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https://github.com/Bubberstation/Bubberstation.git
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599f8dcd98
## About The Pull Request - Fake body - All delusions - Eyes in the Dark - Fake chat messages - Fake death - Fake conspicuous messages - Fake chasms and anomalies - Mirage items (both self and others) - Fake malf APCs - Your Mom - Xeno attack Won't trigger while unconscious - Most fake station messages - Sound of battle Won't trigger while deaf ## Why It's Good For The Game Many of the effects these are mimicking can only trigger while conscious or able to hear, so if you ARE unconscious or deaf, it makes it extremely obvious it's a fake effect. We should instead give them a hallucination that will affect them, like appearing to be on fire. ## Changelog 🆑 Melbert add: Hallucinations that don't make sense to trigger while unconscious or deaf will no longer trigger while unconscious or deaf /🆑
80 lines
2.9 KiB
Plaintext
80 lines
2.9 KiB
Plaintext
/datum/hallucination/message
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random_hallucination_weight = 60
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hallucination_tier = HALLUCINATION_TIER_COMMON
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/datum/hallucination/message/start()
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if(hallucinator.stat >= UNCONSCIOUS)
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return FALSE
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var/list/nearby_humans = list()
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var/adjacent_to_us = FALSE
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var/mob/living/carbon/human/suspicious_personnel
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for(var/mob/living/carbon/human/nearby_human in oview(hallucinator, 7))
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if(get_dist(nearby_human, hallucinator) <= 1)
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suspicious_personnel = nearby_human
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adjacent_to_us = TRUE
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break
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nearby_humans += nearby_human
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if(!suspicious_personnel && length(nearby_humans))
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suspicious_personnel = pick(nearby_humans)
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var/list/message_pool = list()
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if(suspicious_personnel)
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if(adjacent_to_us)
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message_pool[span_warning("You feel a tiny prick!")] = 5
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var/obj/item/storage/equipped_backpack = suspicious_personnel.get_item_by_slot(ITEM_SLOT_BACK)
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if(istype(equipped_backpack))
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// in the future, this could / should be de-harcoded and
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// just draw from a pool uplink, theft, and antag item typepaths
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var/static/list/stash_item_paths = list(
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/obj/item/blueprints,
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/obj/item/assembly/flash,
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/obj/item/card/id/advanced/gold/captains_spare,
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/obj/item/card/emag,
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/obj/item/circular_saw,
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/obj/item/codex_cicatrix,
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/obj/item/grenade/c4,
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/obj/item/gun/ballistic/revolver,
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/obj/item/gun/energy/e_gun/hos,
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/obj/item/gun/energy/laser/captain,
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/obj/item/gun/energy/recharge/ebow,
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/obj/item/gun/syringe/syndicate,
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/obj/item/hand_tele,
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/obj/item/melee/baton/security,
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/obj/item/melee/cultblade/dagger,
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/obj/item/melee/energy,
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/obj/item/powersink, //this is a bulky item what
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/obj/item/reagent_containers/hypospray/cmo,
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/obj/item/spellbook,
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)
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var/obj/item/stashed_item = pick(stash_item_paths)
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message_pool[span_notice("[suspicious_personnel] puts the [initial(stashed_item.name)] into [equipped_backpack].")] = 5
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message_pool["[span_bold("[suspicious_personnel]")] [pick("sneezes", "coughs")]."] = 1
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message_pool[span_notice("You hear something squeezing through the ducts...")] = 1
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message_pool[span_warning("Your [pick("arm", "leg", "back", "head")] itches.")] = 1
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message_pool[span_warning("You feel [pick("hot", "cold", "dry", "wet", "woozy", "faint")].")] = 1
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message_pool[span_warning("Your stomach rumbles.")] = 1
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message_pool[span_warning("Your head hurts.")] = 1
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message_pool[span_warning("You hear a faint buzz in your head.")] = 1
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if(prob(10))
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message_pool[span_warning("Behind you.")] = 1
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message_pool[span_warning("You hear a faint laughter.")] = 1
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message_pool[span_warning("You hear skittering on the ceiling.")] = 1
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message_pool[span_warning("You see an inhumanly tall silhouette moving in the distance.")] = 2
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if(prob(30))
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var/some_help = pick_list_replacements(HALLUCINATION_FILE, "advice")
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message_pool[some_help] = 4
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var/chosen = pick_weight(message_pool)
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feedback_details += "Message: [chosen]"
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to_chat(hallucinator, chosen)
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qdel(src)
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return TRUE
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