Backports the new zombification mechanics from the Konyang zombie event. (#18710)

* Reorder parasites

* sounds

* organ defines, dmdocs

* maiming stuff

* undead changes, abilities

* hylemnomil, undead sprites

* antibodies

* antibody extractor code

* icons

* antibody fixes

* antibodies vial, rock break sfx

* You're all going to die down here.

* hylemnomilz eta vial and attributions

* zombified organs can't be removed

* hylemnomil zeta edits

* fixes

* lmao

* easier check

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2024-03-24 14:04:52 +00:00
committed by GitHub
co-authored by Matt Atlas
parent ee81fc9b24
commit 82beece3db
37 changed files with 1423 additions and 618 deletions
+206
View File
@@ -406,3 +406,209 @@
/obj/random/finances/post_spawn(var/obj/item/spawned)
spawned.update_icon()
/obj/random/barricade_materials
name = "random barricade materials"
spawnlist = list(
/obj/item/stack/material/steel = 0.75,
/obj/item/stack/material/plasteel = 0.25,
/obj/item/stack/material/wood = 0.75
)
has_postspawn = TRUE
/obj/random/barricade_materials/post_spawn(obj/thing)
var/obj/item/stack/material/M = thing
M.amount = rand(10, 20)
M.update_icon()
/obj/random/barbed_wire
name = "barbed wire"
spawnlist = list(
/obj/item/stack/barbed_wire = 1
)
has_postspawn = TRUE
/obj/random/barbed_wire/post_spawn(obj/thing)
var/obj/item/stack/material/M = thing
M.amount = rand(10, 20)
M.update_icon()
/obj/random/tool_konyang
name = "tool"
spawnlist = list(
/obj/item/screwdriver = 1,
/obj/item/crowbar = 1,
/obj/item/wirecutters = 1,
/obj/item/wrench = 1,
/obj/item/crowbar/rescue_axe = 0.25,
/obj/item/crowbar/red = 0.25,
)
/obj/random/survival_weapon
name = "survival weapon"
problist = list(
/obj/item/crowbar = 1,
/obj/item/shovel = 1,
/obj/item/pickaxe = 0.5,
/obj/item/surgery/scalpel = 0.5,
/obj/item/surgery/surgicaldrill = 0.5,
/obj/item/surgery/circular_saw = 0.5,
/obj/item/material/sword/improvised_sword = 0.5,
/obj/item/material/twohanded/baseballbat = 0.5,
/obj/item/material/twohanded/fireaxe = 0.05,
/obj/item/material/harpoon = 0.5,
/obj/item/material/knife/bayonet = 0.5,
/obj/item/material/knife/trench = 0.5,
/obj/item/material/knife/butterfly = 0.25,
/obj/item/material/twohanded/spear/steel = 0.5,
/obj/item/material/twohanded/spear/plasteel = 0.05,
/obj/item/melee/classic_baton = 0.5
)
/obj/random/high_grade_weapon
name = "high grade weapon"
problist = list(
/obj/item/material/sword/axe = 0.5,
/obj/item/material/sword/longsword = 0.25,
/obj/item/material/sword/rapier = 0.5,
/obj/item/material/sword/sabre = 0.25,
/obj/item/material/sword/khopesh = 0.5,
/obj/item/material/sword/katana = 0.05,
/obj/item/pickaxe/hammer = 0.5
)
/obj/random/light
name = "random light"
problist = list(
/obj/item/device/flashlight = 1,
/obj/item/device/flashlight/flare = 2,
/obj/item/device/flashlight/lamp = 0.5,
/obj/item/device/flashlight/maglight = 0.25,
/obj/item/device/flashlight/marshallingwand = 0.25,
/obj/item/device/flashlight/pen = 1,
/obj/item/device/flashlight/heavy = 0.05,
/obj/item/device/flashlight/lamp = 0.25
)
/obj/random/med_stack
name = "medical supplies"
problist = list(
/obj/item/stack/medical/bruise_pack = 2,
/obj/item/stack/medical/ointment = 2,
/obj/item/stack/medical/advanced/bruise_pack = 0.05,
/obj/item/stack/medical/advanced/ointment = 0.05
)
has_postspawn = TRUE
