = src
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verbs += /client/vampire/proc/vampire_rejuvinate
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verbs += /client/vampire/proc/vampire_hypnotise
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verbs += /client/vampire/proc/vampire_glare
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//testing purposes REMOVE BEFORE PUSH TO MASTER
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/*for(var/handler in typesof(/client/proc))
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if(findtext("[handler]","vampire_"))
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verbs += handler*/
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for(var/i = 1; i <= 3; i++) // CHANGE TO 3 RATHER THAN 12 AFTER TESTING IS DONE
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if(!(i in mind.vampire.powers))
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mind.vampire.powers.Add(i)
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for(var/n in mind.vampire.powers)
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switch(n)
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if(VAMP_SHAPE)
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verbs += /client/vampire/proc/vampire_shapeshift
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if(VAMP_VISION)
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continue
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if(VAMP_DISEASE)
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verbs += /client/vampire/proc/vampire_disease
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if(VAMP_CLOAK)
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verbs += /client/vampire/proc/vampire_cloak
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if(VAMP_BATS)
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verbs += /client/vampire/proc/vampire_bats
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if(VAMP_SCREAM)
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verbs += /client/vampire/proc/vampire_screech
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if(VAMP_JAUNT)
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verbs += /client/vampire/proc/vampire_jaunt
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if(VAMP_BLINK)
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verbs += /client/vampire/proc/vampire_shadowstep
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if(VAMP_SLAVE)
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verbs += /client/vampire/proc/vampire_enthrall
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if(VAMP_FULL)
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continue
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/mob/proc/remove_vampire_powers()
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for(var/handler in typesof(/client/vampire/proc))
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if(findtext("[handler]","vampire_"))
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verbs -= handler
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/mob/proc/handle_bloodsucking(mob/living/carbon/human/H)
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src.mind.vampire.draining = H
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var/blood = 0
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var/bloodtotal = 0 //used to see if we increased our blood total
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var/bloodusable = 0 //used to see if we increased our blood usable
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src.visible_message("\red <b>[src.name] bites [H.name]'s neck!<b>", "\red <b>You bite [H.name]'s neck and begin to drain their blood.", "\blue You hear a soft puncture and a wet sucking noise")
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if(!iscarbon(src))
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H.LAssailant = null
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else
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H.LAssailant = src
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while(do_mob(src, H, 50))
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if(!mind.vampire)
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src << "\red Your fangs have disappeared!"
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return 0
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bloodtotal = src.mind.vampire.bloodtotal
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bloodusable = src.mind.vampire.bloodusable
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if(!H.vessel.get_reagent_amount("blood"))
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src << "\red They've got no blood left to give."
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break
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if(H.stat < 2) //alive
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blood = min(10, H.vessel.get_reagent_amount("blood"))// if they have less than 10 blood, give them the remnant else they get 10 blood
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src.mind.vampire.bloodtotal += blood
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src.mind.vampire.bloodusable += blood
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// H.adjustCloneLoss(10) // beep boop 10 damage //probably not necessary actually honestly okay
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else
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blood = min(5, H.vessel.get_reagent_amount("blood"))// The dead only give 5 bloods
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src.mind.vampire.bloodtotal += blood
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if(bloodtotal != src.mind.vampire.bloodtotal)
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src << "\blue <b>You have accumulated [src.mind.vampire.bloodtotal] [src.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood[src.mind.vampire.bloodusable != bloodusable ?", and have [src.mind.vampire.bloodusable] left to use" : "."]"
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check_vampire_upgrade(mind)
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H.vessel.remove_reagent("blood",25)
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src.mind.vampire.draining = null
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src << "\blue You stop draining [H.name] of blood."
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return 1
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/mob/proc/check_vampire_upgrade(datum/mind/v)
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if(!v) return
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if(!v.vampire) return
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var/datum/vampire/vamp = v.vampire
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var/list/old_powers = vamp.powers.Copy()
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// This used to be a switch statement.
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// Don't use switch statements for shit like this, since blood can be any random-ass value.
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// if(100) requires the blood to be at EXACTLY 100 units to trigger.
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// if(blud >= 100) activates when blood is at or over 100 units.
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// TODO: Make this modular.
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// TIER 1
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if(vamp.bloodtotal >= 100)
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if(!(VAMP_VISION in vamp.powers))
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vamp.powers.Add(VAMP_VISION)
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if(!(VAMP_SHAPE in vamp.powers))
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vamp.powers.Add(VAMP_SHAPE)
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// TIER 2
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if(vamp.bloodtotal >= 150)
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if(!(VAMP_CLOAK in vamp.powers))
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vamp.powers.Add(VAMP_CLOAK)
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// TIER 3
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if(vamp.bloodtotal >= 200)
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if(!(VAMP_BATS in vamp.powers))
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vamp.powers.Add(VAMP_BATS)
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if(!(VAMP_SCREAM in vamp.powers))
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vamp.powers.Add(VAMP_SCREAM)
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src << "\blue Your rejuvination abilities have improved and will now heal you over time when used."
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if(!(VAMP_DISEASE in vamp.powers))
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vamp.powers.Add(VAMP_DISEASE)
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// TIER 3.5 (/vg/)
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if(vamp.bloodtotal >= 250)
|
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if(!(VAMP_BLINK in vamp.powers))
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vamp.powers.Add(VAMP_BLINK)
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// TIER 4
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if(vamp.bloodtotal >= 300)
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if(!(VAMP_JAUNT in vamp.powers))
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vamp.powers.Add(VAMP_JAUNT)
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if(!(VAMP_SLAVE in vamp.powers))
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vamp.powers.Add(VAMP_SLAVE)
|
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|
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// TIER 5
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if(vamp.bloodtotal >= 500)
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if(!(VAMP_FULL in vamp.powers))
|
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vamp.powers.Add(VAMP_FULL)
|
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|
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announce_new_power(old_powers, vamp.powers)
|
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|
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/mob/proc/announce_new_power(list/old_powers, list/new_powers)
|
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for(var/n in new_powers)
|
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if(!(n in old_powers))
|
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switch(n)
|
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if(VAMP_SHAPE)
|
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src << "\blue You have gained the shapeshifting ability, at the cost of stored blood you can change your form permanently."
|
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verbs += /client/vampire/proc/vampire_shapeshift
|
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if(VAMP_VISION)
|
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src << "\blue Your vampiric vision has improved."
|
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//no verb
|
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if(VAMP_DISEASE)
|
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src << "\blue You have gained the Diseased Touch ability which causes those you touch to die shortly after unless treated medically."
|
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verbs += /client/vampire/proc/vampire_disease
|
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if(VAMP_CLOAK)
|
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src << "\blue You have gained the Cloak of Darkness ability which when toggled makes you near invisible in the shroud of darkness."
