Files
Bubberstation/code/game/objects/items/theft_tools.dm
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00

350 lines
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//Items for nuke theft, supermatter theft traitor objective
// STEALING THE NUKE
//the nuke core - objective item
/obj/item/nuke_core
name = "plutonium core"
desc = "Extremely radioactive. Wear goggles."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "plutonium_core"
inhand_icon_state = "plutoniumcore"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/pulse = 0
var/cooldown = 0
var/pulseicon = "plutonium_core_pulse"
/obj/item/nuke_core/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/nuke_core/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/nuke_core/attackby(obj/item/nuke_core_container/container, mob/user)
if(istype(container))
container.load(src, user)
else
return ..()
/obj/item/nuke_core/process()
if(cooldown < world.time - 60)
cooldown = world.time
flick(pulseicon, src)
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION)
/obj/item/nuke_core/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is rubbing [src] against [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
return TOXLOSS
//nuke core box, for carrying the core
/obj/item/nuke_core_container
name = "nuke core container"
desc = "Solid container for radioactive objects."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "core_container_empty"
inhand_icon_state = "tile"
lefthand_file = 'icons/mob/inhands/items/tiles_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/tiles_righthand.dmi'
var/obj/item/nuke_core/core
/obj/item/nuke_core_container/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/nuke_core_container/proc/load(obj/item/nuke_core/ncore, mob/user)
if(core || !istype(ncore))
return FALSE
ncore.forceMove(src)
core = ncore
icon_state = "core_container_loaded"
to_chat(user, span_warning("Container is sealing..."))
addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
return TRUE
/obj/item/nuke_core_container/proc/seal()
if(istype(core))
STOP_PROCESSING(SSobj, core)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/deconstruct.ogg', 60, TRUE)
if(ismob(loc))
to_chat(loc, span_warning("[src] is permanently sealed, [core]'s radiation is contained."))
/obj/item/nuke_core_container/attackby(obj/item/nuke_core/core, mob/user)
if(istype(core))
if(!user.temporarilyRemoveItemFromInventory(core))
to_chat(user, span_warning("The [core] is stuck to your hand!"))
return
else
load(core, user)
else
return ..()
//snowflake screwdriver, works as a key to start nuke theft, traitor only
/obj/item/screwdriver/nuke
name = "screwdriver"
desc = "A screwdriver with an ultra thin tip that's carefully designed to boost screwing speed."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "screwdriver_nuke"
post_init_icon_state = null
inhand_icon_state = "screwdriver_nuke"
toolspeed = 0.5
random_color = FALSE
greyscale_config_inhand_left = null
greyscale_config_inhand_right = null
greyscale_colors = null
/obj/item/screwdriver/nuke/get_belt_overlay()
return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "screwdriver_nuke")
/obj/item/paper/guides/antag/nuke_instructions
default_raw_text = "How to break into a Nanotrasen self-destruct terminal and remove its plutonium core:<br>\
<ul>\
<li>Use a screwdriver with a very thin tip (provided) to unscrew the terminal's front panel</li>\
<li>Dislodge and remove the front panel with a crowbar</li>\
<li>Cut the inner metal plate with a welding tool</li>\
<li>Pry off the inner plate with a crowbar to expose the radioactive core</li>\
<li>Use the core container to remove the plutonium core; the container will take some time to seal</li>\
<li>???</li>\
</ul>"
/obj/item/paper/guides/antag/hdd_extraction
default_raw_text = "<h1>Source Code Theft & You - The Idiot's Guide to Crippling Nanotrasen Research & Development</h1><br>\
Rumour has it that Nanotrasen are using their R&D Servers to create something awful! They've codenamed it Project Goon, whatever that means.<br>\
This cannot be allowed to stand. Below is all our intel for stealing their source code and crippling their research efforts:<br>\
<ul>\
<li>Locate the physical R&D Server mainframes. Intel suggests these are stored in specially cooled rooms deep within their Science department.</li>\
<li>Nanotrasen is a corporation not known for subtlety in design. You should be able to identify the master server by any distinctive markings.</li>\
<li>Tools are on-site procurement. Screwdriver, crowbar and wirecutters should be all you need to do the job.<li>\
<li>The front panel screws are hidden in recesses behind stickers. Easily removed once you know they're there.</li>\
<li>You'll probably find the hard drive in secure housing. You may need to pry it loose with a crowbar, shouldn't do too much damage.</li>\
<li>Finally, carefully cut all of the hard drive's connecting wires. Don't rush this, snipping the wrong wire could wipe all data!</li>\
</ul>\
Removing this drive is guaranteed to cripple research efforts regardless of what data is contained on it.<br>\
The thing's probably hardwired. No putting it back once you've extracted it. The crew are likely to be as mad as bees if they find out!<br>\
Survive the shift and extract the hard drive safely.<br>\
Succeed and you will receive a coveted green highlight on your record for this assignment. Fail us and red's the last colour you'll ever see.<br>\
Do not disappoint us.<br>"
/obj/item/computer_disk/hdd_theft
name = "r&d server hard disk drive"
desc = "For some reason, people really seem to want to steal this. The source code on this drive is probably used for something awful!"
