Revenant Gamemode (#10851)

Added a new wave defense gamemode, Revenants, wherein the station crew have to defend themselves from an endless wave of humanoid bluespace creatures.

Ported the icon from Baystation, it's their blueforged, but I tweaked the mob's alpha values a tad. Baystation12/Baystation12#21669
This commit is contained in:
Geeves
2021-01-15 18:44:28 +02:00
committed by GitHub
parent 51640d6d1b
commit 93e070371c
39 changed files with 392 additions and 153 deletions
+12 -1
View File
@@ -92,4 +92,15 @@
space_chance = 10
/datum/language/terminator/get_random_name()
return "HK [pick(list("Hera","Zeus","Artemis","Athena","Ares","Hades","Poseidon","Demeter","Apollo","Aphrodite","Hermes","Hestia","Dionysus","Persephone","Kronos","Odysseus","Ajax","Agamemnon","Chiron","Charon"))]-[rand(100, 999)]"
return "HK [pick(list("Hera","Zeus","Artemis","Athena","Ares","Hades","Poseidon","Demeter","Apollo","Aphrodite","Hermes","Hestia","Dionysus","Persephone","Kronos","Odysseus","Ajax","Agamemnon","Chiron","Charon"))]-[rand(100, 999)]"
/datum/language/revenant
name = LANGUAGE_REVENANT
desc = "The language of the forsaken bluespace inhabitants."
speech_verb = list("gargles")
ask_verb = list("gags")
exclaim_verb = list("retches")
colour = "revenant"
key = "c"
syllables = list("grhhg", "ghrohg", "grgugh", "grrhh", "hghh", "rghghh", "gghhh", "ggrh", "aghrh")
flags = RESTRICTED
@@ -583,6 +583,15 @@ mob/living/carbon/human/proc/change_monitor()
A.throw_at(target, 10, 30, usr)
msg_admin_attack("[key_name_admin(src)] launched a quill at [key_name_admin(target)] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)",ckey=key_name(src),ckey_target=key_name(target))
/mob/living/carbon/human/proc/dissolve()
set name = "Dissolve Self"
set desc = "Dissolve yourself in order to escape permanent imprisonment."
set category = "Abilities"
if(alert(usr, "This ability kills you, are you sure you want to do this?", "Dissolve Self", "Yes", "No") == "No")
return
visible_message(SPAN_DANGER("[src] dissolves!"), SPAN_WARNING("You dissolve yourself, rejoining your brethren in bluespace."))
death()
/mob/living/carbon/human/proc/shatter_light()
set category = "Abilities"
@@ -596,7 +605,7 @@ mob/living/carbon/human/proc/change_monitor()
last_special = world.time + 50
visible_message("<span class='danger'>\The [src] shrieks!</span>")
playsound(src.loc, 'sound/species/shadow/grue_screech.ogg', 100, 1)
playsound(src.loc, 'sound/species/revenant/grue_screech.ogg', 100, 1)
for(var/obj/machinery/light/L in range(7))
L.broken()
@@ -612,7 +621,7 @@ mob/living/carbon/human/proc/change_monitor()
last_special = world.time + 100
playsound(src.loc, 'sound/species/shadow/grue_growl.ogg', 100, 1)
playsound(src.loc, 'sound/species/revenant/grue_growl.ogg', 100, 1)
src.set_light(4,-20)
@@ -689,7 +698,7 @@ mob/living/carbon/human/proc/change_monitor()
src.visible_message("<span class='warning'>\The [src] takes a step backwards and rears up.</span>",
"<span class='notice'>You take a step backwards and then...</span>")
if(do_after(src,5))
playsound(loc, 'sound/species/shadow/grue_screech.ogg', 100, 1)
playsound(loc, 'sound/species/revenant/grue_screech.ogg', 100, 1)
src.visible_message("<span class='danger'>\The [src] charges!</span>")
trampling()
@@ -822,7 +831,7 @@ mob/living/carbon/human/proc/change_monitor()
return
last_special = world.time + 100
playsound(loc, 'sound/species/shadow/grue_screech.ogg', 100, 1)
playsound(loc, 'sound/species/revenant/grue_screech.ogg', 100, 1)
visible_message("<span class='danger'>\The [src] unleashes a torrent of raging flame!</span>",
"<span class='danger'>You unleash a gust of fire!</span>",
"<span class='danger'>You hear the roar of an inferno!</span>")
@@ -0,0 +1,133 @@
/mob/living/carbon/human/revenant/Initialize(mapload)
. = ..(mapload, SPECIES_REVENANT)
alpha = 0
animate(src, 2 SECONDS, alpha = 180)
/datum/species/revenant
name = SPECIES_REVENANT
name_plural = "revenants"
blurb = "Have you ever been alone at night \
thought you heard footsteps behind, \
and turned around and no one's there? \
And as you quicken up your pace \
you find it hard to look again, \
because you're sure there's someone there."