|
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verbs += /client/vampire/proc/vampire_cloak
|
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if(VAMP_BATS)
|
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src << "\blue You have gained the Summon Bats ability."
|
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verbs += /client/vampire/proc/vampire_bats // work in progress
|
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if(VAMP_SCREAM)
|
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src << "\blue You have gained the Chiropteran Screech ability which stuns anything with ears in a large radius and shatters glass in the process."
|
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verbs += /client/vampire/proc/vampire_screech
|
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if(VAMP_JAUNT)
|
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src << "\blue You have gained the Mist Form ability which allows you to take on the form of mist for a short period and pass over any obstacle in your path."
|
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verbs += /client/vampire/proc/vampire_jaunt
|
||||
if(VAMP_SLAVE)
|
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src << "\blue You have gained the Enthrall ability which at a heavy blood cost allows you to enslave a human that is not loyal to any other for a random period of time."
|
||||
verbs += /client/vampire/proc/vampire_enthrall
|
||||
if(VAMP_BLINK)
|
||||
src << "\blue You have gained the ability to shadowstep, which makes you disappear into nearby shadows at the cost of blood."
|
||||
verbs += /client/vampire/proc/vampire_shadowstep
|
||||
if(VAMP_FULL)
|
||||
src << "\blue You have reached your full potential and are no longer weak to the effects of anything holy and your vision has been improved greatly."
|
||||
//no verb
|
||||
|
||||
//This should hold all the vampire related powers
|
||||
|
||||
|
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/mob/proc/vampire_power(required_blood=0, max_stat=0)
|
||||
|
||||
if(!src.mind) return 0
|
||||
if(!ishuman(src))
|
||||
src << "<span class='warning'>You are in too weak of a form to do this!</span>"
|
||||
return 0
|
||||
|
||||
var/datum/vampire/vampire = src.mind.vampire
|
||||
|
||||
if(!vampire)
|
||||
//msg_scopes("[src] has vampire verbs but isn't a vampire.")
|
||||
world.log << "[src] has vampire verbs but isn't a vampire."
|
||||
return 0
|
||||
|
||||
var/fullpower = (VAMP_FULL in vampire.powers)
|
||||
|
||||
if(src.stat > max_stat)
|
||||
src << "<span class='warning'>You are incapacitated.</span>"
|
||||
return 0
|
||||
|
||||
if(vampire.nullified)
|
||||
if(!fullpower)
|
||||
src << "<span class='warning'>Something is blocking your powers!</span>"
|
||||
return 0
|
||||
if(vampire.bloodusable < required_blood)
|
||||
src << "<span class='warning'>You require at least [required_blood] units of usable blood to do that!</span>"
|
||||
return 0
|
||||
//chapel check
|
||||
if(istype(loc.loc, /area/chapel))
|
||||
if(!fullpower)
|
||||
src << "<span class='warning'>Your powers are useless on this holy ground.</span>"
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/proc/vampire_affected(datum/mind/M)
|
||||
//Other vampires aren't affected
|
||||
if(mind && mind.vampire) return 0
|
||||
//Chaplains are resistant to vampire powers
|
||||
if(mind && mind.assigned_role == "Chaplain")
|
||||
return 0
|
||||
if(get_species() == "Machine")
|
||||
return 0
|
||||
//Vampires who have reached their full potential can affect nearly everything
|
||||
if(M && M.vampire && (VAMP_FULL in M.vampire.powers))
|
||||
return 1 // This doesn't really need to be here because of well the line below it.
|
||||
return 1
|
||||
|
||||
/mob/proc/vampire_can_reach(mob/M as mob, active_range = 1)
|
||||
if(M.loc == src.loc) return 1 //target and source are in the same thing
|
||||
if(!isturf(src.loc) || !isturf(M.loc)) return 0 //One is inside, the other is outside something.
|
||||
if(Adjacent(M))//if(AStar(src.loc, M.loc, /turf/proc/AdjacentTurfs, /turf/proc/Distance, active_range)) //If a path exists, good!
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/proc/vampire_active(required_blood=0, max_stat=0, active_range=1)
|
||||
var/pass = vampire_power(required_blood, max_stat)
|
||||
if(!pass) return
|
||||
var/datum/vampire/vampire = mind.vampire
|
||||
if(!vampire) return
|
||||
var/list/victims = list()
|
||||
for(var/mob/living/carbon/C in view(active_range))
|
||||
if(C==src) continue
|
||||
victims += C
|
||||
var/mob/living/carbon/T = input(src, "Victim?") as null|anything in victims
|
||||
|
||||
if(!T) return
|
||||
if(!(T in view(active_range))) return
|
||||
if(!vampire_can_reach(T, active_range)) return
|
||||
if(!vampire_power(required_blood, max_stat)) return
|
||||
return T
|
||||
|
||||
/client/vampire/proc/vampire_rejuvinate()
|
||||
set category = "Abilities"
|
||||
set name = "Rejuvinate "
|
||||
set desc= "Flush your system with spare blood to remove any incapacitating effects"
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
if(M.current.vampire_power(0, 1))
|
||||
M.current.weakened = 0
|
||||
M.current.stunned = 0
|
||||
M.current.paralysis = 0
|
||||
//M.vampire.bloodusable -= 10
|
||||
M.current << "\blue You flush your system with clean blood and remove any incapacitating effects."
|
||||
spawn(1)
|
||||
if(M.vampire.bloodtotal >= 200)
|
||||
for(var/i = 0; i < 5; i++)
|
||||
M.current.adjustBruteLoss(-2)
|
||||
M.current.adjustOxyLoss(-5)
|
||||
M.current.adjustToxLoss(-2)
|
||||
M.current.adjustFireLoss(-2)
|
||||
sleep(35)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_rejuvinate
|
||||
spawn(200)
|
||||
M.current.verbs += /client/vampire/proc/vampire_rejuvinate
|
||||
|
||||
/client/vampire/proc/vampire_hypnotise()
|
||||
set category = "Abilities"
|
||||
set name = "Hypnotise" // (20)
|
||||
set desc= "A piercing stare that incapacitates your victim for a good length of time."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
|
||||
var/mob/living/carbon/C = M.current.vampire_active(0, 0, 1) //(20, 0, 1)
|
||||
|
||||
if(!C) return
|
||||
if(C==usr)
|
||||
M.current << "\red You can't do that to yourself"
|
||||
return
|
||||
|
||||
if(!M.current.has_eyes())
|
||||
M.current << "\red You don't have eyes"
|
||||
return
|
||||
|
||||
var/vampgender
|
||||
if(M.current.gender == "male")
|
||||
vampgender = "he"
|
||||
else
|
||||
vampgender = "she"
|
||||
|
||||
M.current.visible_message("<span class='warning'>[M]'s eyes flash briefly as [vampgender] stares into [C.name]'s eyes</span>")
|
||||
// M.current.remove_vampire_blood(20) Moved to remove if it works only.
