// For all of the items that are really just the user's hand used in different ways, mostly (all, really) from emotes /obj/item/circlegame name = "circled hand" desc = "If somebody looks at this while it's below your waist, you get to bop them." icon_state = "madeyoulook" force = 0 throwforce = 0 item_flags = DROPDEL | ABSTRACT | HAND_ITEM attack_verb_continuous = list("bops") attack_verb_simple = list("bop") /obj/item/circlegame/Initialize(mapload) . = ..() var/mob/living/owner = loc if(!istype(owner)) return RegisterSignal(owner, COMSIG_PARENT_EXAMINE, .proc/ownerExamined) /obj/item/circlegame/Destroy() var/mob/owner = loc if(istype(owner)) UnregisterSignal(owner, COMSIG_PARENT_EXAMINE) return ..() /obj/item/circlegame/dropped(mob/user) UnregisterSignal(user, COMSIG_PARENT_EXAMINE) //loc will have changed by the time this is called, so Destroy() can't catch it // this is a dropdel item. return ..() /// Stage 1: The mistake is made /obj/item/circlegame/proc/ownerExamined(mob/living/owner, mob/living/sucker) SIGNAL_HANDLER if(!istype(sucker) || !in_range(owner, sucker)) return addtimer(CALLBACK(src, .proc/waitASecond, owner, sucker), 4) /// Stage 2: Fear sets in /obj/item/circlegame/proc/waitASecond(mob/living/owner, mob/living/sucker) if(QDELETED(sucker) || QDELETED(src) || QDELETED(owner)) return if(owner == sucker) // big mood to_chat(owner, span_danger("Wait a second... you just looked at your own [src.name]!")) addtimer(CALLBACK(src, .proc/selfGottem, owner), 10) else to_chat(sucker, span_danger("Wait a second... was that a-")) addtimer(CALLBACK(src, .proc/GOTTEM, owner, sucker), 6) /// Stage 3A: We face our own failures /obj/item/circlegame/proc/selfGottem(mob/living/owner) if(QDELETED(src) || QDELETED(owner)) return playsound(get_turf(owner), 'sound/effects/hit_punch.ogg', 50, TRUE, -1) owner.visible_message(span_danger("[owner] shamefully bops [owner.p_them()]self with [owner.p_their()] [src.name]."), span_userdanger("You shamefully bop yourself with your [src.name]."), \ span_hear("You hear a dull thud!")) log_combat(owner, owner, "bopped", src.name, "(self)") owner.do_attack_animation(owner) owner.apply_damage(100, STAMINA) owner.Knockdown(10) qdel(src) /// Stage 3B: We face our reckoning (unless we moved away or they're incapacitated) /obj/item/circlegame/proc/GOTTEM(mob/living/owner, mob/living/sucker) if(QDELETED(sucker)) return if(QDELETED(src) || QDELETED(owner)) to_chat(sucker, span_warning("Nevermind... must've been your imagination...")) return if(!in_range(owner, sucker) || !(owner.mobility_flags & MOBILITY_USE)) to_chat(sucker, span_notice("Phew... you moved away before [owner] noticed you saw [owner.p_their()] [src.name]...")) return to_chat(owner, span_warning("[sucker] looks down at your [src.name] before trying to avert [sucker.p_their()] eyes, but it's too late!")) to_chat(sucker, span_danger("[owner] sees the fear in your eyes as you try to look away from [owner.p_their()] [src.name]!")) owner.face_atom(sucker) if(owner.client) owner.client.give_award(/datum/award/achievement/misc/gottem, owner) // then everybody clapped playsound(get_turf(owner), 'sound/effects/hit_punch.ogg', 50, TRUE, -1) owner.do_attack_animation(sucker) if(HAS_TRAIT(owner, TRAIT_HULK)) owner.visible_message(span_danger("[owner] bops [sucker] with [owner.p_their()] [src.name] much harder than intended, sending [sucker.p_them()] flying!"), \ span_danger("You bop [sucker] with your [src.name] much harder than intended, sending [sucker.p_them()] flying!