icobase = 'icons/mob/human_races/r_revenant.dmi'
deform = 'icons/mob/human_races/r_revenant.dmi'
eyes = "eyes_revenant"
has_floating_eyes = TRUE
default_genders = list(NEUTER)
language = LANGUAGE_REVENANT
default_language = LANGUAGE_REVENANT
unarmed_types = list(/datum/unarmed_attack/claws/shredding)
darksight = 8
has_organ = list()
siemens_coefficient = 0
rarity_value = 10
break_cuffs = TRUE
ethanol_resistance = -1
taste_sensitivity = TASTE_NUMB
speech_sounds = list('sound/species/revenant/grue_growl.ogg')
speech_chance = 50
warning_low_pressure = 50 //immune to pressure, so they can into space/survive breaches without worries
hazard_low_pressure = -1
cold_level_1 = 80
cold_level_2 = 50
cold_level_3 = 0
brute_mod = 1.2
burn_mod = 0.6
fall_mod = 0
breath_type = null
poison_type = null
blood_color = "#0084b8"
flesh_color = "#0071db"
remains_type = /obj/effect/decal/cleanable/ash
death_message = "dissolves into ash..."
death_message_range = 7
flags = NO_BLOOD | NO_SCAN | NO_POISON | NO_BREATHE
spawn_flags = IS_RESTRICTED
vision_flags = DEFAULT_SIGHT | SEE_MOBS
has_limbs = list(
BP_CHEST = list("path" = /obj/item/organ/external/chest),
BP_GROIN = list("path" = /obj/item/organ/external/groin),
BP_HEAD = list("path" = /obj/item/organ/external/head/unbreakable/revenant),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right)
)
stamina = 100
stamina_recovery = 5
sprint_speed_factor = 0.8
sprint_cost_factor = 0.5
inherent_verbs = list(
/mob/living/carbon/human/proc/shatter_light,
/mob/living/carbon/human/proc/darkness_eyes,
/mob/living/carbon/human/proc/dissolve
)
move_trail = /obj/effect/decal/cleanable/blood/tracks/claw
max_nutrition_factor = -1
max_hydration_factor = -1
hud_type = /datum/hud_data/construct
/datum/species/revenant/handle_death(var/mob/living/carbon/human/H)
if(player_is_antag(H.mind))
var/datum/ghostspawner/revenant/R = SSghostroles.get_spawner(MODE_REVENANT)
R.count = max(R.count - 1, 0)
INVOKE_ASYNC(src, .proc/spawn_gore, get_turf(H))
H.set_death_time(ANIMAL, world.time)
for(var/obj/item/I in H)
H.unEquip(I)
qdel(H)
/datum/species/revenant/proc/spawn_gore(var/turf/T)
var/obj/effect/decal/cleanable/blood/gibs/G = new /obj/effect/decal/cleanable/blood/gibs(T)
G.basecolor = blood_color
G.fleshcolor = flesh_color
G.update_icon()
/datum/species/revenant/handle_post_spawn(var/mob/living/carbon/human/H)
H.real_name = "Revenant"
H.name = H.real_name
..()
H.gender = NEUTER
/datum/species/revenant/get_random_name()
return "Revenant"
/datum/species/revenant/handle_death_check(var/mob/living/carbon/human/H)
if(H.get_total_health() <= config.health_threshold_dead)
return TRUE
return FALSE
/datum/species/revenant/bullet_act(var/obj/item/projectile/P, var/def_zone, var/mob/living/carbon/human/H)
if((istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) && prob(30))
H.visible_message(SPAN_CULT("The [P.name] gets absorbed by [H]!"), SPAN_CULT("You absorb the [P.name]!"))