|
||||
if(M.current.vampire_power(0, 0)) //if(M.current.vampire_power(20, 0))
|
||||
M.current.verbs -= /client/vampire/proc/vampire_hypnotise
|
||||
spawn(1200)
|
||||
M.current.verbs += /client/vampire/proc/vampire_hypnotise
|
||||
if(do_mob(M.current, C, 50))
|
||||
if(C.mind && C.mind.vampire)
|
||||
M.current << "\red Your piercing gaze fails to knock out [C.name]."
|
||||
C << "\blue [M.current]'s feeble gaze is ineffective."
|
||||
return
|
||||
else
|
||||
M.current << "\red Your piercing gaze knocks out [C.name]."
|
||||
C << "\red You find yourself unable to move and barely able to speak"
|
||||
C.Weaken(20)
|
||||
C.Stun(20)
|
||||
C.stuttering = 20
|
||||
// M.current.remove_vampire_blood(20)
|
||||
else
|
||||
M.current << "\red You broke your gaze."
|
||||
return
|
||||
|
||||
/client/vampire/proc/vampire_disease()
|
||||
set category = "Abilities"
|
||||
set name = "Diseased Touch (200)"
|
||||
set desc = "Touches your victim with infected blood giving them the Shutdown Syndrome which quickly shutsdown their major organs resulting in a quick painful death."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
|
||||
var/mob/living/carbon/C = M.current.vampire_active(200, 0, 1)
|
||||
if(!C) return
|
||||
if(C==usr)
|
||||
M.current << "\red You can't do that to yourself"
|
||||
return
|
||||
if(C.get_species() == "Machine")
|
||||
M.current << "\red You can't to that to a machine"
|
||||
return
|
||||
if(!M.current.vampire_can_reach(C, 1))
|
||||
M.current << "\red <b>You cannot touch [C.name] from where you are standing!"
|
||||
return
|
||||
M.current << "\red You stealthily infect [C.name] with your diseased touch."
|
||||
/*var/t_him = "it"
|
||||
if (src.gender == MALE)
|
||||
t_him = "him"
|
||||
else if (src.gender == FEMALE)
|
||||
t_him = "her"
|
||||
M.current.visible_message("\blue [M] shakes [src] trying to wake [t_him] up!" )
|
||||
playsound(get_turf(src), 'sound/weapons/thudswoosh.ogg', 50, 1, -1)*/
|
||||
C.help_shake_act(M.current) // i use da colon
|
||||
if(!C.vampire_affected(M))
|
||||
M.current << "\red They seem to be unaffected."
|
||||
return
|
||||
var/datum/disease2/disease/shutdown = new /datum/disease2/disease
|
||||
var/datum/disease2/effectholder/holder = new /datum/disease2/effectholder
|
||||
var/datum/disease2/effect/organs/vampire/O = new /datum/disease2/effect/organs/vampire
|
||||
holder.effect += O
|
||||
holder.chance = 10
|
||||
shutdown.infectionchance = 100
|
||||
shutdown.antigen |= text2num(pick(ALL_ANTIGENS))
|
||||
shutdown.antigen |= text2num(pick(ALL_ANTIGENS))
|
||||
shutdown.spreadtype = "None"
|
||||
shutdown.uniqueID = rand(0,10000)
|
||||
shutdown.effects += holder
|
||||
shutdown.speed = 1
|
||||
shutdown.stage = 2
|
||||
shutdown.clicks = 185
|
||||
msg_admin_attack("[key_name_admin(usr)] gave [key_name_admin(C)] the shutdown disease - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[C.x];Y=[C.y];Z=[C.z]'>JMP</a>")
|
||||
usr.attack_log += text("\[[time_stamp()]\] <font color='red'>Gave [C.name] ([C.ckey]) the shutdown disease</font>")
|
||||
C.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been given the shutdown disease by [usr.name] ([usr.ckey])</font>")
|
||||
infect_virus2(C,shutdown,0)
|
||||
M.current.remove_vampire_blood(200)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_disease
|
||||
spawn(1800) M.current.verbs += /client/vampire/proc/vampire_disease
|
||||
|
||||
/client/vampire/proc/vampire_glare()
|
||||
set category = "Abilities"
|
||||
set name = "Glare"
|
||||
set desc= "A scary glare that incapacitates people for a short while around you."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
|
||||
if(!M.current.has_eyes())
|
||||
M.current << "\red You don't have eyes"
|
||||
return
|
||||
|
||||
if(M.current.vampire_power(0, 1))
|
||||
M.current.visible_message("\red <b>[M.current]'s eyes emit a blinding flash!")
|
||||
//M.vampire.bloodusable -= 10
|
||||
M.current.verbs -= /client/vampire/proc/vampire_glare
|
||||
spawn(800)
|
||||
M.current.verbs += /client/vampire/proc/vampire_glare
|
||||
if(istype(M.current:glasses, /obj/item/clothing/glasses/sunglasses/blindfold))
|
||||
M.current << "<span class='warning'>You're blindfolded!</span>"
|
||||
return
|
||||
for(var/mob/living/carbon/C in view(1))
|
||||
if(C == M.current) continue //Don't stunn yourself
|
||||
if(!C.vampire_affected(M) && !C.get_species() == "Machine") //Or machines
|
||||
continue
|
||||
if(!M.current.vampire_can_reach(C, 1)) continue
|
||||
// C.Stun(8)
|
||||
C.Weaken(8)
|
||||
C.stuttering = 20
|
||||
C << "\red You are blinded by [M.current]'s glare"
|
||||
|
||||
/client/vampire/proc/vampire_shapeshift() //Hi. I'm stupid and there are missing procs all around. Namely the randomname proc. I can't find it and can't code a new one because I am bad. Sorry!
|
||||
set category = "Abilities"
|
||||
set name = "Shapeshift (50)"
|
||||
set desc = "This does nothing. It's broken. Sorry!"//orig text: Changes your name and appearance at the cost of 50 blood and has a cooldown of 3 minutes.
