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## About The Pull Request Updates subdermal implants so that they have `implant_info` and `implant_lore` variables instead of one unchanging `get_info()`. Also rewrites/updates/tweaks/etc. lore for every implant that had get_info() blocks. Makes beacon implants (the ones you teleport onto) turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. Deathrattle implants are now `allow_multiple = TRUE`, so you can have multiple deathrattles implanted. Reworked the implant pad's UI to have collapsible sections for implant info, implant lore, and also have buttons for configuring deathrattle implants. Adds a box of expeditionary deathrattle implants to the mining vendor. For 900 points (585 points if delivered), you receive a box containing 5 expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is important)**, an implanter, and an implant pad. The intended workflow is that you initialize one deathrattle implant, use that network for all the other deathrattles, and implant yourself, your mining buddies, your QM, and a paramedic, maybe. However since they start unset you could theoretically make one really big deathrattle network. Good luck getting people to volunteer for implanting, though, and as above, it only really works if you die outside of the station. Also, repaths kheiral cuffs to be accessories, so you can attach them to uniforms. They're still functional as suit sensor extenders and GPSes (when off-station). <details><summary>Screenshots</summary> <img width="469" height="91" alt="image" src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8" /> </details> ## Why It's Good For The Game Deathrattle implants are cool. Being able to know that your coworker exploded, after a non-negligible amount of setup and wrangling your fellow spaceman to let you implant them, is probably a good thing. Introduces a cooperative avenue of "Wait, my coworker just died" instead of "Hey, they haven't yelled something on comms, did they roll antag? (No. They died.)" Kheiral cuffs being uniform attachments is because having to sacrifice glove slot for them annoyed me a lot. ## Changelog 🆑 add: Nanotrasen has begun rolling out (unconfigured) expeditionary deathrattle implant kits for their mining teams for 900 points (585 points, if manually delivered). These only alert for deaths on raw mining wasteland, and will not work in space, ruins, or on-station. balance: Kheiral cuffs can now be attached to uniforms as accessories. They retain their suit sensor extension/GPS functionality (still only when off station Z-levels, though). fix: Beacon implants now turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. qol: Made the implant pad UI a little nicer to look at, with dropdowns and demarcated sections. code: Implants now have separated "immediately useful" information and "extended lore tidbits" information as variables instead of one unchangeable get_info() block. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
70 lines
2.4 KiB
Plaintext
70 lines
2.4 KiB
Plaintext
/obj/item/implant/spell
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name = "spell implant"
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desc = "Allows you to cast a spell as if you were a wizard."
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actions_types = null
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/// Whether to make the spell robeless
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var/make_robeless = TRUE
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/// The typepath of the spell we give to people. Instantiated in Initialize
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var/datum/action/cooldown/spell/spell_type
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/// The actual spell we give to the person on implant
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var/datum/action/cooldown/spell/spell_to_give
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implant_info = "Automatically activates upon implantation. If not inert, theoretically provides spellcasting ability. \
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Unfortunately, is inert."
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implant_lore = "The Thaumic Accumulation/Instruction Matrix is an exotic thaumic accumulator designed for \
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subdermal implantation, and meant to provide an interface between magic spells \
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like those used by the Wizard's Federation, which have notoriously been uncooperative with technology, \
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and mundane users who lack innate magical aptitude. Very little is known about how it works, especially \
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because thaumic matrices, especially those designed for cross-disciplinary interaction, are hard to recover \
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intact."
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/obj/item/implant/spell/Initialize(mapload)
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. = ..()
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if(!spell_type)
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return
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spell_to_give = new spell_type(src)
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if(make_robeless && (spell_to_give.spell_requirements & SPELL_REQUIRES_WIZARD_GARB))
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spell_to_give.spell_requirements &= ~SPELL_REQUIRES_WIZARD_GARB
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implant_info = "Automatically activates upon implantation. Allows an implantee to cast [spell_to_give], \
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[make_robeless ? ", without needing appropriate wizard garb" : " if dressed in appropriate garb"]."
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/obj/item/implant/spell/Destroy()
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QDEL_NULL(spell_to_give)
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return ..()
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/obj/item/implant/spell/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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. = ..()
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if (!.)
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return
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if (!spell_to_give)
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return FALSE
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spell_to_give.Grant(target)
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return TRUE
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/obj/item/implant/spell/removed(mob/living/source, silent = FALSE, special = 0)
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. = ..()
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if (!.)
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return FALSE
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if(spell_to_give)
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spell_to_give.Remove(source)
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if(source.stat != DEAD && !silent)
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to_chat(source, span_boldnotice("The knowledge of how to cast [spell_to_give] slips out from your mind."))
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return TRUE
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/obj/item/implanter/spell
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name = "implanter (spell)"
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imp_type = /obj/item/implant/spell
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/obj/item/implantcase/spell
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name = "implant case - 'Wizardry'"
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desc = "A glass case containing an implant that can teach the user the arts of Wizardry."
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imp_type = /obj/item/implant/spell
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