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "something_awful"
max_capacity = 512
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
// STEALING SUPERMATTER
/obj/item/paper/guides/antag/supermatter_sliver
default_raw_text = "How to safely extract a supermatter sliver:<br>\
<ul>\
<li>You must have active magnetic anchoring at all times near an active supermatter crystal.</li>\
<li>Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.</li>\
<li>Use a supermatter scalpel (provided) to slice off a sliver of the crystal.</li>\
<li>Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off.</li>\
<li>Physical contact of any object with the sliver will dust the object, as well as yourself.</li>\
<li>Use the tongs to place the sliver into the provided container, which will take some time to seal.</li>\
<li>Get the hell out before the crystal delaminates.</li>\
<li>???</li>\
</ul>"
/obj/item/nuke_core/supermatter_sliver
name = "supermatter sliver"
desc = "A tiny, highly volatile sliver of a supermatter crystal. Do not handle without protection!"
icon_state = "supermatter_sliver"
inhand_icon_state = null //touching it dusts you, so no need for an inhand icon.
pulseicon = "supermatter_sliver_pulse"
layer = ABOVE_MOB_LAYER
/obj/item/nuke_core/supermatter_sliver/Initialize(mapload)
. = ..()
RegisterSignal(src, COMSIG_FISHING_ROD_CAST, PROC_REF(on_hook))
/obj/item/nuke_core/supermatter_sliver/proc/on_hook(obj/item/nuke_core/supermatter_sliver/source, obj/item/fishing_rod/rod, mob/user)
SIGNAL_HANDLER
//hook gets dusted but the rod remains intact
attackby(rod.hook, user)
return FISHING_ROD_CAST_HANDLED
/obj/item/nuke_core/supermatter_sliver/attack_tk(mob/user) // no TK dusting memes
return
/obj/item/nuke_core/supermatter_sliver/can_be_pulled(user, force) // no drag memes
return FALSE
/obj/item/nuke_core/supermatter_sliver/attackby(obj/item/W, mob/living/user, list/modifiers, list/attack_modifiers)
if(istype(W, /obj/item/hemostat/supermatter))
var/obj/item/hemostat/supermatter/tongs = W
if (tongs.sliver)
to_chat(user, span_warning("\The [tongs] is already holding a supermatter sliver!"))
return FALSE
forceMove(tongs)
tongs.sliver = src
tongs.update_appearance()
to_chat(user, span_notice("You carefully pick up [src] with [tongs]."))
else if(istype(W, /obj/item/scalpel/supermatter) || istype(W, /obj/item/nuke_core_container/supermatter/)) // we don't want it to dust
return
else
to_chat(user, span_notice("As it touches \the [src], both \the [src] and \the [W] burst into dust!"))
radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(W)
qdel(src)
/obj/item/nuke_core/supermatter_sliver/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(!isliving(hit_atom))
return ..()
var/mob/living/victim = hit_atom
if(victim.incorporeal_move || HAS_TRAIT(victim, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
return ..()
var/mob/thrower = throwingdatum?.get_thrower()
if(istype(thrower))
log_combat(thrower, hit_atom, "consumed", src)
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)], thrown by [key_name_admin(thrower)].")
investigate_log("has consumed [key_name(victim)], thrown by [key_name(thrower)]", INVESTIGATE_ENGINE)
else
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)] via throw impact.")
investigate_log("has consumed [key_name(victim)] via throw impact.", INVESTIGATE_ENGINE)
victim.visible_message(span_danger("As [victim] is hit by [src], both flash into dust and silence fills the room..."),\
span_userdanger("You're hit by [src] and everything suddenly goes silent.\n[src] flashes into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
victim.dust()
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(src)
/obj/item/nuke_core/supermatter_sliver/pickup(mob/living/user)
..()
if(!isliving(user) || HAS_TRAIT(user, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
return FALSE
user.visible_message(span_danger("[user] reaches out and tries to pick up [src]. [user.p_their()] body starts to glow and bursts into flames before flashing into dust!"),\
span_userdanger("You reach for [src] with your hands. That was dumb."),\
span_hear("Everything suddenly goes silent."))
radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
user.dust()
/obj/item/nuke_core_container/supermatter
name = "supermatter bin"
desc = "A tiny receptacle that releases an inert hyper-noblium mix upon sealing, allowing a sliver of a supermatter crystal to be safely stored."