|
||||
/* var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
if(M.current.vampire_power(50, 0))
|
||||
M.current.visible_message("<span class='warning'>[M.current.name] transforms!</span>")
|
||||
M.current.client.prefs.real_name = M.current.generate_name() //random_name(M.current.gender)
|
||||
M.current.client.prefs.randomize_appearance_for(M.current)
|
||||
M.current.regenerate_icons()
|
||||
M.current.remove_vampire_blood(50)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_shapeshift
|
||||
spawn(1800) M.current.verbs += /client/vampire/proc/vampire_shapeshift
|
||||
*/
|
||||
/client/vampire/proc/vampire_screech()
|
||||
set category = "Abilities"
|
||||
set name = "Chiropteran Screech (90)"
|
||||
set desc = "An extremely loud shriek that stuns nearby humans in a four-tile radius, as well as shattering the windows."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
if(M.current.vampire_power(90, 0))
|
||||
M.current.visible_message("\red [M.current.name] lets out an ear piercing shriek!", "\red You let out a loud shriek.", "\red You hear a loud painful shriek!")
|
||||
for(var/mob/living/carbon/C in hearers(4, M.current))
|
||||
if(C == M.current) continue
|
||||
if(ishuman(C) && (C:l_ear || C:r_ear) && istype((C:l_ear || C:r_ear), /obj/item/clothing/ears/earmuffs)) continue
|
||||
if(!C.vampire_affected(M))
|
||||
if(!C.get_species() == "Machine")
|
||||
continue
|
||||
C << "<span class='warning'><font size='3'><b>You hear a ear piercing shriek and your senses dull!</font></b></span>"
|
||||
C.Weaken(5)
|
||||
C.ear_deaf = 20
|
||||
C.stuttering = 20
|
||||
C.Stun(5)
|
||||
// C.Jitter(150)
|
||||
for(var/obj/structure/window/W in view(7))
|
||||
W.shatter()
|
||||
playsound(M.current.loc, 'sound/effects/creepyshriek.ogg', 100, 1)
|
||||
M.current.remove_vampire_blood(90)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_screech
|
||||
spawn(3600) M.current.verbs += /client/vampire/proc/vampire_screech
|
||||
|
||||
/client/vampire/proc/vampire_enthrall()
|
||||
set category = "Abilities"
|
||||
set name = "Enthrall (150)"
|
||||
set desc = "You use a large portion of your power to sway those loyal to none to be loyal to you only."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
var/mob/living/carbon/C = M.current.vampire_active(150, 0, 1)
|
||||
if(!C) return
|
||||
if(C==usr)
|
||||
M.current << "\red You can't do that to yourself"
|
||||
return
|
||||
if(C.get_species() == "Machine")
|
||||
M.current << "\red You can only enthrall humans"
|
||||
return
|
||||
M.current.visible_message("\red [M.current.name] bites [C.name]'s neck!", "\red You bite [C.name]'s neck and begin the flow of power.")
|
||||
C << "<span class='warning'>You feel the tendrils of evil invade your mind.</span>"
|
||||
if(!ishuman(C))
|
||||
M.current << "\red You can only enthrall humans"
|
||||
return
|
||||
|
||||
if(do_mob(M.current, C, 50))
|
||||
if(M.current.can_enthrall(C)) // recheck
|
||||
if(M.current.vampire_power(150, 0))
|
||||
M.current.handle_enthrall(C)
|
||||
M.current.remove_vampire_blood(150)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_enthrall
|
||||
spawn(1800) M.current.verbs += /client/vampire/proc/vampire_enthrall
|
||||
return
|
||||
else
|
||||
M.current << "\red You or your target either moved or you dont have enough usable blood."
|
||||
return
|
||||
|
||||
/client/vampire/proc/vampire_cloak()
|
||||
set category = "Abilities"
|
||||
set name = "Cloak of Darkness (toggle)"
|
||||
set desc = "Toggles whether you are currently cloaking yourself in darkness."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
if(M.current.vampire_power(0, 0))
|
||||
M.vampire.iscloaking = !M.vampire.iscloaking
|
||||
M.current << "\blue You will now be [M.vampire.iscloaking ? "hidden" : "seen"] in darkness."
|
||||
|
||||
/mob/proc/handle_vampire_cloak()
|
||||
if(!mind || !mind.vampire || !ishuman(src))
|
||||
alpha = 255
|
||||
return
|
||||
var/turf/simulated/T = get_turf(src)
|
||||
|
||||
if(!istype(T))
|
||||
return 0
|
||||
|
||||
if(!mind.vampire.iscloaking)
|
||||
alpha = 255
|
||||
return 0
|
||||
// if(T.lighting_lumcount <= 2)
|
||||
// alpha = round((255 * 0.15))
|
||||
// return 1
|
||||
else
|
||||
alpha = round((255 * 0.80))
|
||||
|
||||
/mob/proc/can_enthrall(mob/living/carbon/C)
|
||||
var/enthrall_safe = 0
|
||||
var/datum/vampire/vampire = src.mind.vampire
|
||||
for(var/obj/item/weapon/implant/loyalty/L in C)
|
||||
if(L && L.implanted)
|
||||
enthrall_safe = 1
|
||||
break
|
||||
// for(var/obj/item/weapon/implant/traitor/T in C)
|
||||
// if(T && T.implanted)
|
||||
// enthrall_safe = 1
|
||||
// break
|
||||
if(!C)
|
||||
world.log << "something bad happened on enthralling a mob src is [src] [src.key] \ref[src]"
|
||||
return 0
|
||||
if(!C.mind)
|
||||
src << "\red [C.name]'s mind is not there for you to enthrall."
|
||||
return 0
|
||||
if(enthrall_safe || ( C.mind in vampire.vampires )||( C.mind.vampire )||( C.mind in vampire.enthralled ))
|
||||
C.visible_message("\red [C] seems to resist the takeover!", "\blue You feel a familiar sensation in your skull that quickly dissipates.")
|
||||
return 0
|
||||
if(!C.vampire_affected(mind))
|
||||
C.visible_message("\red [C] seems to resist the takeover!", "\blue Your faith of [ticker.Bible_deity_name] has kept your mind clear of all evil")
|
||||
return 0
|
||||
if(!ishuman(C))
|
||||
src << "\red You can only enthrall humans!"