return -1
return ..()
@@ -1,118 +0,0 @@
/mob/living/carbon/human/shadow/Initialize(mapload)
. = ..(mapload, SPECIES_SHADOW)
/datum/species/shadow
name = SPECIES_SHADOW
name_plural = "shadows"
blurb = "Have you ever been alone at night \
thought you heard footsteps behind, \
and turned around and no one's there? \
And as you quicken up your pace \
you find it hard to look again, \
because you're sure there's someone there."
icobase = 'icons/mob/human_races/r_shadow.dmi'
deform = 'icons/mob/human_races/r_shadow.dmi'
eyes = "eyes_shadow"
has_floating_eyes = 1
language = "Cult"
unarmed_types = list(/datum/unarmed_attack/bite/sharp, /datum/unarmed_attack/claws/strong)
light_dam = 2
darksight = 8
has_organ = list()
siemens_coefficient = 0
rarity_value = 10
break_cuffs = TRUE
fall_mod = 0
ethanol_resistance = -1
taste_sensitivity = TASTE_NUMB
speech_sounds = list('sound/species/shadow/grue_growl.ogg')
speech_chance = 50
warning_low_pressure = 50 //immune to pressure, so they can into space/survive breaches without worries
hazard_low_pressure = 0
cold_level_1 = 80
cold_level_2 = 50
cold_level_3 = 0
brute_mod = 0.5
burn_mod = 1.2
breath_type = null
poison_type = null
blood_color = "#CCCCCC"
flesh_color = "#AAAAAA"
remains_type = /obj/effect/decal/cleanable/ash
death_message = "dissolves into ash..."
death_message_range = 7
flags = NO_BLOOD | NO_SCAN | NO_SLIP | NO_POISON | NO_PAIN | NO_BREATHE | NO_EMBED
spawn_flags = IS_RESTRICTED
vision_flags = DEFAULT_SIGHT | SEE_MOBS
has_limbs = list(
BP_CHEST = list("path" = /obj/item/organ/external/chest/unbreakable),
BP_GROIN = list("path" = /obj/item/organ/external/groin/unbreakable),
BP_HEAD = list("path" = /obj/item/organ/external/head/unbreakable),
BP_L_ARM = list("path" = /obj/item/organ/external/arm/unbreakable),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right/unbreakable),
BP_L_LEG = list("path" = /obj/item/organ/external/leg/unbreakable),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right/unbreakable),
BP_L_HAND = list("path" = /obj/item/organ/external/hand/unbreakable),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right/unbreakable),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot/unbreakable),
BP_R_FOOT = list("path" = /obj/item/organ/external/foot/right/unbreakable)
)
stamina = 500 //Tireless automatons
stamina_recovery = 1
sprint_speed_factor = 0.3
exhaust_threshold = 0 //No oxyloss, so zero threshold
inherent_verbs = list(
/mob/living/carbon/human/proc/shatter_light,
/mob/living/carbon/human/proc/create_darkness,
/mob/living/carbon/human/proc/darkness_eyes,
/mob/living/carbon/human/proc/shadow_step
)
move_trail = /obj/effect/decal/cleanable/blood/tracks/claw
max_nutrition_factor = -1
max_hydration_factor = -1
hud_type = /datum/hud_data/construct
/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
spawn(1)
new /obj/effect/decal/cleanable/ash(H.loc)
qdel(H)
/datum/species/shadow/handle_post_spawn(var/mob/living/carbon/human/H)
if(H.mind)
H.mind.assigned_role = "Shadow"
H.mind.special_role = "Shadow"
H.real_name = "grue"
H.name = H.real_name
H.gender = NEUTER
..()
/datum/species/shadow/get_random_name()
return "grue"
/datum/species/shadow/handle_death_check(var/mob/living/carbon/human/H)
if(H.get_total_health() <= config.health_threshold_dead)
return TRUE
return FALSE
