Merge pull request #9866 from Xhuis/revenants

Revenant Rework (NOW WITH LESS CLOSING)
This commit is contained in:
Cheridan
2015-06-20 13:24:02 -05:00
8 changed files with 329 additions and 294 deletions
@@ -8,7 +8,7 @@
desc = "A malevolent spirit."
icon = 'icons/mob/mob.dmi'
icon_state = "revenant_idle"
incorporeal_move = 1
incorporeal_move = 3
invisibility = INVISIBILITY_OBSERVER
health = 25
maxHealth = 25
@@ -31,7 +31,7 @@
var/essence_regen_cap = 25 //The regeneration cap of essence (go figure); regenerates every Life() tick up to this amount.
var/essence_regen = 1 //If the revenant regenerates essence or not; 1 for yes, 0 for no
var/essence_min = 1 //The minimum amount of essence a revenant can have; by default, it never drops below one
var/strikes = 3 //How many times a revenant can die before dying for good
var/strikes = 0 //How many times a revenant can die before dying for good
var/revealed = 0 //If the revenant can take damage from normal sources.
var/inhibited = 0 //If the revenant's abilities are blocked by a chaplain's power.
@@ -43,24 +43,13 @@
strikes--
src << "<span class='boldannounce'>Your essence has dropped below critical levels. You barely manage to save yourself - [strikes ? "you can't keep this up!" : "next time, it's death."]</span>"
else if(strikes <= 0)
src << "<span class='userdanger'><b>NO! No... it's too late, you can feel yourself fading...</b></span>"
src.notransform = 1
src.revealed = 1
src.invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
src.visible_message("<b>The revenant</b> lets out a waning screech as violet mist swirls around its dissolving body!")
src.icon_state = "revenant_draining"
sleep(30)
src.death()
death()
maxHealth = essence * 2
if(!revealed)
health = maxHealth //Heals to full when not revealed
if(essence_regen && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence++
/mob/living/simple_animal/revenant/Process_Spacemove(var/movement_dir = 0)
return 1 //Mainly to prevent the no-grav effect
/mob/living/simple_animal/revenant/ex_act(severity, target)
return 1 //Immune to the effects of explosions.
@@ -99,16 +88,26 @@
..()
spawn(5)
if(src.mind)
src.mind.remove_all_antag()
src.mind.wipe_memory()
src << 'sound/effects/ghost.ogg'
src.store_memory("<span class='deadsay'>I am a revenant. My spectral form has been empowered. My only goal is to gather essence from the humans of [world.name].</span>")
src << "<br>"
src << "<span class='deadsay'><font size=3><b>You are a revenant!</b></font></span>"
src << "<span class='deadsay'><font size=3><b>You are a revenant.</b></font></span>"
src << "<b>Your formerly mundane spirit has been infused with alien energies and empowered into a revenant.</b>"
src << "<b>You are not dead, not alive, but somewhere in between. You are capable of very limited interaction with both worlds.</b>"
src << "<b>You are not dead, not alive, but somewhere in between. You are capable of limited interaction with both worlds.</b>"
src << "<b>You are invincible and invisible to everyone but other ghosts. Some abilities may change this.</b>"
src << "<b>Your goal is to gather essence from humans. Your essence passively regenerates up to 25E over time. You can use the Harvest abilities to gather more from corpses.</b>"
src << "<b>Be sure to read the wiki page at https://tgstation13.org/wiki/Revenant !</b>"
src << "<br>"
src << "<b>To function, you are to drain the life essence from humans. This essence is a resource and will power all of your abilities.</b>"
src << "<b><i>You do not remember anything of your past lives, nor will you remember anything about this one after your death.</i></b>"
src << "<b>Be sure to read the wiki page at https://tgstation13.org/wiki/Revenant to learn more.</b>"
var/datum/objective/revenant/objective = new
objective.owner = src
src.mind.objectives += objective
src << "<b>Objective #1</b>: [objective.explanation_text]"
var/datum/objective/revenantFluff/objective2 = new
objective2.owner = src
src.mind.objectives += objective2
src << "<b>Objective #2</b>: [objective2.explanation_text]"
ticker.mode.traitors |= src.mind //Necessary for announcing
if(!src.giveSpells())
message_admins("Revenant was created but has no mind. Trying again in five seconds.")
