mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-24 13:38:41 +01:00
Converts Vanguard to a status effect (#20208)
* Converts Vanguard to a status effect * bolding * do that first, don't runtime first * gooooof
This commit is contained in:
@@ -10,6 +10,7 @@
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#define STATUS_EFFECT_SHADOW_MEND /datum/status_effect/shadow_mend //Quick, powerful heal that deals damage afterwards. Heals 15 brute/burn every second for 3 seconds.
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#define STATUS_EFFECT_VOID_PRICE /datum/status_effect/void_price //The price of healing yourself with void energy. Deals 3 brute damage every 3 seconds for 30 seconds.
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#define STATUS_EFFECT_VANGUARD /datum/status_effect/vanguard_shield //Grants temporary stun absorption, but will stun the user based on how many stuns they absorbed.
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#define STATUS_EFFECT_INATHNEQS_ENDOWMENT /datum/status_effect/inathneqs_endowment //A 15-second invulnerability and stun absorption, granted by Inath-neq.
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/////////////
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@@ -3,7 +3,7 @@
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//PUBLIC - call these wherever you want
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/mob/proc/throw_alert(category, type, severity, obj/new_master, datum/status_effect/effect)
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/mob/proc/throw_alert(category, type, severity, obj/new_master)
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/* Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already
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category is a text string. Each mob may only have one alert per category; the previous one will be replaced
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@@ -43,13 +43,7 @@
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alert.icon_state = "template" // We'll set the icon to the client's ui pref in reorganize_alerts()
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alert.master = new_master
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else
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if(effect)
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alert.name = effect.name
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alert.desc = effect.desc
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alert.icon = 'icons/mob/status_effects.dmi'
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alert.icon_state = effect.icon_state
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else
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alert.icon_state = "[initial(alert.icon_state)][severity]"
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alert.icon_state = "[initial(alert.icon_state)][severity]"
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alert.severity = severity
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alerts[category] = alert
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@@ -1,11 +1,14 @@
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//Largely beneficial effects go here, even if they have drawbacks. An example is provided in Shadow Mend.
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/datum/status_effect/shadow_mend
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id = "shadow_mend"
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duration = 3
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alert_type = /obj/screen/alert/status_effect/shadow_mend
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/obj/screen/alert/status_effect/shadow_mend
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name = "Shadow Mend"
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desc = "Shadowy energies wrap around your wounds, sealing them at a price. After healing, you will slowly lose health every three seconds for thirty seconds."
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id = "shadow_mend"
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icon_state = "shadow_mend"
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duration = 3
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/datum/status_effect/shadow_mend/on_apply()
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owner.visible_message("<span class='notice'>Violet light wraps around [owner]'s body!</span>", "<span class='notice'>Violet light wraps around your body!</span>")
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@@ -20,13 +23,17 @@
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playsound(owner, 'sound/magic/Teleport_diss.ogg', 50, 1)
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owner.apply_status_effect(STATUS_EFFECT_VOID_PRICE)
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/datum/status_effect/void_price
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name = "Void Price"
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desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
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id = "void_price"
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icon_state = "shadow_mend"
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duration = 30
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tick_interval = 3
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alert_type = /obj/screen/alert/status_effect/void_price
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/obj/screen/alert/status_effect/void_price
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name = "Void Price"
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desc = "Black tendrils cinch tightly against you, digging wicked barbs into your flesh."
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icon_state = "shadow_mend"
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/datum/status_effect/void_price/tick()
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owner << sound('sound/magic/Summon_Karp.ogg', volume = 25)
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@@ -34,23 +41,73 @@
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/datum/status_effect/vanguard_shield
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id = "vanguard"
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duration = 20
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alert_type = /obj/screen/alert/status_effect/vanguard
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/obj/screen/alert/status_effect/vanguard
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name = "Vanguard"
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desc = "You're absorbing stuns! 25% of all stuns taken will affect you after this effect ends."