@@ -57,6 +57,10 @@
if(3 to 4) user.visible_message("<span class='danger'>[user] [pick(attack_verb)] [pick("", "", "the side of")] [target]'s [affecting.name]!</span>")
if(5) user.visible_message("<span class='danger'>[user] tears [user.get_pronoun("his")] [pick(attack_noun)] [pick("deep into", "into", "across")] [target]'s [affecting.name]!</span>")
/datum/unarmed_attack/claws/shredding
shredding = TRUE
attack_name = "durable claws"
/datum/unarmed_attack/claws/strong
attack_verb = list("slashed")
damage = 10
@@ -251,7 +251,7 @@ There are several things that need to be remembered:
. = list()
if(build_from_parts)
var/mutable_appearance/M = mutable_appearance(icon_file, "[item_state]_[worn_overlay]")
M.appearance_flags = RESET_COLOR
M.appearance_flags = RESET_COLOR|RESET_ALPHA
. += M
//BASE MOB SPRITE
@@ -584,6 +584,7 @@ There are several things that need to be remembered:
for(var/obj/item/clothing/accessory/A in under.accessories)
ovr += A.get_mob_overlay()
standing.appearance_flags = RESET_ALPHA
overlays_raw[UNIFORM_LAYER] = ovr || standing
if(update_icons)
@@ -632,6 +633,7 @@ There are several things that need to be remembered:
result_layer = list(result_layer, lanyard_card, plastic_film)
else
result_layer = list(result_layer, plastic_film)
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[id_layer] = result_layer
BITSET(hud_updateflag, ID_HUD)
@@ -671,10 +673,12 @@ There are several things that need to be remembered:
result_layer = list(result_layer, bloodsies)
gloves.screen_loc = ui_gloves
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[GLOVES_LAYER] = result_layer
else if(blood_DNA)
var/image/bloodsies = image(species.blood_mask, "bloodyhands")
var/image/bloodsies = image(species.blood_mask, "bloodyhands")
bloodsies.color = hand_blood_color
bloodsies.appearance_flags = RESET_ALPHA
overlays_raw[GLOVES_LAYER] = bloodsies
else
overlays_raw[GLOVES_LAYER] = null
@@ -704,6 +708,8 @@ There are several things that need to be remembered:
if(glasses.color)
glasses_overlay.color = glasses.color
if(glasses_overlay)
glasses_overlay.appearance_flags = RESET_ALPHA
overlays_raw[GLASSES_LAYER] = glasses_overlay
if(update_icons)
@@ -745,6 +751,8 @@ There are several things that need to be remembered:
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
if(result_layer)
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[L_EAR_LAYER] = result_layer
else
overlays_raw[L_EAR_LAYER] = null
@@ -788,6 +796,8 @@ There are several things that need to be remembered:
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
if(result_layer)
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[R_EAR_LAYER] = result_layer
else
overlays_raw[R_EAR_LAYER] = null
@@ -830,12 +840,15 @@ There are several things that need to be remembered:
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
if(result_layer)
result_layer.appearance_flags = RESET_ALPHA
var/list/ovr
if(shoes.blood_DNA)
var/obj/item/clothing/shoes/S = shoes
var/image/bloodsies = image(species.blood_mask, "[S.blood_overlay_type]blood")
bloodsies.color = shoes.blood_color
bloodsies.appearance_flags = RESET_ALPHA
ovr = list(result_layer, bloodsies)
//Shoe layer stuff from Polaris v1.0333a
@@ -850,6 +863,7 @@ There are several things that need to be remembered:
if(footprint_color) // Handles bloody feet.