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=list(sucker)) to_chat(sucker, span_userdanger("[owner] bops you incredibly hard with [owner.p_their()] [src.name], sending you flying!")) sucker.apply_damage(50, STAMINA) sucker.Knockdown(50) log_combat(owner, sucker, "bopped", src.name, "(setup- Hulk)") var/atom/throw_target = get_edge_target_turf(sucker, owner.dir) sucker.throw_at(throw_target, 6, 3, owner) else owner.visible_message(span_danger("[owner] bops [sucker] with [owner.p_their()] [src.name]!"), span_danger("You bop [sucker] with your [src.name]!"), \ span_hear("You hear a dull thud!"), ignored_mobs=list(sucker)) sucker.apply_damage(15, STAMINA) log_combat(owner, sucker, "bopped", src.name, "(setup)") to_chat(sucker, span_userdanger("[owner] bops you with [owner.p_their()] [src.name]!")) qdel(src) /obj/item/noogie name = "noogie" desc = "Get someone in an aggressive grab then use this on them to ruin their day." icon_state = "latexballon" inhand_icon_state = "nothing" force = 0 throwforce = 0 item_flags = DROPDEL | ABSTRACT | HAND_ITEM /obj/item/noogie/attack(mob/living/carbon/target, mob/living/carbon/human/user) if(!istype(target)) to_chat(user, span_warning("You don't think you can give this a noogie!")) return if(HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, span_warning("You can't bring yourself to noogie [target]! You don't want to risk harming anyone...")) return if(!(target?.get_bodypart(BODY_ZONE_HEAD)) || user.pulling != target || user.grab_state < GRAB_AGGRESSIVE || user.getStaminaLoss() > 80) return FALSE var/obj/item/bodypart/head/the_head = target.get_bodypart(BODY_ZONE_HEAD) if((target.get_biological_state() != BIO_FLESH_BONE && target.get_biological_state() != BIO_JUST_FLESH) || !the_head.is_organic_limb()) to_chat(user, span_warning("You can't noogie [target], [target.p_they()] [target.p_have()] no skin on [target.p_their()] head!")) return // [user] gives [target] a [prefix_desc] noogie[affix_desc]! var/brutal_noogie = FALSE // was it an extra hard noogie? var/prefix_desc = "rough" var/affix_desc = "" var/affix_desc_target = "" if(HAS_TRAIT(target, TRAIT_ANTENNAE)) prefix_desc = "violent" affix_desc = "on [target.p_their()] sensitive antennae" affix_desc_target = "on your highly sensitive antennae" brutal_noogie = TRUE if(user.dna?.check_mutation(HULK)) prefix_desc = "sickeningly brutal" brutal_noogie = TRUE var/message_others = "[prefix_desc] noogie[affix_desc]" var/message_target = "[prefix_desc] noogie[affix_desc_target]" user.visible_message(span_danger("[user] begins giving [target] a [message_others]!"), span_warning("You start giving [target] a [message_others]!"), vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target) to_chat(target, span_userdanger("[user] starts giving you a [message_target]!")) if(!do_after(user, 1.5 SECONDS, target)) to_chat(user, span_warning("You fail to give [target] a noogie!")) to_chat(target, span_danger("[user] fails to give you a noogie!")) return if(brutal_noogie) SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "noogie_harsh", /datum/mood_event/noogie_harsh) else SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "noogie", /datum/mood_event/noogie) noogie_loop(user, target, 0) /// The actual meat and bones of the noogie'ing /obj/item/noogie/proc/noogie_loop(mob/living/carbon/human/user, mob/living/carbon/target, iteration) if(!