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icon_state = "vanguard"
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alerttooltipstyle = "clockcult"
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/obj/screen/alert/status_effect/vanguard/MouseEntered(location,control,params)
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var/mob/living/L = usr
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if(istype(L)) //this is probably more safety than actually needed
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var/vanguard = L.stun_absorption["vanguard"]
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desc = initial(desc)
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desc += "<br><b>[vanguard["stuns_absorbed"] * 2]</b> seconds of stuns held back.<br><b>[round(min(vanguard["stuns_absorbed"] * 0.25, 20)) * 2]</b> seconds of stun will affect you."
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..()
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/datum/status_effect/vanguard_shield/on_apply()
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owner.add_stun_absorption("vanguard", 200, 1, "'s yellow aura momentarily intensifies!", "Your ward absorbs the stun!", " is radiating with a soft yellow light!")
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owner.visible_message("<span class='warning'>[owner] begins to faintly glow!</span>", "<span class='brass'>You will absorb all stuns for the next twenty seconds.</span>")
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/datum/status_effect/vanguard_shield/on_remove()
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var/vanguard = owner.stun_absorption["vanguard"]
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var/stuns_blocked = 0
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if(vanguard)
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stuns_blocked = round(min(vanguard["stuns_absorbed"] * 0.25, 20))
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if(owner.stat != DEAD)
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var/message_to_owner = "<span class='warning'>You feel your Vanguard quietly fade...</span>"
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var/otheractiveabsorptions = FALSE
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for(var/i in owner.stun_absorption)
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if(owner.stun_absorption[i]["end_time"] > world.time && owner.stun_absorption[i]["priority"] > vanguard["priority"])
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otheractiveabsorptions = TRUE
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if(!ratvar_awakens && stuns_blocked && !otheractiveabsorptions)
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vanguard["end_time"] = 0 //so it doesn't absorb the stuns we're about to apply
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owner.Stun(stuns_blocked)
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owner.Weaken(stuns_blocked)
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message_to_owner = "<span class='boldwarning'>The weight of the Vanguard's protection crashes down upon you!</span>"
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if(stuns_blocked >= 15)
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message_to_owner += "\n<span class='userdanger'>You faint from the exertion!</span>"
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owner.Paralyse(stuns_blocked * 2)
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owner.visible_message("<span class='warning'>[owner]'s glowing aura fades!</span>", message_to_owner)
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/datum/status_effect/inathneqs_endowment
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name = "Inath-neq's Endowment"
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desc = "Adrenaline courses through you as the Cogwheel's energy shields you from all harm!"
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id = "inathneqs_endowment"
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icon_state = "inathneqs_endowment"
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duration = 15
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alert_type = /obj/screen/alert/status_effect/inathneqs_endowment
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/obj/screen/alert/status_effect/inathneqs_endowment
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name = "Inath-neq's Endowment"
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desc = "Adrenaline courses through you as the Resonant Cogwheel's energy shields you from all harm!"
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icon_state = "inathneqs_endowment"
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alerttooltipstyle = "clockcult"
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/datum/status_effect/inathneqs_endowment/on_apply()
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owner.visible_message("<span class='warning'>[owner] shines with azure light!</span>", "<span class='notice'>You feel Inath-neq's power flow through you! You're invincible!</span>")
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owner.color = "#1E8CE1"
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owner.fully_heal()
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owner.add_stun_absorption("inathneq", 150, 1, "'s flickering blue aura momentarily intensifies!", "Inath-neq's power absorbs the stun!", " is surrounded by blue light!")
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owner.add_stun_absorption("inathneq", 150, 2, "'s flickering blue aura momentarily intensifies!", "Inath-neq's power absorbs the stun!", " is glowing with a flickering blue light!")