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/mob/proc/handle_enthrall(mob/living/carbon/human/H as mob)
|
||||
if(!istype(H))
|
||||
//msg_scopes("handle_enthrall fucked up with no H < [src]")
|
||||
src << "<b>\red SOMETHING WENT WRONG, YELL AT POMF OR NEXIS</b>"
|
||||
return 0
|
||||
var/ref = "\ref[src.mind]"
|
||||
if(!(src.mind.vampire.thralls))
|
||||
src.mind.vampire.thralls[ref] = list(H.mind)
|
||||
else
|
||||
src.mind.vampire.thralls[ref] += H.mind
|
||||
//msg_scopes("[H.name] Changed in handle_enthrall") //purely here to see live changes incase of unexpected things
|
||||
src.mind.vampire.enthralled.Add(H.mind)
|
||||
src.mind.vampire.enthralled[H.mind] = src.mind
|
||||
H.mind.special_role = "VampThrall"
|
||||
H << "<b>\red You have been Enthralled by [name]. Follow their every command.</b>"
|
||||
src << "\red You have successfully Enthralled [H.name]. <i>If they refuse to do as you say just adminhelp.</i>"
|
||||
var/client/vampire/c = src
|
||||
c.update_vampire_icons_added(H.mind)
|
||||
c.update_vampire_icons_added(src.mind)
|
||||
msg_admin_attack("[key_name_admin(src)] has mind-slaved [key_name_admin(H)] - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[H.x];Y=[H.y];Z=[H.z]'>JMP</a>.")
|
||||
|
||||
/client/vampire/proc/vampire_bats()
|
||||
set category = "Abilities"
|
||||
set name = "Summon Bats (60)"
|
||||
set desc = "You summon a pair of space bats who attack nearby targets until they or their target is dead."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
if(M.current.vampire_power(60, 0))
|
||||
var/list/turf/locs = new
|
||||
var/number = 0
|
||||
for(var/direction in alldirs) //looking for bat spawns
|
||||
if(locs.len == 2) //we found 2 locations and thats all we need
|
||||
break
|
||||
var/turf/T = get_step(M.current,direction) //getting a loc in that direction
|
||||
if(AStar(M.current.loc, T, /turf/proc/AdjacentTurfs, /turf/proc/Distance, 1)) // if a path exists, so no dense objects in the way its valid salid
|
||||
locs += T
|
||||
if(locs.len)
|
||||
for(var/turf/tospawn in locs)
|
||||
number++
|
||||
new /mob/living/simple_animal/hostile/scarybat(tospawn, M.current)
|
||||
if(number != 2) //if we only found one location, spawn one on top of our tile so we dont get stacked bats
|
||||
new /mob/living/simple_animal/hostile/scarybat(M.current.loc, M.current)
|
||||
else // we had no good locations so make two on top of us
|
||||
new /mob/living/simple_animal/hostile/scarybat(M.current.loc, M.current)
|
||||
new /mob/living/simple_animal/hostile/scarybat(M.current.loc, M.current)
|
||||
M.current.remove_vampire_blood(60)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_bats
|
||||
spawn(1200) M.current.verbs += /client/vampire/proc/vampire_bats
|
||||
|
||||
/client/vampire/proc/vampire_jaunt()
|
||||
//AHOY COPY PASTE INCOMING
|
||||
set category = "Abilities"
|
||||
set name = "Mist Form (30)"
|
||||
set desc = "You take on the form of mist for a short period of time."
|
||||
var/jaunt_duration = 50 //in deciseconds
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
|
||||
if(M.current.vampire_power(30, 0))
|
||||
if(M.current.buckled) M.current.buckled.unbuckle_mob()
|
||||
spawn(0)
|
||||
var/originalloc = get_turf(M.current.loc)
|
||||
var/obj/effect/dummy/spell_jaunt/holder = new /obj/effect/dummy/spell_jaunt( originalloc )
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( originalloc )
|
||||
animation.name = "water"
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.icon_state = "liquify"
|
||||
animation.layer = 5
|
||||
animation.master = holder
|
||||
M.current.ExtinguishMob()
|
||||
M.current.weakened = 0
|
||||
M.current.stunned = 0
|
||||
if(M.current.buckled)
|
||||
M.current.buckled.unbuckle_mob()
|
||||
flick("liquify",animation)
|
||||
M.current.loc = holder
|
||||
M.current.client.eye = holder
|
||||
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
|
||||
steam.set_up(10, 0, originalloc)
|
||||
steam.start()
|
||||
sleep(jaunt_duration)
|
||||
var/mobloc = get_turf(M.current.loc)
|
||||
/* if(get_area(mobloc) == /area/security/armoury/gamma)
|
||||
M << "A strange energy repels you!"
|
||||
mobloc = originalloc*/
|
||||
animation.loc = mobloc
|
||||
steam.location = mobloc
|
||||
steam.start()
|
||||
M.current.canmove = 0
|
||||
sleep(20)
|
||||
flick("reappear",animation)
|
||||
sleep(5)
|
||||
if(!M.current.Move(mobloc))
|
||||
for(var/direction in list(1,2,4,8,5,6,9,10))
|
||||
var/turf/T = get_step(mobloc, direction)
|
||||
if(T)
|
||||
if(M.current.Move(T))
|
||||
break
|
||||
M.current.canmove = 1
|
||||
M.current.client.eye = M.current
|
||||
qdel(animation)
|
||||
qdel(holder)
|
||||
M.current.remove_vampire_blood(30)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_jaunt
|
||||
spawn(600) M.current.verbs += /client/vampire/proc/vampire_jaunt
|
||||
|
||||
// Blink for vamps
|
||||
// Less smoke spam.
|
||||
/client/vampire/proc/vampire_shadowstep()
|
||||
set category = "Abilities"
|
||||
set name = "Shadowstep (30)"
|
||||
set desc = "Vanish into the shadows."
|
||||
var/datum/mind/M = usr.mind
|
||||
if(!M) return
|
||||
|
||||
// Teleport radii
|
||||
var/inner_tele_radius = 0
|
||||
var/outer_tele_radius = 6
|
||||
|
||||
// Maximum lighting_lumcount.
|
||||
// var/max_lum = 1
|
||||
|
||||
if(M.current.vampire_power(30, 0))
|
||||
if(M.current.buckled) M.current.buckled.unbuckle_mob()
|
||||
spawn(0)
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in range(usr,outer_tele_radius))
|
||||
if(T in range(usr,inner_tele_radius)) continue
|
||||
if(istype(T,/turf/space)) continue
|
||||
if(T.density) continue
|
||||
if(T.x>world.maxx-outer_tele_radius || T.x<outer_tele_radius) continue //putting them at the edge is dumb
|
||||
if(T.y>world.maxy-outer_tele_radius || T.y<outer_tele_radius) continue
|
||||
|
||||
// LIGHTING CHECK
|
||||
// if(T.lighting_lumcount > max_lum) continue
|
||||
// turfs += T
|
||||
//M.current.remove_vampire_blood(30) This isn't the right place for this either.
|
||||
|
||||
if(!turfs.len)
|
||||
usr << "\red You cannot find darkness to step to."
