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Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> # Conflicts: # code/datums/emotes.dm
This commit is contained in:
@@ -40,7 +40,7 @@
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icon_state = "brain_implant_antidrop"
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var/active = FALSE
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var/list/stored_items = list()
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slot = ORGAN_SLOT_BRAIN_ANTIDROP
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slot = ORGAN_SLOT_BRAIN_CEREBELLUM
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actions_types = list(/datum/action/item_action/organ_action/toggle)
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/obj/item/organ/internal/cyberimp/brain/anti_drop/ui_action_click()
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@@ -100,7 +100,7 @@
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name = "CNS rebooter implant"
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desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
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icon_state = "brain_implant_rebooter"
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slot = ORGAN_SLOT_BRAIN_ANTISTUN
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slot = ORGAN_SLOT_BRAIN_CNS
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var/static/list/signalCache = list(
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COMSIG_LIVING_STATUS_STUN,
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@@ -179,6 +179,107 @@
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organ_flags &= ~ORGAN_FAILING
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implant_ready()
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/obj/item/organ/internal/cyberimp/brain/connector
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name = "CNS skillchip connector implant"
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desc = "This cybernetic adds a port to the back of your head, where you can remove or add skillchips at will."
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icon_state = "brain_implant_connector"
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slot = ORGAN_SLOT_BRAIN_CNS
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actions_types = list(/datum/action/item_action/organ_action/use)
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/obj/item/organ/internal/cyberimp/brain/connector/ui_action_click()
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to_chat(owner, span_warning("You start fiddling around with [src]..."))
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playsound(owner, 'sound/items/taperecorder/tape_flip.ogg', 20, vary = TRUE) // asmr
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if(!do_after(owner, 1.5 SECONDS, owner)) // othwerwise it doesnt appear
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to_chat(owner, span_warning("You were interrupted!"))
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return
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if(organ_flags & ORGAN_FAILING)
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var/holy_shit_my_brain = remove_brain()
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if(holy_shit_my_brain)
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to_chat(owner, span_warning("You take [holy_shit_my_brain] out of [src]. You stare at it for a moment in confusion."))
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return
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var/obj/item/skillchip/skillchip = owner.get_active_held_item()
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if(skillchip)
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if(istype(skillchip, /obj/item/skillchip))
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insert_skillchip(skillchip)
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else
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to_chat(owner, span_warning("You try to insert [owner.get_active_held_item()] into [src], but it won't fit!")) // make it kill you if you shove a crayon inside or something
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else // no inhand item, assume removal
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var/obj/item/organ/internal/brain/chippy_brain = owner.get_organ_by_type(/obj/item/organ/internal/brain)
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if(!chippy_brain)
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CRASH("we using a brain implant wit no brain")
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remove_skillchip(chippy_brain)
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/obj/item/organ/internal/cyberimp/brain/connector/proc/insert_skillchip(obj/item/skillchip/skillchip)
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var/fail_string = owner.implant_skillchip(skillchip, force = FALSE)
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if(fail_string)
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to_chat(owner, span_warning(fail_string))
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playsound(owner, 'sound/machines/buzz/buzz-sigh.ogg', 10, vary = TRUE)
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return
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var/refail_string = skillchip.try_activate_skillchip(silent = FALSE, force = FALSE)
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if(refail_string)
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to_chat(owner, span_warning(fail_string))
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playsound(owner, 'sound/machines/buzz/buzz-two.ogg', 10, vary = TRUE)
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return
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// success!
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playsound(owner, 'sound/machines/chime.ogg', 10, vary = TRUE)
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/obj/item/organ/internal/cyberimp/brain/connector/proc/remove_skillchip(obj/item/organ/internal/brain/chippy_brain)
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var/obj/item/skillchip/skillchip = show_radial_menu(owner, owner, chippy_brain.skillchips)
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if(skillchip)
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owner.remove_skillchip(skillchip, silent = FALSE)
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skillchip.forceMove(owner.drop_location())
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owner.put_in_hands(skillchip, del_on_fail = FALSE)
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playsound(owner, 'sound/machines/click.ogg', 10, vary = TRUE)
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to_chat(owner, span_warning("You take [skillchip] out of [src]."))
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return
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to_chat(owner, span_warning("Your brain is empty!")) // heh
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/obj/item/organ/internal/cyberimp/brain/connector/emp_act(severity)
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. = ..()
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if((organ_flags & ORGAN_FAILING) || . & EMP_PROTECT_SELF)
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return
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organ_flags |= ORGAN_FAILING
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var/loops = 1
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if(severity != EMP_LIGHT)
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loops = 2
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for(var/i in 1 to loops)
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// you either lose a chip or a bit of your brain
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owner.visible_message(span_warning("Something falls to the ground from behind [owner]'s head."),\
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span_boldwarning("You feel something fall off from behind your head."))
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var/obj/item/organ/internal/brain/chippy_brain = owner.get_organ_by_type(ORGAN_SLOT_BRAIN)
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var/obj/item/skillchip/skillchip = chippy_brain?.skillchips[1]
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if(skillchip)
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owner.remove_skillchip(skillchip, silent = TRUE)
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skillchip.forceMove(owner.drop_location())
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playsound(owner, 'sound/machines/terminal/terminal_eject.ogg', 25, TRUE)
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else
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remove_brain()
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addtimer(CALLBACK(src, PROC_REF(reboot)), 90 / severity)
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/obj/item/organ/internal/cyberimp/brain/connector/proc/remove_brain(obj/item/organ/internal/brain/chippy_brain, severity = 1)
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playsound(owner, 'sound/effects/meatslap.ogg', 25, TRUE)
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if(!chippy_brain)
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return
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chippy_brain.apply_organ_damage(20 * severity)
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chippy_brain.maxHealth -= 15 * severity // a bit of your brain fell off. again.
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if(chippy_brain.damage >= chippy_brain.maxHealth)
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chippy_brain.forceMove(owner.drop_location())
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owner.visible_message(span_userdanger("[owner]'s brain falls off the back of [owner.p_their()] head!!!"), span_boldwarning("You feel like you're missing something."))
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return chippy_brain
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new /obj/effect/decal/cleanable/blood/gibs/up(get_turf(owner))
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return FALSE
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/obj/item/organ/internal/cyberimp/brain/connector/proc/reboot()
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organ_flags &= ~ORGAN_FAILING
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//[[[[MOUTH]]]]
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/obj/item/organ/internal/cyberimp/mouth
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zone = BODY_ZONE_PRECISE_MOUTH
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