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owner.status_flags |= GODMODE
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animate(owner, color = initial(owner.color), time = 150, easing = EASE_IN)
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playsound(owner, 'sound/magic/Ethereal_Enter.ogg', 50, 1)
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/datum/status_effect/inathneqs_endowment/on_remove()
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owner.visible_message("<span class='warning'>The light around [owner] flickers and dissipates!</span>", "<span class='boldwarning'>Inath-neq's shield wavers and fails!</span>")
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owner.visible_message("<span class='warning'>The light around [owner] flickers and dissipates!</span>", "<span class='boldwarning'>You feel Inath-neq's power fade from your body!</span>")
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owner.status_flags &= ~GODMODE
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playsound(owner, 'sound/magic/Ethereal_Exit.ogg', 50, 1)
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@@ -1,12 +1,15 @@
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/datum/status_effect/freon
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name = "Frozen Solid"
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desc = "You're frozen inside of an ice cube, and cannot move! You can still do stuff, like shooting. Resist out of the cube!"
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id = "frozen"
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icon_state = "frozen"
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duration = 10
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unique = TRUE
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alert_type = /obj/screen/alert/status_effect/freon
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var/icon/cube
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/obj/screen/alert/status_effect/freon
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name = "Frozen Solid"
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desc = "You're frozen inside of an ice cube, and cannot move! You can still do stuff, like shooting. Resist out of the cube!"
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icon_state = "frozen"
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/datum/status_effect/freon/on_apply()
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if(!owner.stat)
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owner << "You become frozen in a cube!"
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@@ -3,78 +3,90 @@
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//When making a new status effect, add a define to status_effects.dm in __DEFINES for ease of use!
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var/list/status_effects = list() //All status effects affecting literally anyone
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/datum/status_effect
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var/name = "Curse of Mundanity"
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var/desc = "You don't feel any different..."
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var/id = "effect" //Used for screen alerts.
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var/icon_state //Used for displaying the status effect.
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var/duration = -1 //How long the status effect lasts in SECONDS. Enter -1 for an effect that never ends unless removed through some means.
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var/tick_interval = 1 //How many seconds between ticks. Leave at 1 for every second.
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var/mob/living/owner //The mob affected by the status effect.
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var/cosmetic = FALSE //If the status effect only exists for flavor.
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var/unique = TRUE //If there can be multiple status effects of this type on one mob.
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var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
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/datum/status_effect/New()
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..()
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status_effects += src
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spawn(1) //Give us time to set any variables
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start_ticking()
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addtimer(src, "start_ticking", 1) //Give us time to set any variables
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/datum/status_effect/Destroy()
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status_effects -= src
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..()
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return ..()
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/datum/status_effect/proc/start_ticking()
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if(!src)
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return
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if(owner)
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on_apply()
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owner.throw_alert(id, /obj/screen/alert, effect = src)
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if(!owner)
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qdel(src)
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return
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on_apply()
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var/obj/screen/alert/status_effect/A = owner.throw_alert(id, alert_type)
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A.attached_effect = src //so the alert can reference us, if it needs to
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START_PROCESSING(SSprocessing, src)
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/datum/status_effect/process()
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if(!owner)
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cancel_effect()
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return
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if(duration != -1)
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duration--
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tick_interval--
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if(!tick_interval)
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tick()
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tick_interval = initial(tick_interval)
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if(!duration && duration != -1)
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if(!duration)
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cancel_effect()
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/datum/status_effect/proc/cancel_effect()
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STOP_PROCESSING(SSprocessing, src)
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owner.clear_alert(id)
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on_remove()
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if(owner)
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owner.clear_alert(id)
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on_remove()
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qdel(src)
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/datum/status_effect/proc/on_apply() //Called whenever the buff is applied.
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/datum/status_effect/proc/tick() //Called every tick.
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/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed.
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////////////////
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// ALERT HOOK //
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////////////////
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/obj/screen/alert/status_effect
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name = "Curse of Mundanity"
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desc = "You don't feel any different..."