(target?.get_bodypart(BODY_ZONE_HEAD)) || user.pulling != target) return FALSE if(user.getStaminaLoss() > 80) to_chat(user, span_warning("You're too tired to continue giving [target] a noogie!")) to_chat(target, span_danger("[user] is too tired to continue giving you a noogie!")) return var/damage = rand(1, 5) if(HAS_TRAIT(target, TRAIT_ANTENNAE)) damage += rand(3,7) if(user.dna?.check_mutation(HULK)) damage += rand(3,7) if(damage >= 5) target.emote("scream") log_combat(user, target, "given a noogie to", addition = "([damage] brute before armor)") target.apply_damage(damage, BRUTE, BODY_ZONE_HEAD) user.adjustStaminaLoss(iteration + 5) playsound(get_turf(user), pick('sound/effects/rustle1.ogg','sound/effects/rustle2.ogg','sound/effects/rustle3.ogg','sound/effects/rustle4.ogg','sound/effects/rustle5.ogg'), 50) if(prob(33)) user.visible_message(span_danger("[user] continues noogie'ing [target]!"), span_warning("You continue giving [target] a noogie!"), vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=target) to_chat(target, span_userdanger("[user] continues giving you a noogie!")) if(!do_after(user, 1 SECONDS + (iteration * 2), target)) to_chat(user, span_warning("You fail to give [target] a noogie!")) to_chat(target, span_danger("[user] fails to give you a noogie!")) return iteration++ noogie_loop(user, target, iteration) /obj/item/slapper name = "slapper" desc = "This is how real men fight." icon_state = "latexballon" inhand_icon_state = "nothing" force = 0 throwforce = 0 item_flags = DROPDEL | ABSTRACT | HAND_ITEM attack_verb_continuous = list("slaps") attack_verb_simple = list("slap") hitsound = 'sound/effects/snap.ogg' /// How many smaller table smacks we can do before we're out var/table_smacks_left = 3 /obj/item/slapper/attack(mob/living/M, mob/living/carbon/human/user) if(ishuman(M)) var/mob/living/carbon/human/L = M if(L && L.dna && L.dna.species) L.dna.species.stop_wagging_tail(M) user.do_attack_animation(M) var/slap_volume = 50 var/datum/status_effect/offering/kiss_check = M.has_status_effect(STATUS_EFFECT_OFFERING) if(kiss_check && istype(kiss_check.offered_item, /obj/item/kisser) && (user in kiss_check.possible_takers)) user.visible_message(span_danger("[user] scoffs at [M]'s advance, winds up, and smacks [M.p_them()] hard to the ground!"), span_notice("The nerve! You wind back your hand and smack [M] hard enough to knock [M.p_them()] over!"), span_hear("You hear someone get the everloving shit smacked out of them!"), ignored_mobs = M) to_chat(M, span_userdanger("You see [user] scoff and pull back [user.p_their()] arm, then suddenly you're on the ground with an ungodly ringing in your ears!")) slap_volume = 120 SEND_SOUND(M, sound('sound/weapons/flash_ring.ogg')) shake_camera(M, 2, 2) M.Paralyze(2.5 SECONDS) M.add_confusion(7) M.adjustStaminaLoss(40) else if(user.zone_selected == BODY_ZONE_HEAD || user.zone_selected == BODY_ZONE_PRECISE_MOUTH) user.visible_message(span_danger("[user] slaps [M] in the face!"), span_notice("You slap [M] in the face!"), span_hear("You hear a slap.")) else user.visible_message(span_danger("[user] slaps [M]!"), span_notice("You slap [M]!"), span_hear("You hear a slap.")) playsound(M, 'sound/weapons/slap.ogg', slap_volume, TRUE, -1) return /obj/item/slapper/attack_atom(obj/O, mob/living/user, params) if(!istype(O, /obj/structure/table)) return ..() var/obj/structure/table/the_table = O var/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK) if(is_right_clicking && table_smacks_left == initial(table_smacks_left)) // so you can't do 2 weak slaps followed by a big slam transform = transform.Scale(5) // BIG slap if(HAS_TRAIT(user, TRAIT_HULK)) transform = transform.Scale(2) color = COLOR_GREEN user.do_attack_animation(the_table) SEND_SIGNAL(user, COMSIG_LIVING_SLAM_TABLE, the_table) SEND_SIGNAL(the_table, COMSIG_TABLE_SLAMMED, user) playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 110, TRUE) user.visible_message("[span_danger("[user] slams [user.p_their()] fist down on [the_table]!")]", "[span_danger("You slam your fist down on [the_table]!")]") qdel(src) else user.do_attack_animation(the_table) playsound(get_turf(the_table), 'sound/effects/tableslam.ogg', 40, TRUE) user.visible_message(span_notice("[user] slaps [user.p_their()] hand on [the_table]."), span_notice("You slap your hand on [the_table]."), vision_distance=COMBAT_MESSAGE_RANGE) table_smacks_left-- if(table_smacks_left <= 0) qdel(src) /obj/item/slapper/on_offered(mob/living/carbon/offerer) . = TRUE if(!