spawn(50)
@@ -121,52 +120,199 @@
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_harvest
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_transmit
src.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/revenant_light
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_life_tap
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_seed_drain
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_mindspike
src.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/revenantDefile
return 1
return 0
/mob/living/simple_animal/revenant/death()
if(!src.strikes)
if(strikes)
return 0 //Impossible to die with strikes still active
..(1)
src.invisibility = 0
visible_message("<span class='danger'>[src] pulses with an eldritch purple light as its form unwinds into smoke.</span>")
src << "<span class='userdanger'><b>NO! No... it's too late, you can feel yourself fading...</b></span>"
notransform = 1
revealed = 1
invisibility = 0
playsound(src, 'sound/effects/screech.ogg', 100, 1)
visible_message("<span class='warning'>[src] lets out a waning screech as violet mist swirls around its dissolving body!</span>")
icon_state = "revenant_draining"
for(var/i = alpha, i > 0, i -= 10)
sleep(0.1)
alpha = i
visible_message("<span class='danger'>[src]'s body breaks apart into blue dust.</span>")
new /obj/item/weapon/ectoplasm/revenant(get_turf(src))
ghostize()
qdel(src)
return
/mob/living/simple_animal/revenant/attackby(obj/item/W, mob/living/user, params)
..()
if(istype(W, /obj/item/weapon/nullrod))
src.visible_message("<b>The revenant</b> screeches and flails!", \
"<span class='boldannounce'>The null rod invokes agony in you! You feel your essence draining away!</span>")
src.essence -= 25 //hella effective
src.inhibited = 1
visible_message("<span class='warning'>[src] violently flinches!</span>", \
"<span class='boldannounce'>The null rod invokes agony in you! You feel your essence draining away!</span>")
essence -= 25 //hella effective
inhibited = 1
spawn(30)
src.inhibited = 0
inhibited = 0
/obj/effect/proc_holder/spell/proc/essence_check(var/essence_cost, var/silent = 0)
var/mob/living/simple_animal/revenant/W = usr
if(W.essence < essence_cost)
if(!silent)
W << "<span class='warning'>You need [essence_cost]E to use [name] but you only have [W.essence]E available. Harvest some more things.</span>"
/mob/living/simple_animal/revenant/proc/castcheck(var/essence_cost)
var/mob/living/simple_animal/revenant/user = usr
if(!istype(user) || !user)
return
var/turf/T = get_turf(usr)
if(istype(T, /turf/simulated/wall))
user << "<span class='warning'>You cannot use abilities from inside of a wall.</span>"
return 0
if(!user.change_essence_amount(essence_cost, 1))
user << "<span class='warning'>You lack the essence to use that ability.</span>"
return 0
if(user.inhibited)
user << "<span class='warning'>Your powers have been suppressed by holy energies!</span>"
return 0
W.essence -= essence_cost
return 1
/mob/living/simple_animal/revenant/proc/change_essence_amount(var/essence_amt, var/silent = 0, var/source = null, var/mob/living/simple_animal/revenant/user = usr)
if(!essence_amt)
/mob/living/simple_animal/revenant/proc/change_essence_amount(var/essence_amt, var/silent = 0, var/source = null)
var/mob/living/simple_animal/revenant/user = usr
if(!istype(usr) || !usr)
return
if(user.essence + essence_amt <= 0)
return
user.essence += essence_amt
user.essence = Clamp(user.essence, 0, INFINITY)
if(!silent)
if(essence_amt >= 0)
user << "<span class='info'>Gained [essence_amt]E from [source].</span>"
if(essence_amt > 0)
user << "<span class='notice'>Gained [essence_amt]E from [source].</span>"
else
user << "<span class='info'>Lost [essence_amt]E.</span>"
user << "<span class='danger'>Lost [essence_amt]E from [source].</span>"
return 1
/mob/living/simple_animal/revenant/proc/reveal(var/time, var/stun)
var/mob/living/simple_animal/revenant/R = usr
if(!istype(usr) || !usr)
return
R.revealed = 1
R.invisibility = 0
if(stun)
R.notransform = 1
R << "<span class='warning'>You have been revealed [stun ? "and cannot move" : ""].</span>"
spawn(time)
R.revealed = 0
R.invisibility = INVISIBILITY_OBSERVER
if(stun)
R.notransform = 0
R << "<span class='notice'>You are once more concealed [stun ? "and can move again" : ""].</span>"
/datum/objective/revenant
dangerrating = 10
var/targetAmount = 100
/datum/objective/revenant/New()
targetAmount = rand(100,200)
explanation_text = "Absorb [targetAmount] points of essence."
