Merge pull request #16334 from ChangelingRain/parasitic

Adds assassin holoparasites
This commit is contained in:
KorPhaeron
2016-03-25 19:24:28 -05:00
12 changed files with 159 additions and 15 deletions
+15 -1
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@@ -79,10 +79,11 @@
mouse_opacity = 1
var/timeout = 0 //If set to a number, this alert will clear itself after that many deciseconds
var/severity = 0
var/alerttooltipstyle = ""
/obj/screen/alert/MouseEntered(location,control,params)
openToolTip(usr,src,params,title = name,content = desc)
openToolTip(usr,src,params,title = name,content = desc,theme = alerttooltipstyle)
/obj/screen/alert/MouseExited()
@@ -234,6 +235,19 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."
name = "Charge Ready"
desc = "You are ready to charge at a location!"
icon_state = "guardian_charge"
alerttooltipstyle = "parasite"
/obj/screen/alert/canstealth
name = "Stealth Ready"
desc = "You are ready to enter stealth!"
icon_state = "guardian_canstealth"
alerttooltipstyle = "parasite"
/obj/screen/alert/instealth
name = "In Stealth"
desc = "You are in stealth and your next attack will do bonus damage!"
icon_state = "guardian_instealth"
alerttooltipstyle = "parasite"
//SILICONS
+3 -1
View File
@@ -73,13 +73,15 @@
/obj/effect/overlay/temp/guardian/phase/out
icon_state = "phaseout"
/obj/effect/overlay/temp/guardian/charge
/obj/effect/overlay/temp/decoy
desc = "It's a decoy!"
duration = 15
/obj/effect/overlay/temp/decoy/New(loc, atom/mimiced_atom)
..()
alpha = initial(alpha)
if(mimiced_atom)
name = mimiced_atom.name
icon = mimiced_atom.icon
icon_state = mimiced_atom.icon_state
dir = mimiced_atom.dir
@@ -67,6 +67,12 @@ var/global/list/parasites = list() //all currently existing/living guardians
qdel(src)
snapback()
/mob/living/simple_animal/hostile/guardian/Stat()
..()
if(statpanel("Status"))
if(cooldown >= world.time)
stat(null, "Manifest/Recall Cooldown Remaining: [max(round((cooldown - world.time)*0.1, 0.1), 0)] seconds")
/mob/living/simple_animal/hostile/guardian/Move() //Returns to summoner if they move out of range
. = ..()
snapback()
@@ -232,6 +238,18 @@ var/global/list/parasites = list() //all currently existing/living guardians
src << "<span class='notice'>You deactivate your light.</span>"
SetLuminosity(0)
////////parasite tracking/finding procs
/mob/living/proc/hasparasites() //returns a list of guardians the mob is a summoner for
. = list()
for(var/P in parasites)
var/mob/living/simple_animal/hostile/guardian/G = P
if(G.summoner == src)
. |= G
/mob/living/simple_animal/hostile/guardian/proc/hasmatchingsummoner(mob/living/simple_animal/hostile/guardian/G) //returns 1 if the summoner matches the target's summoner
return (istype(G) && G.summoner == summoner)
////////Creation
@@ -247,14 +265,15 @@ var/global/list/parasites = list() //all currently existing/living guardians
var/used_message = "All the cards seem to be blank now."
var/failure_message = "..And draw a card! It's...blank? Maybe you should try again later."
var/ling_failure = "The deck refuses to respond to a souless creature such as you."
var/list/possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive", "Lightning", "Protector", "Charger")
var/list/possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive", "Lightning", "Protector", "Charger", "Assassin")
var/random = TRUE
var/allowmultiple = 0
/obj/item/weapon/guardiancreator/attack_self(mob/living/user)
for(var/mob/living/simple_animal/hostile/guardian/G in living_mob_list)
if (G.summoner == user)
user << "You already have a [mob_name]!"
return
var/list/guardians = user.hasparasites()
if(guardians.len && !allowmultiple)
user << "You already have a [mob_name]!"
return
if(user.mind && user.mind.changeling)
user << "[ling_failure]"
return
@@ -307,6 +326,9 @@ var/global/list/parasites = list() //all currently existing/living guardians
if("Charger")
pickedtype = /mob/living/simple_animal/hostile/guardian/charger
if("Assassin")
pickedtype = /mob/living/simple_animal/hostile/guardian/assassin
var/mob/living/simple_animal/hostile/guardian/G = new pickedtype(user)
G.summoner = user
G.key = key
@@ -356,7 +378,7 @@ var/global/list/parasites = list() //all currently existing/living guardians
ling_failure = "The holoparasites recoil in horror. They want nothing to do with a creature like you."