(locate(/mob/living/carbon) in orange(1, offerer))) visible_message(span_danger("[offerer] raises [offerer.p_their()] arm, looking around for a high-five, but there's no one around!"), \ span_warning("You post up, looking for a high-five, but finding no one within range!"), null, 2) return offerer.visible_message(span_notice("[offerer] raises [offerer.p_their()] arm, looking for a high-five!"), \ span_notice("You post up, looking for a high-five!"), null, 2) offerer.apply_status_effect(STATUS_EFFECT_OFFERING, src, /atom/movable/screen/alert/give/highfive) /// Yeah broh! This is where we do the high-fiving (or high-tenning :o) /obj/item/slapper/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker) . = TRUE var/open_hands_taker var/slappers_giver for(var/i in taker.held_items) // see how many hands the taker has open for high'ing if(isnull(i)) open_hands_taker++ if(!open_hands_taker) to_chat(taker, span_warning("You can't high-five [offerer] with no open hands!")) SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five_full_hand) // not so successful now! return for(var/i in offerer.held_items) var/obj/item/slapper/slap_check = i if(istype(slap_check)) slappers_giver++ if(slappers_giver >= 2) // we only check this if it's already established the taker has 2+ hands free offerer.visible_message(span_notice("[taker] enthusiastically high-tens [offerer]!"), span_nicegreen("Wow! You're high-tenned [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker) to_chat(taker, span_nicegreen("You give high-tenning [offerer] your all!")) playsound(offerer, 'sound/weapons/slap.ogg', 100, TRUE, 1) offerer.mind.add_memory(MEMORY_HIGH_FIVE, list(DETAIL_PROTAGONIST = taker, DETAIL_HIGHFIVE_TYPE = "high ten"), story_value = STORY_VALUE_OKAY) taker.mind.add_memory(MEMORY_HIGH_FIVE, list(DETAIL_PROTAGONIST = offerer, DETAIL_HIGHFIVE_TYPE = "high ten"), story_value = STORY_VALUE_OKAY) SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten) SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_ten) else offerer.visible_message(span_notice("[taker] high-fives [offerer]!"), span_nicegreen("All right! You're high-fived by [taker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), ignored_mobs=taker) to_chat(taker, span_nicegreen("You high-five [offerer]!")) playsound(offerer, 'sound/weapons/slap.ogg', 50, TRUE, -1) offerer.mind.add_memory(MEMORY_HIGH_FIVE, list(DETAIL_PROTAGONIST = taker, DETAIL_HIGHFIVE_TYPE = "high five"), story_value = STORY_VALUE_OKAY) taker.mind.add_memory(MEMORY_HIGH_FIVE, list(DETAIL_PROTAGONIST = offerer, DETAIL_HIGHFIVE_TYPE = "high five"), story_value = STORY_VALUE_OKAY) SEND_SIGNAL(offerer, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five) SEND_SIGNAL(taker, COMSIG_ADD_MOOD_EVENT, "high_five", /datum/mood_event/high_five) qdel(src) /// Gangster secret handshakes. /obj/item/slapper/secret_handshake name = "Secret Handshake" icon_state = "recruit" icon = 'icons/obj/gang/actions.dmi' /// References the active families gamemode handler (if one exists), for adding new family members to. var/datum/gang_handler/handler /// The typepath