..()
/datum/objective/revenant/check_completion()
if(!istype(owner.current, /mob/living/simple_animal/revenant) || !owner.current)
return 0
var/mob/living/simple_animal/revenant/R = owner.current
if(!R || R.stat == DEAD)
return 0
var/essenceAccumulated = R.essence
if(essenceAccumulated < targetAmount)
return 0
return 1
/datum/objective/revenantFluff
dangerrating = 0
/datum/objective/revenantFluff/New()
var/list/explanationTexts = list("Attempt to make your presence unknown to the crew.", \
"Collaborate with existing antagonists aboard the station to gain essence.", \
"Remain nonlethal and only absorb bodies that have already died.", \
"Use your environments to eliminate isolated people.", \
"If there is a chaplain aboard the station, ensure they are killed.", \
"Hinder the crew without killing them.")
explanation_text = pick(explanationTexts)
..()
/datum/objective/revenantFluff/check_completion()
return 1
/obj/item/weapon/ectoplasm/revenant
name = "glimmering residue"
desc = "A pile of fine blue dust. Small tendrils of violet mist swirl around it."
icon = 'icons/effects/effects.dmi'
icon_state = "revenantEctoplasm"
w_class = 2
var/reforming = 0
var/reformed = 0
/obj/item/weapon/ectoplasm/revenant/New()
..()
reforming = 1
spawn(1800) //3 minutes
if(src && reforming)
return reform()
if(src && !reforming)
visible_message("<span class='warning'>[src] settles down and seems lifeless.</span>")
return
/obj/item/weapon/ectoplasm/revenant/attack_hand(mob/user)
if(reformed)
user << "<span class='warning'>[src] keeps slipping out of your hands, you can't get a hold on it!</span>"
return
..()
/obj/item/weapon/ectoplasm/revenant/attack_self(mob/user)
if(!reforming)
return ..()
user.visible_message("<span class='notice'>[user] scatters [src] in all directions.</span>", \
"<span class='notice'>You scatter [src] across the area. The particles slowly fade away.</span>")
user.drop_item()
qdel(src)
/obj/item/weapon/ectoplasm/revenant/throw_impact(atom/hit_atom)
..()
visible_message("<span class='notice'>[src] breaks into particles upon impact, which fade away to nothingness.</span>")
qdel(src)
/obj/item/weapon/ectoplasm/revenant/examine(mob/user)
..()
if(reforming)
user << "<span class='warning'>It is shifting and distorted. It would be wise to destroy this.</span>"
else if(!reforming)
user << "<span class='notice'>It seems inert.</span>"
/obj/item/weapon/ectoplasm/revenant/proc/reform()
if(!reforming || !src)
return
message_admins("Revenant ectoplasm was left undestroyed for 3 minutes and has reformed into a new revenant.")