/obj/item/weapon/guardiancreator/tech/choose/traitor
possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive", "Lightning")
possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive", "Lightning", "Assassin")
/obj/item/weapon/guardiancreator/tech/choose
random = FALSE
@@ -369,15 +391,17 @@ var/global/list/parasites = list() //all currently existing/living guardians
<br>
<b>Chaos</b>: Ignites enemies on touch and causes them to hallucinate all nearby people as the parasite. Automatically extinguishes the user if they catch on fire.<br>
<br>
<b>Standard</b>:Devastating close combat attacks and high damage resist. Can smash through weak walls.<br>
<b>Standard</b>: Devastating close combat attacks and high damage resist. Can smash through weak walls.<br>
<br>
<b>Ranged</b>: Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.<br>
<br>
<b>Support</b>:Has two modes. Combat; Medium power attacks and damage resist. Healer; Heals instead of attack, but has low damage resist and slow movement. Can deploy a bluespace beacon and warp targets to it (including you) in either mode.<br>
<b>Support</b>: Has two modes. Combat; Medium power attacks and damage resist. Healer; Heals instead of attack, but has low damage resist and slow movement. Can deploy a bluespace beacon and warp targets to it (including you) in either mode.<br>
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them.<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Assassin</b>: Does low damage and takes full damage, but can enter stealth, causing its next attack to do massive damage and ignore armor. However, it becomes briefly unable to recall after attacking from stealth.<br
"}
/obj/item/weapon/paper/guardian/update_icon()
@@ -0,0 +1,92 @@
//Assassin
/mob/living/simple_animal/hostile/guardian/assassin
melee_damage_lower = 13
melee_damage_upper = 13
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
playstyle_string = "As an assassin type you do low damage and have no damage resistance, but can enter stealth, massively increasing the damage of your next attack and causing it to ignore armor. Stealth is broken when you attack or take damage."
magic_fluff_string = "..And draw the Space Ninja, a lethal, invisible assassin."
tech_fluff_string = "Boot sequence complete. Assassin modules loaded. Holoparasite swarm online."
var/toggle = FALSE
var/stealthcooldown = 200
var/obj/screen/alert/canstealthalert
var/obj/screen/alert/instealthalert
/mob/living/simple_animal/hostile/guardian/assassin/New()
..()
stealthcooldown = 0
/mob/living/simple_animal/hostile/guardian/assassin/Life()
..()
updatestealthalert()
/mob/living/simple_animal/hostile/guardian/assassin/Stat()
..()
if(statpanel("Status"))
if(stealthcooldown >= world.time)
stat(null, "Stealth Cooldown Remaining: [max(round((stealthcooldown - world.time)*0.1, 0.1), 0)] seconds")
/mob/living/simple_animal/hostile/guardian/assassin/AttackingTarget()
if(..())
if(toggle && (isliving(target) || istype(target, /obj/structure/window) || istype(target, /obj/structure/grille)))
ToggleMode(1)
/mob/living/simple_animal/hostile/guardian/assassin/adjustHealth(amount)
. = ..()
if(. && toggle)
ToggleMode(1)
/mob/living/simple_animal/hostile/guardian/assassin/Recall()
if(..() && toggle)
ToggleMode(0)
/mob/living/simple_animal/hostile/guardian/assassin/ToggleMode(forced = 0)
if(src.loc != summoner)
if(toggle)
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
armour_penetration = initial(armour_penetration)
environment_smash = initial(environment_smash)
alpha = initial(alpha)
if(!forced)
src << "<span class='danger'><B>You exit stealth.</span></B>"
else
visible_message("<span class='danger'>\The [src] suddenly appears!</span>")
stealthcooldown = world.time + initial(stealthcooldown) //we were forced out of stealth and go on cooldown
cooldown = world.time + 50 //can't recall for 5 seconds
updatestealthalert()
toggle = FALSE
else if(stealthcooldown <= world.time)
melee_damage_lower = 50
melee_damage_upper = 50
armour_penetration = 100
environment_smash = 0
PoolOrNew(/obj/effect/overlay/temp/guardian/phase/out, get_turf(src))
alpha = 15
if(!forced)