var/image/bloodsies = image(species.blood_mask, "shoeblood")
bloodsies.color = footprint_color
bloodsies.appearance_flags = RESET_ALPHA
overlays_raw[SHOES_LAYER] = bloodsies
else
overlays_raw[SHOES_LAYER] = null
@@ -866,11 +880,15 @@ There are several things that need to be remembered:
if(s_store.contained_sprite)
s_store.auto_adapt_species(src)
var/state="[UNDERSCORE_OR_NULL(s_store.icon_species_tag)][s_store.item_state][WORN_SSTORE]"
overlays_raw[SUIT_STORE_LAYER] = image(s_store.icon_override || s_store.icon, state)
var/image/s_store_image = image(s_store.icon_override || s_store.icon, state)
s_store_image.appearance_flags = RESET_ALPHA
overlays_raw[SUIT_STORE_LAYER] = s_store_image
s_store.screen_loc = ui_sstore1
else
//s_store.auto_adapt_species(src)
overlays_raw[SUIT_STORE_LAYER] = image('icons/mob/belt_mirror.dmi', s_store.item_state || s_store.icon_state)
var/image/s_store_image = image('icons/mob/belt_mirror.dmi', s_store.item_state || s_store.icon_state)
s_store_image.appearance_flags = RESET_ALPHA
overlays_raw[SUIT_STORE_LAYER] = s_store_image
s_store.screen_loc = ui_sstore1 //TODO
else
overlays_raw[SUIT_STORE_LAYER] = null
@@ -907,12 +925,13 @@ There are several things that need to be remembered:
standing = image(t_icon, head.icon_state)
standing.color = head.color
standing.appearance_flags = RESET_ALPHA
var/list/ovr
if(head.blood_DNA)
var/image/bloodsies = image("icon" = species.blood_mask, "icon_state" = "helmetblood")
bloodsies.color = head.blood_color
bloodsies.appearance_flags = RESET_ALPHA
ovr = list(standing, bloodsies)
if(istype(head,/obj/item/clothing/head))
@@ -960,6 +979,7 @@ There are several things that need to be remembered:
t_icon = 'icons/mob/belt.dmi'
standing = image(t_icon, t_state)
standing.appearance_flags = RESET_ALPHA
var/list/ovr
if(belt.contents.len && istype(belt, /obj/item/storage/belt))
@@ -973,6 +993,8 @@ There are several things that need to be remembered:
else
c_icon = 'icons/mob/belt.dmi'
c_state = i.item_state || i.icon_state
var/image/belt_item_image = image(c_icon, c_state)
belt_item_image.appearance_flags = RESET_ALPHA
ovr += image(c_icon, c_state)
var/beltlayer = BELT_LAYER
@@ -1017,6 +1039,7 @@ There are several things that need to be remembered:
if(wear_suit.color)
result_layer.color = wear_suit.color
result_layer.appearance_flags = RESET_ALPHA
var/image/worn_overlays = wear_suit.worn_overlays(t_icon)
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
@@ -1027,6 +1050,7 @@ There are several things that need to be remembered:
var/obj/item/clothing/suit/S = wear_suit
var/image/bloodsies = image(species.blood_mask, "[S.blood_overlay_type]blood")
bloodsies.color = wear_suit.blood_color
bloodsies.appearance_flags = RESET_ALPHA
ovr = list(result_layer, bloodsies)
// Accessories - copied from uniform, BOILERPLATE because fuck this system.