loc = get_turf(src) //In case it's in a backpack or someone's hand
visible_message("<span class='boldannounce'>[src] suddenly rises into the air before fading away.</span>")
var/mob/living/simple_animal/revenant/R = new(get_turf(src))
qdel(src)
var/list/candidates = get_candidates(BE_REVENANT)
if(!candidates.len)
message_admins("No candidates were found for the new revenant. Oh well!")
return 0
var/client/C = pick(candidates)
var/key_of_revenant = C.key
if(!key_of_revenant)
message_admins("No ckey was found for the new revenant. Oh well!")
return 0
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
player_mind.active = 1
player_mind.transfer_to(R)
player_mind.assigned_role = "revenant"
player_mind.special_role = "Revenant"
ticker.mode.traitors |= player_mind
message_admins("[key_of_revenant] has been made into a revenant by reforming ectoplasm.")
log_game("[key_of_revenant] was spawned as a revenant by reforming ectoplasm.")
return 1
@@ -11,8 +11,7 @@
var/list/drained_mobs = list() //Cannot harvest the same mob twice
/obj/effect/proc_holder/spell/targeted/revenant_harvest/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
if(!user.castcheck(0))
charge_counter = charge_max
return
for(var/mob/living/carbon/human/target in targets)
@@ -23,7 +22,7 @@
if(target in drained_mobs)
user << "<span class='warning'>[target]'s soul is dead and empty.</span>"
return
if(!target.stat)
if(target.stat != DEAD)
user << "<span class='notice'>This being's soul is too strong to harvest.</span>"
if(prob(10))
target << "You feel as if you are being watched."
@@ -35,12 +34,6 @@
if(target.ckey)
user << "<span class='notice'>Their soul burns with intelligence.</span>"
essence_drained += 3
if(target.stat == UNCONSCIOUS)
user << "<span class='notice'>They still cling to life, but are not powerful enough to resist. A large amount of essence lies unguarded.</span>"
essence_drained += 5
else if(target.stat == DEAD)
user << "<span class='notice'>They have passed on.</span>"
essence_drained += 1
sleep(20)
switch(essence_drained)
if(1 to 2)
@@ -80,7 +73,7 @@
//Transmit: the revemant's only direct way to communicate. Sends a single message silently to a single mob for 5E.
/obj/effect/proc_holder/spell/targeted/revenant_transmit
name = "Unlock: Transmit (5E)"
name = "Transmit (5E)"
desc = "Telepathically transmits a message to the target."
panel = "Revenant Abilities (Locked)"
charge_max = 50
@@ -90,59 +83,46 @@
var/locked = 1
/obj/effect/proc_holder/spell/targeted/revenant_transmit/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
if(!user.castcheck(-5))
charge_counter = charge_max
return
if(locked && essence_check(5, 1))
if(locked)
usr << "<span class='info'>You have unlocked Transmit!</span>"
name = "Transmit (5E)"
locked = 0
charge_counter = charge_max
panel = "Revenant Abilities"
range = 7
include_user = 0
return
if(locked)
charge_counter = charge_max
return
if(!essence_check(5))
charge_counter = charge_max
return
for(var/mob/living/M in targets)
spawn(0)
var/msg = stripped_input(usr, "What do you wish to tell [M]?", null, "")
if(!msg)
charge_counter = charge_max
return
usr << "<span class='info'><b>You transmit to [M]:</b> [msg]</span>"
M << "<span class='deadsay'><b>Suddenly a strange voice resonates in your head...</b></span><i> [msg]</I>"
M << "<span class='deadsay'><b>A strange voice resonates in your head...</b></span><i> [msg]</I>"
//Overload Light: Breaks a light that's online and sends out lightning bolts to all nearby people.