src << "<span class='danger'><B>You enter stealth, empowering your next attack.</span></B>"
updatestealthalert()
toggle = TRUE
else if(!forced)
src << "<span class='danger'><B>You cannot yet enter stealth, wait another [max(round((stealthcooldown - world.time)*0.1, 0.1), 0)] seconds!</span></B>"
else if(!forced)
src << "<span class='danger'><B>You have to be deployed to enter stealth!</span></B>"
/mob/living/simple_animal/hostile/guardian/assassin/proc/updatestealthalert()
if(stealthcooldown <= world.time)
if(toggle)
if(!instealthalert)
instealthalert = throw_alert("instealth", /obj/screen/alert/instealth)
clear_alert("canstealth")
canstealthalert = null
else
if(!canstealthalert)
canstealthalert = throw_alert("canstealth", /obj/screen/alert/canstealth)
clear_alert("instealth")
instealthalert = null
else
clear_alert("instealth")
instealthalert = null
clear_alert("canstealth")
canstealthalert = null
@@ -52,6 +52,8 @@
if(isliving(A) && A != summoner)
var/mob/living/L = A
var/blocked = 0
if(hasmatchingsummoner(A)) //if the summoner matches don't hurt them
blocked = 1
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(90, "the [name]", src, attack_type = THROWN_PROJECTILE_ATTACK))
@@ -18,6 +18,8 @@
PoolOrNew(/obj/effect/overlay/temp/guardian/phase/out, get_turf(M))
do_teleport(M, M, 10)
for(var/mob/living/L in range(1, M))
if(hasmatchingsummoner(L)) //if the summoner matches don't hurt them
continue
if(L != src && L != summoner)
L.apply_damage(15, BRUTE)
PoolOrNew(/obj/effect/overlay/temp/explosion, get_turf(M))
@@ -42,7 +44,7 @@
name = "bomb"
desc = "You shouldn't be seeing this!"
var/obj/stored_obj
var/mob/living/spawner
var/mob/living/simple_animal/hostile/guardian/spawner
/obj/item/weapon/guardian_bomb/proc/disguise(var/obj/A)
@@ -66,7 +68,7 @@
qdel(src)
/obj/item/weapon/guardian_bomb/Bump(atom/A)
if(isliving(A))
if(isliving(A) && !spawner.hasmatchingsummoner(A))
detonate(A)
else
..()
@@ -20,7 +20,7 @@
/mob/living/simple_animal/hostile/guardian/fire/AttackingTarget()
if(..())
if(ishuman(target))
if(ishuman(target) && target != summoner)
spawn(0)
new /obj/effect/hallucination/delusion(target.loc,target,force_kind="custom",duration=200,skip_nearby=0, custom_icon = src.icon_state, custom_icon_file = src.icon)
@@ -39,6 +39,6 @@
/mob/living/simple_animal/hostile/guardian/fire/proc/collision_ignite(AM as mob|obj)
if(istype(AM, /mob/living/))
var/mob/living/M = AM
if(AM != summoner && M.fire_stacks < 7)
if(!hasmatchingsummoner(M) && M != summoner && M.fire_stacks < 7)
M.fire_stacks = 7
M.IgniteMob()
@@ -88,6 +88,8 @@
var/turf/T = turf
for(var/mob/living/L in T)
if(L.stat != DEAD && L != src && L != summoner)
if(hasmatchingsummoner(L)) //if the summoner matches don't hurt them
continue
if(successfulshocks > 4)
if(iscarbon(L))
var/mob/living/carbon/C = L
@@ -31,6 +31,7 @@
ranged = 1
melee_damage_lower = 10
melee_damage_upper = 10
environment_smash = initial(environment_smash)
alpha = 255
range = 13
incorporeal_move = 0
@@ -40,6 +41,7 @@
ranged = 0
melee_damage_lower = 0
melee_damage_upper = 0
environment_smash = 0
alpha = 60
range = 255
incorporeal_move = 1
+3
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@@ -42,6 +42,9 @@
.blob .wrap {border-color: #2E2E2E;}
.blob .content {color: #82ED00; border-color: #4E4C4A; background-color: #191918;}
.parasite .wrap {border-color: #88868D;}
.parasite .content {color: #EFEEEF; border-color: #35333A; background-color: #636169;}
.wraith .wrap {border-color: #492136;}
.wraith .content {border-color: #331726; background-color: #471962;}
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+1
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@@ -1347,6 +1347,7 @@
#include "code\modules\mob\living\simple_animal\friendly\drone\verbs.dm"
#include "code\modules\mob\living\simple_animal\friendly\drone\visuals_icons.dm"
#include "code\modules\mob\living\simple_animal\guardian\guardian.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\assassin.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\charger.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\explosive.dm"
#include "code\modules\mob\living\simple_animal\guardian\types\fire.dm"