@@ -1089,12 +1113,14 @@ There are several things that need to be remembered:
if (wear_mask.color)
standing.color = wear_mask.color
standing.appearance_flags = RESET_ALPHA
var/list/ovr
if( !istype(wear_mask, /obj/item/clothing/mask/smokable/cigarette) && wear_mask.blood_DNA )
var/image/bloodsies = image(species.blood_mask, "maskblood")
bloodsies.color = wear_mask.blood_color
bloodsies.appearance_flags = RESET_ALPHA
ovr = list(standing, bloodsies)
overlays_raw[FACEMASK_LAYER] = ovr || standing
@@ -1152,6 +1178,7 @@ There are several things that need to be remembered:
var/image/standing = image(overlay_icon, overlay_state)
if (back.color)
standing.color = back.color
standing.appearance_flags = RESET_ALPHA
overlays_raw[BACK_LAYER] = standing
@@ -1189,6 +1216,7 @@ There are several things that need to be remembered:
standing = image(handcuffed.sprite_sheets[GET_BODY_TYPE], "handcuff1")
else
standing = image('icons/mob/mob.dmi', "handcuff1")
standing.appearance_flags = RESET_ALPHA
overlays_raw[HANDCUFF_LAYER] = standing
else
overlays_raw[HANDCUFF_LAYER] = null
@@ -1209,6 +1237,7 @@ There are several things that need to be remembered:
standing = image(legcuffed.sprite_sheets[GET_BODY_TYPE], "legcuff1")
else
standing = image('icons/mob/mob.dmi', "legcuff1")
standing.appearance_flags = RESET_ALPHA
overlays_raw[LEGCUFF_LAYER] = standing
if(m_intent != M_WALK)
@@ -1243,6 +1272,7 @@ There are several things that need to be remembered:
if(r_hand.color)
result_layer.color = r_hand.color
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[R_HAND_LAYER] = result_layer
else
if(r_hand.item_state_slots && r_hand.item_state_slots[slot_r_hand_str])
@@ -1267,6 +1297,7 @@ There are several things that need to be remembered:
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[R_HAND_LAYER] = result_layer
if(update_icons)
@@ -1293,6 +1324,7 @@ There are several things that need to be remembered:
if(l_hand.color)
result_layer.color = l_hand.color
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[L_HAND_LAYER] = result_layer
else
if(l_hand.item_state_slots && l_hand.item_state_slots[slot_l_hand_str])
@@ -1317,6 +1349,7 @@ There are several things that need to be remembered:
if(worn_overlays)
result_layer.overlays.Add(worn_overlays)
result_layer.appearance_flags = RESET_ALPHA
overlays_raw[L_HAND_LAYER] = result_layer
if(update_icons)
@@ -1432,7 +1465,10 @@ There are several things that need to be remembered:
if (QDELING(src))
return
overlays_raw[FIRE_LAYER] = on_fire ? image(species.onfire_overlay, "Standing", layer = FIRE_LAYER) : null
var/image/fire_image = on_fire ? image(species.onfire_overlay, "Standing", layer = FIRE_LAYER) : null
if(fire_image)
fire_image.appearance_flags = RESET_ALPHA
overlays_raw[FIRE_LAYER] = fire_image
if(update_icons)
update_icon()
@@ -1459,11 +1495,13 @@ There are several things that need to be remembered:
if(overlay_state in surgery_states)
var/image/flesh = image(icon = surgery_icon, icon_state = overlay_state, layer = -SURGERY_LAYER)
flesh.color = E.owner.species.flesh_color
flesh.appearance_flags = RESET_ALPHA
LAZYADD(overlays_to_add, flesh)
overlay_state = "[base_state]-blood"
if(overlay_state in surgery_states)
var/image/blood = image(icon = surgery_icon, icon_state = overlay_state, layer = -SURGERY_LAYER)
blood.color = E.owner.species.blood_color
blood.appearance_flags = RESET_ALPHA
LAZYADD(overlays_to_add, blood)
overlay_state = "[base_state]-bones"
if(overlay_state in surgery_states)
@@ -270,7 +270,7 @@
G.name = G.species.get_random_name()
G.real_name = G.name
if(wizardy)
bluespace_golems.add_antagonist(G.mind, TRUE, TRUE, FALSE, TRUE, TRUE)
wizard_golems.add_antagonist(G.mind, TRUE, TRUE, FALSE, TRUE, TRUE)
else
to_chat(G, SPAN_NOTICE("You are a golem. Serve your master, and assist them in completing their goals at any cost."))