/obj/effect/proc_holder/spell/aoe_turf/revenant_light
name = "Unlock: Overload Light (25E)"
name = "Overload Light (25E)"
desc = "Directs a large amount of essence into an electrical light, causing an impressive light show."
panel = "Revenant Abilities (Locked)"
charge_max = 300
clothes_req = 0
range = -1
range = 1
var/locked = 1
/obj/effect/proc_holder/spell/aoe_turf/revenant_light/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
charge_counter = charge_max
return
if(locked && essence_check(25, 1))
user << "<span class='info'>You have unlocked Overload Light!</span>"
name = "Overload Light (25E)"
panel = "Revenant Abilities"
locked = 0
range = 5
if(!user.castcheck(-25))
charge_counter = charge_max
return
if(locked)
charge_counter = charge_max
return
if(!essence_check(25))
user << "<span class='info'>You have unlocked Overload Light!</span>"
panel = "Revenant Abilities"
locked = 0
range = 5
charge_counter = charge_max
return
for(var/turf/T in targets)
@@ -159,180 +139,50 @@
M.Beam(L,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
M.electrocute_act(25, "[L.name]")
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
user.revealed = 1
user.invisibility = 0
spawn(30)
user.revealed = 0
user.invisibility = INVISIBILITY_OBSERVER
user.reveal(50, 1)
//Life Tap: Drains one 'strike' to gain 50E
/obj/effect/proc_holder/spell/targeted/revenant_life_tap
name = "Unlock: Life Tap (25E)"
desc = "Draws from your own life pool to gain more essence. Can only be cast three times."
//Defile: Corrupts nearby stuff, unblesses floor tiles.
/obj/effect/proc_holder/spell/aoe_turf/revenantDefile
name = "Defile (30E)"
desc = "Twists and corrupts certain nearby objects. Also dispels holy auras on floors, but not salt lines."
panel = "Revenant Abilities (Locked)"
charge_max = 600
charge_max = 300
clothes_req = 0
range = -1
include_user = 1
range = 1
var/locked = 1
/obj/effect/proc_holder/spell/targeted/revenant_life_tap/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
charge_counter = charge_max
return
if(locked && essence_check(25, 1))
user << "<span class='info'>You have unlocked Life Tap!</span>"
name = "Life Tap (0E)"
panel = "Revenant Abilities"
locked = 0
/obj/effect/proc_holder/spell/aoe_turf/revenantDefile/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(!user.castcheck(-30))
charge_counter = charge_max
return
if(locked)
charge_counter = charge_max
return
for(var/mob/living/simple_animal/revenant/target in targets)
if(!target.strikes)
target << "<span class='warning'>Your life force has grown too weak to life tap again.</span>"
target.strikes--
target << "<span class='info'>You convert your own life into energy.[target.strikes ? "" : " This is the last time you can do this."]</span>"
target.change_essence_amount(50, 0, "your life pool")
//Seed of Draining: Plants a 'seed' in the target that will slowly siphon essence silently from them.
/obj/effect/proc_holder/spell/targeted/revenant_seed_drain
name = "Unlock: Seed of Draining (20E)"
desc = "Corrupts a target with dark energies. Their essence will slowly drain for some time."
panel = "Revenant Abilities (Locked)"
charge_max = 1200
clothes_req = 0
range = -1
include_user = 1
var/locked = 1
var/planted = 0
/obj/effect/proc_holder/spell/targeted/revenant_seed_drain/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
charge_counter = charge_max
return
if(locked && essence_check(20, 1))
user << "<span class='info'>You have unlocked Seed of Draining!</span>"
charge_counter = charge_max
name = "Seed of Draining (20E)"
locked = 0
user << "<span class='info'>You have unlocked Defile!</span>"
panel = "Revenant Abilities"
range = 1
include_user = 0
return
if(locked)
charge_counter = charge_max
return
if(!essence_check(20))
charge_counter = charge_max
return
if(planted)
user << "<span class='warning'>You are already passively draining essence.</span>"
charge_counter = charge_max
return
for(var/mob/living/carbon/human/target in targets)
if(target.stat == DEAD)
user << "<span class='warning'>[target] is dead and will not yield essence.</span>"
charge_counter = charge_max
user << "<span class='info'>You plant a draining seed on [target].</span>"
planted = 1
for(var/i = 0, i < 120, i++)
sleep(10)
var/mob/living/carbon/human/M = target
user.essence += rand(0.3, 0.5) //Not a huge amount of essence; at the least it's 36 and at the most it's 60
M.adjustStaminaLoss(1)
if(prob(3))
target << "<span class='warning'>You feel sapped.</span>" //Letting the target know that they're not bugged and losing stamina 4nr
planted = 0
user << "<span class='info'>The energies siphoning [target] have fallen dormant. You will need to plant a new seed.</span>"
//Mind Spike: The typical straight damage ability. Does a decent amount of brute damage and small brain damage.