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var/datum/status_effect/attached_effect
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//////////////////
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// HELPER PROCS //
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//////////////////
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/mob/living/proc/apply_status_effect(effect)
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/mob/living/proc/apply_status_effect(effect) //applies a given status effect to this mob, returning the effect if it was successful
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.unique) && S.id == initial(S1.id) && S.owner == src)
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return
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S1 = new effect
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S1.owner = src
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return 1
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. = S1
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/mob/living/proc/remove_status_effect(effect)
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/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
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. = FALSE
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id && S.owner == src)
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S.cancel_effect()
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return
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return 1
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. = TRUE
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/mob/living/proc/has_status_effect(effect)
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/mob/living/proc/has_status_effect(effect) //returns TRUE if the mob calling the proc owns the given status effect
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id && S.owner == src)
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return 1
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return 0
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return TRUE
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@@ -238,7 +238,6 @@ Judgement: 10 servants, 100 CV, and any existing AIs are converted or destroyed
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required_components = list("vanguard_cogwheel" = 1)
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usage_tip = "You cannot reactivate Vanguard while still shielded by it."
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tier = SCRIPTURE_DRIVER
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var/total_duration = 200
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/datum/clockwork_scripture/vanguard/check_special_requirements()
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if(islist(invoker.stun_absorption) && invoker.stun_absorption["vanguard"] && invoker.stun_absorption["vanguard"]["end_time"] > world.time)
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@@ -247,31 +246,7 @@ Judgement: 10 servants, 100 CV, and any existing AIs are converted or destroyed
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return 1
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/datum/clockwork_scripture/vanguard/scripture_effects()
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invoker.add_stun_absorption("vanguard", total_duration, 1, "'s yellow aura momentarily intensifies!", "Your ward absorbs the stun!", " is radiating with a soft yellow light!")
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invoker.visible_message("<span class='warning'>[invoker] begins to faintly glow!</span>", "<span class='brass'>You will absorb all stuns for the next twenty seconds.</span>")
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spawn(total_duration)
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if(!invoker)
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return
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var/vanguard = invoker.stun_absorption["vanguard"]
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var/stuns_blocked = 0
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if(vanguard)
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stuns_blocked = min(vanguard["stuns_absorbed"] * 0.25, 20)
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if(invoker.stat != DEAD)
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var/message_to_invoker = "<span class='warning'>You feel your Vanguard quietly fade...</span>"
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var/otheractiveabsorptions = FALSE
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for(var/i in invoker.stun_absorption)
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if(invoker.stun_absorption[i]["end_time"] > world.time && invoker.stun_absorption[i]["priority"] > vanguard["priority"])
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otheractiveabsorptions = TRUE
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if(!ratvar_awakens && stuns_blocked && !otheractiveabsorptions)
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vanguard["end_time"] = 0 //so it doesn't absorb the stuns we're about to apply
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invoker.Stun(stuns_blocked)
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invoker.Weaken(stuns_blocked)
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message_to_invoker = "<span class='boldwarning'>The weight of the Vanguard's protection crashes down upon you!</span>"
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if(stuns_blocked >= 15)
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message_to_invoker += "\n<span class='userdanger'>You faint from the exertion!</span>"
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invoker.Paralyse(stuns_blocked * 2)
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invoker.visible_message("<span class='warning'>[invoker]'s glowing aura fades!</span>", message_to_invoker)
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invoker.apply_status_effect(STATUS_EFFECT_VANGUARD)
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return 1
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@@ -5,12 +5,6 @@
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var/wet_time = 0 // Time in seconds that this floor will be wet for.
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var/image/wet_overlay = null
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/turf/open/freon_gas_act()
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for(var/obj/I in contents)
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if(!I.is_frozen) // let it go
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I.make_frozen_visual(I)
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MakeSlippery(TURF_WET_PERMAFROST, 5)
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return
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/turf/open/indestructible
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name = "floor"
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icon = 'icons/turf/floors.dmi'
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@@ -74,6 +68,12 @@
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air.temperature += temp
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air_update_turf()
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/turf/open/freon_gas_act()
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for(var/obj/I in contents)
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if(!I.is_frozen) //let it go
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I.make_frozen_visual(I)
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MakeSlippery(TURF_WET_PERMAFROST, 5)
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/turf/open/handle_fall(mob/faller, forced)
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faller.lying = pick(90, 270)
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if(!forced)
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