of the gang antagonist datum that the person who uses the package should have added to them -- remember that the distinction between e.g. Ballas and Grove Street is on the antag datum level, not the team datum level. var/gang_to_use /// The team datum that the person who uses this package should be added to. var/datum/team/gang/team_to_use /// Adds the user to the family that this package corresponds to, dispenses the free_clothes of that family, and adds them to the handler if it exists. /obj/item/slapper/secret_handshake/proc/add_to_gang(mob/living/user, original_name) var/datum/antagonist/gang/swappin_sides = new gang_to_use() swappin_sides.original_name = original_name swappin_sides.handler = handler user.mind.add_antag_datum(swappin_sides, team_to_use) var/policy = get_policy(ROLE_FAMILIES) if(policy) to_chat(user, policy) team_to_use.add_member(user.mind) swappin_sides.equip_gangster_in_inventory() if (!isnull(handler) && !handler.gangbangers.Find(user.mind)) // if we have a handler and they're not tracked by it handler.gangbangers += user.mind /// Checks if the user is trying to use the package of the family they are in, and if not, adds them to the family, with some differing processing depending on whether the user is already a family member. /obj/item/slapper/secret_handshake/proc/attempt_join_gang(mob/living/user) if(!user?.mind) return var/datum/antagonist/gang/is_gangster = user.mind.has_antag_datum(/datum/antagonist/gang) var/real_name_backup = user.real_name if(is_gangster) if(is_gangster.my_gang == team_to_use) return real_name_backup = is_gangster.original_name is_gangster.my_gang.remove_member(user.mind) user.mind.remove_antag_datum(/datum/antagonist/gang) add_to_gang(user, real_name_backup) /obj/item/slapper/secret_handshake/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker) . = TRUE if (!(null in taker.held_items)) to_chat(taker, span_warning("You can't get taught the secret handshake if [offerer] has no free hands!")) return if(HAS_TRAIT(taker, TRAIT_MINDSHIELD)) to_chat(taker, "You attended a seminar on not signing up for a gang and are not interested.") return var/datum/antagonist/gang/is_gangster = taker.mind.has_antag_datum(/datum/antagonist/gang) if(is_gangster?.starter_gangster) if(is_gangster.my_gang == team_to_use) to_chat(taker, "You started your family. You don't need to join it.") return to_chat(taker, "You started your family. You can't turn your back on it now.") return offerer.visible_message(span_notice("[taker] is taught the secret handshake by [offerer]!"), span_nicegreen("All right! You've taught the secret handshake to [taker]!"), span_hear("You hear a bunch of weird shuffling and flesh slapping sounds!"), ignored_mobs=taker) to_chat(taker, span_nicegreen("You get taught the secret handshake by [offerer]!")) var/datum/antagonist/gang/owner_gang_datum = offerer.mind.has_antag_datum(/datum/antagonist/gang) handler = owner_gang_datum.handler gang_to_use = owner_gang_datum.type team_to_use = owner_gang_datum.my_gang attempt_join_gang(taker) qdel(src) /obj/item/kisser name = "kiss" desc = "I want you all to know, everyone and anyone, to seal it with a kiss." icon = 'icons/mob/animal.dmi' icon_state = "heart" inhand_icon_state = "nothing" force = 0 throwforce = 0 item_flags = DROPDEL | ABSTRACT | HAND_ITEM /// The kind of projectile this version of the kiss blower fires var/kiss_type = /obj/projectile/kiss /// TRUE if the user was aiming anywhere but the mouth when they offer the kiss, if it's offered var/cheek_kiss /obj/item/kisser/afterattack(atom/target, mob/user, proximity_flag, click_parameters) . = ..