|
||||
return
|
||||
|
||||
var/turf/picked = pick(turfs)
|
||||
|
||||
if(!picked || !isturf(picked))
|
||||
return
|
||||
M.current.ExtinguishMob()
|
||||
if(M.current.buckled)
|
||||
M.current.buckled.unbuckle_mob()
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( get_turf(usr) )
|
||||
animation.name = usr.name
|
||||
animation.density = 0
|
||||
animation.anchored = 1
|
||||
animation.icon = usr.icon
|
||||
animation.alpha = 127
|
||||
animation.layer = 5
|
||||
//animation.master = src
|
||||
usr.loc = picked
|
||||
M.current.remove_vampire_blood(30)
|
||||
spawn(10)
|
||||
del(animation)
|
||||
// M.current.remove_vampire_blood(30)
|
||||
M.current.verbs -= /client/vampire/proc/vampire_shadowstep
|
||||
spawn(20)
|
||||
M.current.verbs += /client/vampire/proc/vampire_shadowstep
|
||||
|
||||
/mob/proc/remove_vampire_blood(amount = 0)
|
||||
var/bloodold
|
||||
if(!mind || !mind.vampire)
|
||||
return
|
||||
bloodold = mind.vampire.bloodusable
|
||||
mind.vampire.bloodusable = max(0, (mind.vampire.bloodusable - amount))
|
||||
if(bloodold != mind.vampire.bloodusable)
|
||||
src << "\blue <b>You have [mind.vampire.bloodusable] left to use.</b>"
|
||||
|
||||
//prepare for copypaste
|
||||
/client/vampire/proc/update_vampire_icons_added(datum/mind/vampire_mind)
|
||||
var/ref = "\ref[vampire_mind]"
|
||||
if(ref in vampire_mind.vampire.thralls)
|
||||
if(vampire_mind.current)
|
||||
if(vampire_mind.current.client)
|
||||
var/I = image('icons/mob/mob.dmi', loc = vampire_mind.current, icon_state = "vampire")
|
||||
vampire_mind.current.client.images += I
|
||||
for(var/headref in vampire_mind.vampire.thralls)
|
||||
for(var/datum/mind/t_mind in vampire_mind.vampire.thralls[headref])
|
||||
var/datum/mind/head = locate(headref)
|
||||
if(head)
|
||||
if(head.current)
|
||||
if(head.current.client)
|
||||
var/I = image('icons/mob/mob.dmi', loc = t_mind.current, icon_state = "vampthrall")
|
||||
head.current.client.images += I
|
||||
if(t_mind.current)
|
||||
if(t_mind.current.client)
|
||||
var/I = image('icons/mob/mob.dmi', loc = head.current, icon_state = "vampire")
|
||||
t_mind.current.client.images += I
|
||||
if(t_mind.current)
|
||||
if(t_mind.current.client)
|
||||
var/I = image('icons/mob/mob.dmi', loc = t_mind.current, icon_state = "vampthrall")
|
||||
t_mind.current.client.images += I
|
||||
|
||||
/client/vampire/proc/update_vampire_icons_removed(datum/mind/vampire_mind)
|
||||
for(var/headref in vampire_mind.vampire.thralls)
|
||||
var/datum/mind/head = locate(headref)
|
||||
for(var/datum/mind/t_mind in vampire_mind.vampire.thralls[headref])
|
||||
if(t_mind.current)
|
||||
if(t_mind.current.client)
|
||||
for(var/image/I in t_mind.current.client.images)
|
||||
if((I.icon_state == "vampthrall" || I.icon_state == "vampire") && I.loc == vampire_mind.current)
|
||||
//world.log << "deleting [vampire_mind] overlay"
|
||||
del(I)
|
||||
if(head)
|
||||
//world.log << "found [head.name]"
|
||||
if(head.current)
|
||||
if(head.current.client)
|
||||
for(var/image/I in head.current.client.images)
|
||||
if((I.icon_state == "vampthrall" || I.icon_state == "vampire") && I.loc == vampire_mind.current)
|
||||
//world.log << "deleting [vampire_mind] overlay"
|
||||
del(I)
|
||||
if(vampire_mind.current)
|
||||
if(vampire_mind.current.client)
|
||||
for(var/image/I in vampire_mind.current.client.images)
|
||||
if(I.icon_state == "vampthrall" || I.icon_state == "vampire")
|
||||
del(I)
|
||||
|
||||
/client/vampire/proc/remove_vampire_mind(datum/mind/vampire_mind, datum/mind/head)
|
||||
//var/list/removal
|
||||
if(!istype(head))
|
||||
head = vampire_mind //workaround for removing a thrall's control over the enthralled
|
||||
var/ref = "\ref[head]"
|
||||
if(vampire_mind.vampire.thralls)
|
||||
vampire_mind.vampire.thralls[ref] -= vampire_mind
|
||||
vampire_mind.vampire.enthralled -= vampire_mind
|
||||
//vampire.special_role = null
|
||||
update_vampire_icons_removed(vampire_mind)
|
||||
//world << "Removed [vampire_mind.current.name] from vampire shit"
|
||||
vampire_mind.current << "\red <FONT size = 3><B>The fog clouding your mind clears. You remember nothing from the moment you were enthralled until now.</B></FONT>"
|
||||
|
||||
/mob/living/carbon/human/proc/check_sun()
|
||||
|
||||
var/ax = x
|
||||
var/ay = y
|
||||
|
||||
for(var/i = 1 to 20)
|
||||
ax += sun.dx
|
||||
ay += sun.dy
|
||||
|
||||
var/turf/T = locate( round(ax,0.5),round(ay,0.5),z)
|
||||
|
||||
if(T.x == 1 || T.x==world.maxx || T.y==1 || T.y==world.maxy)
|
||||
break
|
||||
|
||||
if(T.density)
|
||||
return
|
||||
if(prob(35))
|
||||
switch(health)
|
||||
if(80 to 100)
|
||||
src << "\red Your skin flakes away..."
|
||||
if(60 to 80)
|
||||
src << "<span class='warning'>Your skin sizzles!</span>"
|
||||
// if((-INFINITY) to 60)
|
||||
// if(!on_fire)
|
||||
// src << "<b>\red Your skin catches fire!</b>"
|
||||
// else
|
||||
// src << "<b>\red You continue to burn!</b>"
|
||||
// fire_stacks += 5
|
||||
// IgniteMob()
|
||||
// emote("scream")
|
||||
//else
|
||||
// switch(health)
|
||||
// if((-INFINITY) to 60)
|
||||
// fire_stacks++
|
||||
// IgniteMob()
|
||||
adjustFireLoss(30) //Original value was 3. Barely did anything. Vamps should vaporize in starlight.
