/obj/effect/fun_balloon name = "fun balloon" desc = "This is going to be a laugh riot." icon = 'icons/obj/weapons.dmi' icon_state = "syndballoon" anchored = TRUE var/popped = FALSE /obj/effect/fun_balloon/New() . = ..() SSobj.processing |= src /obj/effect/fun_balloon/Destroy() SSobj.processing -= src . = ..() /obj/effect/fun_balloon/process() if(!popped && check() && !qdeleted(src)) popped = TRUE effect() pop() /obj/effect/fun_balloon/proc/check() return FALSE /obj/effect/fun_balloon/proc/effect() return /obj/effect/fun_balloon/proc/pop() visible_message("[src] pops!") playsound(get_turf(src), 'sound/items/party_horn.ogg', 50, 1, -1) qdel(src) /obj/effect/fun_balloon/attack_ghost(mob/user) if(!user.client || !user.client.holder || popped) return switch(alert("Pop [src]?","Fun Balloon","Yes","No")) if("Yes") effect() pop() /obj/effect/fun_balloon/sentience name = "sentience fun balloon" desc = "When this pops, things are gonna get more aware around here." var/effect_range = 3 var/group_name = "a bunch of giant spiders" /obj/effect/fun_balloon/sentience/effect() var/list/bodies = list() for(var/mob/living/M in range(effect_range, get_turf(src))) bodies += M var/question = "Would you like to be [group_name]?" var/list/candidates = pollCandidatesForMobs(question, "pAI", null, FALSE, 100, bodies) while(candidates.len && bodies.len) var/mob/dead/observer/ghost = pick_n_take(candidates) var/mob/living/body = pick_n_take(bodies) body << "Your mob has been taken over by a ghost!" message_admins("[key_name_admin(ghost)] has taken control \ of ([key_name_admin(body)])") body.ghostize(0) body.key = ghost.key PoolOrNew(/obj/effect/overlay/temp/sparkle, body) /obj/effect/fun_balloon/sentience/emergency_shuttle name = "shuttle sentience fun balloon" var/trigger_time = 60 /obj/effect/fun_balloon/sentience/emergency_shuttle/check() . = FALSE if(SSshuttle.emergency && (SSshuttle.emergency.timeLeft() <= trigger_time) && (SSshuttle.emergency.mode == SHUTTLE_CALL)) . = TRUE /obj/effect/fun_balloon/scatter name = "scatter fun balloon" desc = "When this pops, you're not going to be around here anymore." var/effect_range = 5 /obj/effect/fun_balloon/scatter/effect() for(var/mob/living/M in range(effect_range, get_turf(src))) var/turf/T = find_safe_turf() PoolOrNew(/obj/effect/overlay/temp/sparkle, M) M.forceMove(T) M << "Pop!"