() if(HAS_TRAIT(user, TRAIT_GARLIC_BREATH)) kiss_type = /obj/projectile/kiss/french var/obj/projectile/blown_kiss = new kiss_type(get_turf(user)) user.visible_message("[user] blows \a [blown_kiss] at [target]!", span_notice("You blow \a [blown_kiss] at [target]!")) //Shooting Code: blown_kiss.original = target blown_kiss.fired_from = user blown_kiss.firer = user // don't hit ourself that would be really annoying blown_kiss.impacted = list(user = TRUE) // just to make sure we don't hit the wearer blown_kiss.preparePixelProjectile(target, user) blown_kiss.fire() qdel(src) /obj/item/kisser/on_offered(mob/living/carbon/offerer) if(!(locate(/mob/living/carbon) in orange(1, offerer))) return TRUE cheek_kiss = (offerer.zone_selected != BODY_ZONE_PRECISE_MOUTH) offerer.visible_message(span_notice("[offerer] leans in slightly, offering a kiss[cheek_kiss ? " on the cheek" : ""]!"), span_notice("You lean in slightly, indicating you'd like to offer a kiss[cheek_kiss ? " on the cheek" : ""]!"), null, 2) offerer.apply_status_effect(STATUS_EFFECT_OFFERING, src) return TRUE /obj/item/kisser/on_offer_taken(mob/living/carbon/offerer, mob/living/carbon/taker) var/obj/projectile/blown_kiss = new kiss_type(get_turf(offerer)) offerer.visible_message("[offerer] gives [taker] \a [blown_kiss][cheek_kiss ? " on the cheek" : ""]!!", span_notice("You give [taker] \a [blown_kiss][cheek_kiss ? " on the cheek" : ""]!"), ignored_mobs = taker) to_chat(taker, span_nicegreen("[offerer] gives you \a [blown_kiss][cheek_kiss ? " on the cheek" : ""]!")) offerer.face_atom(taker) taker.face_atom(offerer) offerer.do_item_attack_animation(taker, used_item=src) //We're still firing a shot here because I don't want to deal with some weird edgecase where direct impacting them with the projectile causes it to freak out because there's no angle or something blown_kiss.original = taker blown_kiss.fired_from = offerer blown_kiss.firer = offerer // don't hit ourself that would be really annoying blown_kiss.impacted = list(offerer = TRUE) // just to make sure we don't hit the wearer blown_kiss.preparePixelProjectile(taker, offerer) blown_kiss.suppressed = SUPPRESSED_VERY // this also means it's a direct offer blown_kiss.fire() qdel(src) return TRUE // so the core offering code knows to halt /obj/item/kisser/death name = "kiss of death" desc = "If looks could kill, they'd be this." color = COLOR_BLACK kiss_type = /obj/projectile/kiss/death /obj/projectile/kiss name = "kiss" icon = 'icons/mob/animal.dmi' icon_state = "heart" hitsound = 'sound/effects/kiss.ogg' hitsound_wall = 'sound/effects/kiss.ogg' pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE speed = 1.6 damage_type = BRUTE damage = 0 nodamage = TRUE // love can't actually hurt you armour_penetration = 100 // but if it could, it would cut through even the thickest plate /obj/projectile/kiss/fire(angle, atom/direct_target) if(firer) name = "[name] blown by [firer]" return ..() /obj/projectile/kiss/Impact(atom/A) if(!nodamage || !isliving(A)) // if we do damage or we hit a nonliving thing, we don't have to worry about a harmless hit because we can't wrongly do damage anyway return ..