|
||||
|
||||
/mob/living/carbon/human/proc/handle_vampire()
|
||||
/* if(hud_used)
|
||||
if(!hud_used.vampire_blood_display)
|
||||
hud_used.vampire_hud()
|
||||
hud_used.human_hud('icons/mob/screen1_Vampire.dmi')
|
||||
hud_used.vampire_blood_display.maptext_width = 64
|
||||
hud_used.vampire_blood_display.maptext_height = 26
|
||||
hud_used.vampire_blood_display.maptext = "<div align='left' valign='top' style='position:relative; top:0px; left:6px'> U:<font color='#33FF33' size='1'>[mind.vampire.bloodusable]</font><br> T:<font color='#FFFF00' size='1'>[mind.vampire.bloodtotal]</font></div>"
|
||||
*/
|
||||
handle_vampire_cloak()
|
||||
if(istype(loc, /turf/space))
|
||||
check_sun()
|
||||
mind.vampire.nullified = max(0, mind.vampire.nullified - 1)
|
||||
@@ -65,6 +65,11 @@
|
||||
else
|
||||
user.visible_message("\red [user]'s concentration is broken!", "\red Your concentration is broken! You and your target need to stay uninterrupted for longer!")
|
||||
return
|
||||
else if(M.mind && M.mind.vampire)
|
||||
if(!(VAMP_FULL in M.mind.vampire.powers))
|
||||
user << "\red The rod burns cold in your hand, filling you with grim determination. You feel the creature's power weaken."
|
||||
M << "<span class='warning'>The nullrod's power interferes with your own! They are on to you!</span>"
|
||||
M.mind.vampire.nullified = max(8, M.mind.vampire.nullified + 8)
|
||||
else if(prob(10))
|
||||
user << "<span class='danger'>The rod slips in your hand.</span>"
|
||||
..()
|
||||
|
||||
@@ -302,7 +302,7 @@ datum/admins/proc/DB_ban_unban_by_id(var/id)
|
||||
output += "<option value='[j]'>[j]</option>"
|
||||
for(var/j in nonhuman_positions)
|
||||
output += "<option value='[j]'>[j]</option>"
|
||||
var/list/bantypes = list("traitor","changeling","operative","revolutionary","cultist","wizard") //For legacy bans.
|
||||
var/list/bantypes = list("traitor","changeling","vampire","operative","revolutionary","cultist","wizard") //For legacy bans.
|
||||
for(var/antag_type in all_antag_types) // Grab other bans.
|
||||
var/datum/antagonist/antag = all_antag_types[antag_type]
|
||||
bantypes |= antag.bantype
|
||||
|
||||
@@ -19,7 +19,8 @@ var/global/list/special_roles = list( //keep synced with the defines BE_* in set
|
||||
"raider" = IS_MODE_COMPILED("heist"), // 11
|
||||
"diona" = 1, // 12
|
||||
"loyalist" = IS_MODE_COMPILED("revolution"), // 13
|
||||
"pAI candidate" = 1, // -- TLE // 14
|
||||
"vampire" = IS_MODE_COMPILED("vampire"), // 14
|
||||
"pAI candidate" = 1, // -- TLE // 15
|
||||
)
|
||||
|
||||
//used for alternate_option
|
||||
|
||||
@@ -79,6 +79,8 @@
|
||||
stat(null, "Suit charge: [cell_status]")
|
||||
|
||||
if(mind)
|
||||
if(mind.vampire)
|
||||
stat("Blood", mind.vampire.bloodusable)
|
||||
if(mind.changeling)
|
||||
stat("Chemical Storage", mind.changeling.chem_charges)
|
||||
stat("Genetic Damage Time", mind.changeling.geneticdamage)
|
||||
|
||||
@@ -108,6 +108,31 @@
|
||||
return 1
|
||||
|
||||
if(I_HURT)
|
||||
//Vampire code
|
||||
if(H.zone_sel && M.zone_sel.selecting == "head")
|
||||
if(H.mind && H.mind.vampire && !H.mind.vampire.draining)
|
||||
if((head && (head.flags & HEADCOVERSMOUTH)) || (wear_mask && (wear_mask.flags & MASKCOVERSMOUTH)))
|
||||
H << "\red Remove their mask!"
|
||||
return 0
|
||||
if((H.head && (H.head.flags & HEADCOVERSMOUTH)) || (H.wear_mask && (H.wear_mask.flags & MASKCOVERSMOUTH)))
|
||||
H << "\red Remove your mask!"
|
||||
return 0
|
||||
if(mind && mind.vampire)
|
||||
H << "\red Your fangs fail to pierce [src.name]'s cold flesh"
|
||||
return 0
|
||||
if(get_species() == "Machine")
|
||||
H << "\red They have no blood"
|
||||
return 0
|
||||
//we're good to suck the blood, blaah
|
||||
//and leave an attack log
|
||||
H.attack_log += text("\[[time_stamp()]\] <font color='red'>Bit [src.name] ([src.ckey]) in the neck and draining their blood</font>")
|
||||
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been bit in the neck by [H.name] ([H.ckey])</font>")
|
||||
msg_admin_attack("[key_name_admin(H)] bit [key_name_admin(src)] in the neck - <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[M.x];Y=[M.y];Z=[M.z]'>JMP</a>")
|
||||
H.handle_bloodsucking(src)
|
||||
// var/datum/organ/external/affecting = get_organ(src.zone_sel.selecting)
|
||||
// affecting.take_damage(10,0,1,0,"dual puncture marks") //this does not work and causes runtimes.
|
||||
return
|
||||
//end vampire codes
|
||||
|
||||
if(!istype(H))
|
||||
attack_generic(H,rand(1,3),"punched")
|
||||
|
||||
@@ -130,6 +130,8 @@
|
||||
for(var/obj/item/weapon/grab/G in src)
|
||||
G.process()
|
||||
|
||||
if(mind && mind.vampire)
|
||||
handle_vampire()
|
||||
// Calculate how vulnerable the human is to under- and overpressure.
|
||||
// Returns 0 (equals 0 %) if sealed in an undamaged suit, 1 if unprotected (equals 100%).
|
||||
// Suitdamage can modifiy this in 10% steps.