/obj/effect/proc_holder/spell/targeted/revenant_mindspike
name = "Unlock: Mind Spike (5E)"
desc = "Drives a spike of dark energy into the target's mind. Cheap but effective and doesn't take long to cool down."
panel = "Revenant Abilities (Locked)"
charge_max = 40
clothes_req = 0
range = -1
include_user = 1
var/locked = 1
/obj/effect/proc_holder/spell/targeted/revenant_mindspike/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
charge_counter = charge_max
return
if(locked && essence_check(5, 1))
user << "<span class='info'>You have unlocked Mind Spike!</span>"
charge_counter = charge_max
name = "Mind Spike (5E)"
locked = 0
panel = "Revenant Abilities"
range = 3
include_user = 0
return
if(locked)
range = 4
charge_counter = charge_max
return
if(!essence_check(5))
charge_counter = charge_max
return
for(var/mob/living/carbon/human/M in targets)
user << "<span class='info'>You drive a spike of energy into [M]'s mind!</span>"
M << "<span class='boldannounce'>You feel a spike of pain in your head!</span>"
M.apply_damage(12, BRUTE, "head")
M.adjustBrainLoss(3)
//M << 'sound/effects/mind_blast.ogg'
if(prob(20) && !M.stat)
M.Weaken(2)
M.visible_message("<span class='warning'>[M] clutches at their head!</span>")
user.revealed = 1
user.invisibility = 0
spawn(10)
user.revealed = 0
user.invisibility = INVISIBILITY_OBSERVER
//Hypnotize: Makes the target fall asleep, make them vulnerable to draining.
/obj/effect/proc_holder/spell/targeted/revenant_hypnotize
name = "Unlock: Hypnotize (15E)"
desc = "Causes a target to fall asleep."
panel = "Revenant Abilities (Locked)"
charge_max = 900
clothes_req = 0
range = -1
include_user = 1
var/locked = 1
/obj/effect/proc_holder/spell/targeted/revenant_hypnotize/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(user.inhibited)
user << "<span class='warning'>Something is blocking the use of [src]!</span>"
charge_counter = charge_max
return
if(locked && essence_check(15, 1))
user << "<span class='info'>You have unlocked Hypnotize!</span>"
charge_counter = charge_max
name = "Hypnotize (15E)"
locked = 0
range = 3
panel = "Revenant Abilities"
include_user = 0
return
if(locked)
charge_counter = charge_max
return
if(!essence_check(15))
charge_counter = charge_max
return
for(var/mob/living/carbon/human/M in targets)
user << "<span class='info'>You gently influence [M]'s mind toward deep sleep.</span>"
M << "<span class='boldannounce'>Tired... <font size=1.5> so tired...</font></span>"
M.drowsyness += 7
spawn(70)
M.sleeping += 30
for(var/turf/T in targets)
spawn(0)
if(T.flags & NOJAUNT)
T.flags -= NOJAUNT
for(var/obj/machinery/bot/secbot/secbot in T.contents) //Not including ED-209
secbot.emagged = 2
secbot.Emag(null)
for(var/obj/machinery/bot/cleanbot/cleanbot in T.contents)
cleanbot.emagged = 2
cleanbot.Emag(null)
for(var/mob/living/carbon/human/human in T.contents)
human << "<span class='warning'>You suddenly feel tired.</span>"
human.adjustStaminaLoss(25)
for(var/mob/living/silicon/robot/robot in T.contents)
robot.visible_message("<span class='warning'>[robot] lets out an alarm!</span>", \
"<span class='boldannounce'>01001111 01010110 01000101 01010010 01001100 01001111 01000001 01000100</span>") //Translates to "OVERLOAD"
robot << 'sound/misc/interference.ogg'
playsound(robot, 'sound/machines/warning-buzzer.ogg', 50, 1)
for(var/obj/structure/window/window in T.contents)
window.hit(rand(10,50))
for(var/obj/machinery/light/light in T.contents)
light.flicker() //spooky
user.reveal(30, 1)
@@ -1,3 +1,5 @@
#define REVENANT_SPAWN_THRESHOLD 10
/datum/round_event_control/revenant
name = "Spawn Revenant"
typepath = /datum/round_event/revenant
@@ -6,13 +8,17 @@
earliest_start = 0 //Meant to mix things up early-game.