() harmless_on_hit(A) qdel(src) return FALSE /** * To get around shielded hardsuits & such being set off by kisses when they shouldn't, we take a page from hallucination projectiles * and simply fake our on hit effects. This lets kisses remain incorporeal without having to make some new trait for this one niche situation. * This fake hit only happens if we can deal damage and if we hit a living thing. Otherwise, we just do normal on hit effects. */ /obj/projectile/kiss/proc/harmless_on_hit(mob/living/living_target) playsound(get_turf(living_target), hitsound, 100, TRUE) if(!suppressed) // direct living_target.visible_message(span_danger("[living_target] is hit by \a [src]."), span_userdanger("You're hit by \a [src]!"), vision_distance=COMBAT_MESSAGE_RANGE) living_target.mind?.add_memory(MEMORY_KISS, list(DETAIL_PROTAGONIST = living_target, DETAIL_KISSER = firer), story_value = STORY_VALUE_OKAY) SEND_SIGNAL(living_target, COMSIG_ADD_MOOD_EVENT, "kiss", /datum/mood_event/kiss, firer, suppressed) if(isliving(firer)) var/mob/living/kisser = firer kisser.mind?.add_memory(MEMORY_KISS, list(DETAIL_PROTAGONIST = living_target, DETAIL_KISSER = firer), story_value = STORY_VALUE_OKAY, memory_flags = MEMORY_CHECK_BLINDNESS) try_fluster(living_target) /obj/projectile/kiss/proc/try_fluster(mob/living/living_target) // people with the social anxiety quirk can get flustered when hit by a kiss if(!HAS_TRAIT(living_target, TRAIT_ANXIOUS) || (living_target.stat > SOFT_CRIT) || living_target.is_blind()) return if(HAS_TRAIT(living_target, TRAIT_FEARLESS) || prob(50)) // 50% chance for it to apply, also immune while on meds return var/other_msg var/self_msg var/roll = rand(1, 3) switch(roll) if(1) other_msg = "stumbles slightly, turning a bright red!" self_msg = "You lose control of your limbs for a moment as your blood rushes to your face, turning it bright red!" living_target.add_confusion(rand(5, 10)) if(2) other_msg = "stammers softly for a moment before choking on something!" self_msg = "You feel your tongue disappear down your throat as you fight to remember how to make words!" addtimer(CALLBACK(living_target, /atom/movable.proc/say, pick("Uhhh...", "O-oh, uhm...", "I- uhhhhh??", "You too!!", "What?")), rand(0.5 SECONDS, 1.5 SECONDS)) living_target.stuttering += rand(5, 15) if(3) other_msg = "locks up with a stunned look on [living_target.p_their()] face, staring at [firer ? firer : "the ceiling"]!" self_msg = "Your brain completely fails to process what just happened, leaving you rooted in place staring at [firer ? "[firer]" : "the ceiling"] for what feels like an eternity!" living_target.face_atom(firer) living_target.Stun(rand(3 SECONDS, 8 SECONDS)) living_target.visible_message("[living_target] [other_msg]", "Whoa! [self_msg]") /obj/projectile/kiss/on_hit(atom/target, blocked, pierce_hit) def_zone = BODY_ZONE_HEAD // let's keep it PG, people . = ..() if(isliving(target)) SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "kiss", /datum/mood_event/kiss, firer, suppressed) try_fluster(target) /obj/projectile/kiss/death name = "kiss of death" nodamage = FALSE // okay i kinda lied about love not being able to hurt you damage = 35 wound_bonus = 0 sharpness = SHARP_POINTY color = COLOR_BLACK /obj/projectile/kiss/death/on_hit(atom/target, blocked, pierce_hit) . = ..() if(!iscarbon(target)) return var/mob/living/carbon/heartbreakee = target var/obj/item/organ/heart/dont_go_breakin_my_heart = heartbreakee.getorganslot(ORGAN_SLOT_HEART) dont_go_breakin_my_heart.applyOrganDamage(999) /obj/projectile/kiss/french name = "french kiss (is that a hint of garlic?)" color = "#f2e9d2" //Scientifically proven to be the colour of garlic /obj/projectile/kiss/french/harmless_on_hit(mob/living/living_target) . = ..() //Don't stack the garlic if(! living_target.has_reagent(/datum/reagent/consumable/garlic) ) //Phwoar living_target.reagents.add_reagent(/datum/reagent/consumable/garlic, 1) living_target.visible_message("[living_target] has a funny look on [living_target.p_their()] face.", "Wow, that is a strong after taste of garlic!", vision_distance=COMBAT_MESSAGE_RANGE)