|
||||
@@ -1031,6 +1033,12 @@
|
||||
if( prob(2) && health && !hal_crit )
|
||||
spawn(0)
|
||||
emote("snore")
|
||||
if(mind)
|
||||
if(mind.vampire)
|
||||
if(istype(loc, /obj/structure/closet/coffin))
|
||||
adjustBruteLoss(-1)
|
||||
adjustFireLoss(-1)
|
||||
adjustToxLoss(-1)
|
||||
//CONSCIOUS
|
||||
else
|
||||
stat = CONSCIOUS
|
||||
@@ -1249,6 +1257,14 @@
|
||||
see_in_dark = species.darksight
|
||||
see_invisible = see_in_dark>2 ? SEE_INVISIBLE_LEVEL_ONE : SEE_INVISIBLE_LIVING
|
||||
|
||||
if(mind && mind.vampire)
|
||||
if((VAMP_VISION in mind.vampire.powers) && !(VAMP_FULL in mind.vampire.powers))
|
||||
sight |= SEE_MOBS
|
||||
if((VAMP_FULL in mind.vampire.powers))
|
||||
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
|
||||
see_in_dark = 8
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
|
||||
|
||||
if(XRAY in mutations)
|
||||
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
|
||||
see_in_dark = 8
|
||||
|
||||
@@ -211,6 +211,15 @@
|
||||
if(ishuman(M)) // Any location
|
||||
if(M.mind && cult.is_antagonist(M.mind) && prob(10))
|
||||
cult.remove_antagonist(M.mind)
|
||||
if(M.mind.vampire && (!(VAMP_FULL in M.mind.vampire.powers)))
|
||||
if(!M) M = holder.my_atom
|
||||
M.adjustFireLoss(6)
|
||||
M.adjust_fire_stacks(1)
|
||||
M.IgniteMob()
|
||||
//M.take_organ_damage(0, 1*REM)
|
||||
if(prob(20))
|
||||
for (var/mob/V in viewers(src))
|
||||
V.show_message(text("\red []'s skin sizzles and burns.", M), 1)
|
||||
|
||||
/datum/reagent/water/holywater/touch_turf(var/turf/T)
|
||||
if(volume >= 5)
|
||||
|
||||
@@ -38,6 +38,35 @@
|
||||
if(10 to 50) icon_state = "half"
|
||||
if(51 to INFINITY) icon_state = "full"
|
||||
|
||||
/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob)
|
||||
if (user == M && (user.mind.vampire))
|
||||
if (reagents.get_reagent_amount("blood"))
|
||||
user.visible_message("\red [user] raises \the [src] up to \his mouth and bites into it.", "\blue You raise \the [src] up to your mouth and bite into it, starting to drain its contents.")
|
||||
|
||||
while (do_after(user, 25, 5, 1))
|
||||
var/blood_taken = 0
|
||||
var/need_to_break = 0
|
||||
if (reagents.get_reagent_amount("blood") > 10)
|
||||
blood_taken = 10
|
||||
else
|
||||
blood_taken = reagents.get_reagent_amount("blood")
|
||||
need_to_break = 1
|
||||
|
||||
reagents.remove_reagent("blood", blood_taken)
|
||||
user.mind.vampire.bloodtotal += blood_taken
|
||||
user.check_vampire_upgrade(user.mind)
|
||||
|
||||
if (blood_taken)
|
||||
user << "\blue <b>You have accumulated [user.mind.vampire.bloodtotal] [user.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood and have [user.mind.vampire.bloodusable] left to use."
|
||||
|
||||
if (need_to_break)
|
||||
break
|
||||
|
||||
user.visible_message("\red [user] licks \his fangs dry, lowering \the [src].", "\blue You lick your fangs clean of the tasteless blood.")
|
||||
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/reagent_containers/blood/APlus
|
||||
blood_type = "A+"
|
||||
|
||||
@@ -59,4 +88,4 @@
|
||||
/obj/item/weapon/reagent_containers/blood/empty
|
||||
name = "Empty BloodPack"
|
||||
desc = "Seems pretty useless... Maybe if there were a way to fill it?"
|
||||
icon_state = "empty"
|
||||
icon_state = "empty"
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
compatible_mobs = list(/mob/living/carbon/human) //which types of mobs are affected by the spell. NOTE: change at your own risk
|
||||
|
||||
// TODO: Update to new antagonist system.
|
||||
var/list/protected_roles = list("Wizard","Changeling","Cultist") //which roles are immune to the spell
|
||||
var/list/protected_roles = list("Wizard","Changeling","Cultist", "Vampire") //which roles are immune to the spell
|
||||
var/msg_wait = 500 //how long in deciseconds it waits before telling that body doesn't feel right or mind swap robbed of a spell
|
||||
amt_paralysis = 20 //how much the victim is paralysed for after the spell
|
||||
|
||||
|
||||
@@ -161,6 +161,8 @@
|
||||
C.status |= ORGAN_DEAD
|
||||
H.update_body(1)
|
||||
mob.adjustToxLoss(15*multiplier)
|
||||
vampire
|
||||
stage = 3
|
||||
|
||||
deactivate(var/mob/living/carbon/mob,var/multiplier)
|
||||
if(istype(mob, /mob/living/carbon/human))
|
||||
|
||||
+19
-1
@@ -584,6 +584,7 @@
|
||||
#define BE_PLANT 4096
|
||||
#define BE_LOYALIST 8192
|
||||
#define BE_PAI 16384
|
||||
#define BE_VAMPIRE 32768
|
||||
|
||||
var/list/be_special_flags = list(
|
||||
"Traitor" = BE_TRAITOR,
|
||||
@@ -600,7 +601,8 @@ var/list/be_special_flags = list(
|
||||
"Raider" = BE_RAIDER,
|
||||
"Diona" = BE_PLANT,
|
||||
"Loyalist" = BE_LOYALIST,
|
||||
"pAI" = BE_PAI
|
||||
"pAI" = BE_PAI,
|
||||
"vampire" = BE_VAMPIRE
|
||||
)
|
||||
|
||||
// Age limits on a character.
|
||||
@@ -688,6 +690,21 @@ var/list/be_special_flags = list(
|
||||
#define COLOR_WHITE "#FFFFFF"
|
||||
#define COLOR_BLACK "#000000"
|
||||
|
||||
// Vampire power defines
|
||||
#define VAMP_REJUV 1
|
||||
#define VAMP_GLARE 2
|
||||
#define VAMP_HYPNO 3
|
||||
#define VAMP_SHAPE 4
|
||||
#define VAMP_VISION 5
|
||||
#define VAMP_DISEASE 6
|
||||
#define VAMP_CLOAK 7
|
||||
#define VAMP_BATS 8
|
||||
#define VAMP_SCREAM 9
|
||||
#define VAMP_JAUNT 10
|
||||
#define VAMP_SLAVE 11
|
||||
#define VAMP_BLINK 12
|
||||
#define VAMP_FULL 13
|
||||
|
||||
/*
|
||||
* Germs and infections.
|
||||
*/
|
||||
@@ -843,6 +860,7 @@ var/list/be_special_flags = list(
|
||||
#define MODE_RAIDER "raider"
|
||||
#define MODE_WIZARD "wizard"
|
||||
#define MODE_CHANGELING "changeling"
|
||||
#define MODE_VAMPIRE "vampire"
|
||||
#define MODE_CULTIST "cultist"
|
||||
#define MODE_HIGHLANDER "highlander"
|
||||
#define MODE_MONKEY "monkey"
|
||||
|
||||
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Reference in New Issue
Block a user