/obj/random/med_stack/post_spawn(obj/thing)
var/obj/item/stack/M = thing
M.amount = rand(1, 10)
M.update_icon()
/obj/random/splints
name = "splints"
problist = list(
/obj/item/stack/medical/splint = 1
)
has_postspawn = TRUE
/obj/random/splints/post_spawn(obj/thing)
var/obj/item/stack/M = thing
M.amount = rand(1, 5)
M.update_icon()
/obj/random/gun_with_ammo
has_postspawn = TRUE
/obj/random/gun_with_ammo/post_spawn(obj/thing)
var/obj/item/gun/projectile/G = thing
if(G.ammo_magazine)
var/mags = rand(0, 2)
for(var/i = 1 to mags)
var/obj/item/ammo_magazine/AG = new G.ammo_magazine.type(get_turf(G))
if(prob(50))
var/to_delete = rand(1, length(AG.stored_ammo))
var/delete_counter = 0
for(var/obj/item/ammo_casing/AC in AG.stored_ammo)
qdel(AC)
delete_counter++
if(delete_counter > to_delete)
break
AG.update_icon()
/obj/random/gun_with_ammo/pistols
name = "pistols"
problist = list(
/obj/item/gun/projectile/pistol = 1,
/obj/item/gun/projectile/pistol/detective = 1,
/obj/item/gun/projectile/colt = 1,
/obj/item/gun/projectile/pistol/sol = 0.5,
/obj/item/gun/projectile/tanto = 0.25,
/obj/item/gun/projectile/sec/lethal = 1,
/obj/item/gun/projectile/leyon = 1,
/obj/item/gun/projectile/revolver = 0.05,
/obj/item/gun/projectile/revolver/detective = 1,
/obj/item/gun/projectile/revolver/lemat = 0.5,
/obj/item/gun/projectile/revolver/konyang/pirate = 0.5,
/obj/item/gun/projectile/revolver/konyang/police = 0.5
)
/obj/random/gun_with_ammo/automatic
name = "automatics"
problist = list(
/obj/item/gun/projectile/automatic/mini_uzi = 1,
/obj/item/gun/projectile/automatic/c20r = 1,
/obj/item/gun/projectile/automatic/xanusmg = 1,
/obj/item/gun/projectile/automatic/rifle/jingya = 0.25,
/obj/item/gun/projectile/automatic/rifle/sol = 0.1,
/obj/item/gun/projectile/automatic/rifle/carbine/civcarbine = 0.75,
/obj/item/gun/projectile/automatic/konyang_pirate = 1,
/obj/item/gun/projectile/automatic/tommygun = 0.5,
/obj/item/gun/projectile/automatic/lebman = 1,
/obj/item/gun/projectile/automatic/x9 = 0.5
)
/obj/random/shotgun
name = "shotgun"
problist = list(
/obj/item/gun/projectile/shotgun/foldable = 1,
/obj/item/gun/projectile/shotgun/doublebarrel = 1,
/obj/item/gun/projectile/shotgun/doublebarrel/sawn = 1,
/obj/item/gun/projectile/shotgun/pump = 1,
/obj/item/gun/projectile/shotgun/pump/combat = 0.5,
/obj/item/gun/projectile/shotgun/pump/lever_action = 0.5
)
has_postspawn = TRUE
/obj/random/shotgun/post_spawn(obj/thing)
var/shells = rand(1, 10)
var/shell_type = pick("shells", "slugs")
for(var/i = 1 to shells)
if(shell_type == "shells")
new /obj/item/ammo_casing/shotgun/pellet(get_turf(thing))
else
new /obj/item/ammo_casing/shotgun(get_turf(thing))
/obj/random/semiautos
name = "semiautos"
problist = list(
/obj/item/gun/projectile/shotgun/pump/rifle/scope = 0.05,
/obj/item/gun/projectile/shotgun/pump/rifle/obrez = 1,
/obj/item/gun/projectile/shotgun/pump/rifle/vintage = 0.5,
/obj/item/gun/projectile/shotgun/pump/lever_action = 0.5
)
has_postspawn = TRUE
/obj/random/semiautos/post_spawn(obj/thing)
var/shells = rand(1, 20)
var/obj/item/gun/projectile/shotgun/pump/rifle/R = thing
for(var/i = 1 to shells)
new R.ammo_type(get_turf(R))
/obj/random/barricade_kit
name = "barricade kits"
problist = list(
/obj/item/stack/barricade/random = 1,
/obj/item/stack/barricade/wood/random = 0.5,
/obj/item/stack/barricade/plasteel/random = 0.25
)