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/nuke_core_container/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/nuke_core_container/supermatter/load(obj/item/hemostat/supermatter/T, mob/user)
if(!istype(T) || !T.sliver)
return FALSE
T.sliver.forceMove(src)
sliver = T.sliver
T.sliver = null
T.icon_state = "supermatter_tongs"
icon_state = "core_container_loaded"
to_chat(user, span_warning("Container is sealing..."))
addtimer(CALLBACK(src, PROC_REF(seal)), 5 SECONDS)
return TRUE
/obj/item/nuke_core_container/supermatter/seal()
if(istype(sliver))
STOP_PROCESSING(SSobj, sliver)
icon_state = "core_container_sealed"
playsound(src, 'sound/items/Deconstruct.ogg', 60, TRUE)
if(ismob(loc))
to_chat(loc, span_warning("[src] is permanently sealed, [sliver] is safely contained."))
/obj/item/scalpel/supermatter
name = "supermatter scalpel"
desc = "A scalpel with a fragile tip of condensed hyper-noblium gas, searingly cold to the touch, that can safely shave a sliver off a supermatter crystal."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
damtype = BURN
usesound = 'sound/items/weapons/bladeslice.ogg'
var/usesLeft
/obj/item/scalpel/supermatter/Initialize(mapload)
. = ..()
usesLeft = rand(2, 4)
/obj/item/hemostat/supermatter
name = "supermatter extraction tongs"
desc = "A pair of tongs made from condensed hyper-noblium gas, searingly cold to the touch, that can safely grip a supermatter sliver."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "supermatter_tongs"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
inhand_icon_state = "supermatter_tongs"
toolspeed = 0.75
damtype = BURN
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/hemostat/supermatter/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
/obj/item/hemostat/supermatter/Destroy()
QDEL_NULL(sliver)
return ..()
/obj/item/hemostat/supermatter/update_icon_state()
icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
inhand_icon_state = "supermatter_tongs[sliver ? "_loaded" : null]"
return ..()
/obj/item/hemostat/supermatter/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!sliver)
return ..()
if (istype(interacting_with, /obj/item/nuke_core_container/supermatter))
var/obj/item/nuke_core_container/supermatter/container = interacting_with
container.load(src, user)
return ITEM_INTERACT_SUCCESS
if(ismovable(interacting_with) && interacting_with != sliver)
Consume(interacting_with, user)
return ITEM_INTERACT_SUCCESS
return ..()
/obj/item/hemostat/supermatter/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) // no instakill supermatter javelins
if(sliver)
sliver.forceMove(loc)
visible_message(span_notice("\The [sliver] falls out of \the [src] as it hits the ground."))
sliver = null
update_appearance()
return ..()
/obj/item/hemostat/supermatter/proc/Consume(atom/movable/AM, mob/living/user)
if(ismob(AM))
if(!isliving(AM))
return
var/mob/living/victim = AM
if(victim.incorporeal_move || HAS_TRAIT(victim, TRAIT_GODMODE)) //try to keep this in sync with supermatter's consume fail conditions
return
victim.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
victim.dust()
message_admins("[src] has consumed [key_name_admin(victim)] [ADMIN_JMP(src)].")
investigate_log("has consumed [key_name(victim)].", INVESTIGATE_ENGINE)
else if(istype(AM, /obj/singularity))
return
else
investigate_log("has consumed [AM].", INVESTIGATE_ENGINE)
qdel(AM)
if (user)
log_combat(user, AM, "consumed", sliver, "via [src]")
user.visible_message(span_danger("As [user] touches [AM] with \the [src], both flash into dust and silence fills the room..."),\
span_userdanger("You touch [AM] with [src], and everything suddenly goes silent.\n[AM] and [sliver] flash into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
user.investigate_log("has been dusted by [src].", INVESTIGATE_DEATHS)
user.dust()
radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
QDEL_NULL(sliver)
update_appearance()