/datum/round_event/revenant
var/key_of_revenant
/datum/round_event/revenant/proc/get_revenant(var/end_if_fail = 0)
var/deadMobs = 0
for(var/mob/M in dead_mob_list)
deadMobs++
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
message_admins("Random event attempted to spawn a revenant, but there were only [deadMobs]/[REVENANT_SPAWN_THRESHOLD] dead mobs.")
return
key_of_revenant = null
if(!key_of_revenant)
var/list/candidates = get_candidates(BE_REVENANT)
@@ -32,32 +38,38 @@
for(var/obj/effect/landmark/L in landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("carpspawn")
if("revenantspawn")
spawn_locs += L.loc
if(!spawn_locs)
if(!spawn_locs) //If we can't find any revenant spawns, try the carp spawns
for(var/obj/effect/landmark/L in landmarks_list)
if(isturf(L.loc))
switch(L.name)
if("carpspawn")
spawn_locs += L.loc
if(!spawn_locs) //If we can't find either, just spawn the revenant at the player's location
spawn_locs += get_turf(player_mind.current)
if(!spawn_locs) //If we can't find THAT, then just retry
return find_revenant()
var/mob/living/simple_animal/revenant/revvie = new /mob/living/simple_animal/revenant/(pick(spawn_locs))
player_mind.transfer_to(revvie)
player_mind.assigned_role = "revenant"
player_mind.special_role = "Revenant"
ticker.mode.traitors |= player_mind
message_admins("[key_of_revenant] has been made into a Revenant by an event.")
log_game("[key_of_revenant] was spawned as a Revenant by an event.")
message_admins("[key_of_revenant] has been made into a revenant by an event.")
log_game("[key_of_revenant] was spawned as a revenant by an event.")
return 1
/datum/round_event/revenant/start()
get_revenant()
/datum/round_event/revenant/proc/find_revenant()
message_admins("Attempted to spawn a Revenant but there was no players available. Will try again momentarily, bear with me...")
message_admins("An event failed to spawn a revenant. Retrying momentarily...")
spawn(50)
if(get_revenant(1))
message_admins("Hooray! Situation has been resolved, [key_of_revenant] has been spawned as a Revenant.")
log_game("[key_of_revenant] was spawned as a Revenant by an event.")
message_admins("[key_of_revenant] has been spawned as a revenant.")
log_game("[key_of_revenant] was spawned as a revenant by an event.")
return 0
message_admins("Unfortunately, no candidates were available for becoming a Revenant. Shutting down. :(")
message_admins("No candidates were available for becoming a revenant.")
return kill()
+10
View File
@@ -297,6 +297,16 @@
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
L.loc = get_step(L, direct)
L.dir = direct
if(3) //Incorporeal move, but blocked by holy-watered tiles
var/turf/simulated/floor/stepTurf = get_step(L, direct)
if(stepTurf.flags & NOJAUNT)
L << "<span class='warning'>Holy energies block your path.</span>"
L.notransform = 1
spawn(2)
L.notransform = 0
else
L.loc = get_step(L, direct)
L.dir = direct
return 1