Files
Bubberstation/code/game/objects/items/cosmetics.dm
SkyratBot fcdf5d850c [MIRROR] Psykers [MDB IGNORE] (#17825)
* Psykers (#71566)

## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

![image](https://user-images.githubusercontent.com/23585223/204150279-a6cf8e2f-c678-476e-b72c-6088cd8b684b.png)

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).

## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑

Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Psykers

* commented out stuff is now in

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-03 19:45:18 -08:00

262 lines
9.9 KiB
Plaintext

/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'modular_skyrat/modules/salon/icons/items.dmi' //SKYRAT EDIT CHANGE - ORIGINAL: icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "lipstick"
inhand_icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/// A trait that's applied while someone has this lipstick applied, and is removed when the lipstick is removed
var/lipstick_trait
/obj/item/lipstick/Initialize(mapload)
. = ..()
AddElement(/datum/element/update_icon_updates_onmob)
update_appearance(UPDATE_ICON)
/obj/item/lipstick/vv_edit_var(vname, vval)
. = ..()
if(vname == NAMEOF(src, open))
update_appearance(UPDATE_ICON)
/obj/item/lipstick/update_icon_state()
icon_state = "lipstick[open ? "_uncap" : null]"
inhand_icon_state = "lipstick[open ? "open" : null]"
return ..()
/obj/item/lipstick/update_overlays()
. = ..()
if(!open)
return
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
. += colored_overlay
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/black/death
name = "\improper Kiss of Death"
desc = "An incredibly potent tube of lipstick made from the venom of the dreaded Yellow Spotted Space Lizard, as deadly as it is chic. Try not to smear it!"
lipstick_trait = TRAIT_KISS_OF_DEATH
/obj/item/lipstick/random
name = "lipstick"
icon_state = "random_lipstick"
/obj/item/lipstick/random/Initialize(mapload)
. = ..()
icon_state = "lipstick"
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
to_chat(user, span_notice("You twist [src] [open ? "closed" : "open"]."))
open = !open
update_appearance(UPDATE_ICON)
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open || !ismob(M))
return
if(!ishuman(M))
to_chat(user, span_warning("Where are the lips on that?"))
return
var/mob/living/carbon/human/target = M
if(target.is_mouth_covered())
to_chat(user, span_warning("Remove [ target == user ? "your" : "[target.p_their()]" ] mask!"))
return
if(target.lip_style) //if they already have lipstick on
to_chat(user, span_warning("You need to wipe off the old lipstick first!"))
return
if(target == user)
user.visible_message(span_notice("[user] does [user.p_their()] lips with \the [src]."), \
span_notice("You take a moment to apply \the [src]. Perfect!"))
target.update_lips("lipstick", colour, lipstick_trait)
return
user.visible_message(span_warning("[user] begins to do [target]'s lips with \the [src]."), \
span_notice("You begin to apply \the [src] on [target]'s lips..."))
if(!do_after(user, 2 SECONDS, target = target))
return
user.visible_message(span_notice("[user] does [target]'s lips with \the [src]."), \
span_notice("You apply \the [src] on [target]'s lips."))
target.update_lips("lipstick", colour, lipstick_trait)
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected != BODY_ZONE_PRECISE_MOUTH || !ishuman(M))
return ..()
var/mob/living/carbon/human/target = M
if(target == user)
to_chat(user, span_notice("You wipe off the lipstick with [src]."))
target.update_lips(null)
return
user.visible_message(span_warning("[user] begins to wipe [target]'s lipstick off with \the [src]."), \
span_notice("You begin to wipe off [target]'s lipstick..."))
if(!do_after(user, 10, target = target))
return
user.visible_message(span_notice("[user] wipes [target]'s lipstick off with \the [src]."), \
span_notice("You wipe off [target]'s lipstick."))
target.update_lips(null)
/* SKYRAT EDIT REMOVAL
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/weapons/items_and_weapons.dmi'
icon_state = "razor"
inhand_icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] begins shaving [user.p_them()]self without the razor guard! It looks like [user.p_theyre()] trying to commit suicide!"))
shave(user, BODY_ZONE_PRECISE_MOUTH)
shave(user, BODY_ZONE_HEAD)//doesnt need to be BODY_ZONE_HEAD specifically, but whatever
return BRUTELOSS
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = BODY_ZONE_PRECISE_MOUTH)
if(location == BODY_ZONE_PRECISE_MOUTH)
H.facial_hairstyle = "Shaved"
else
H.hairstyle = "Skinhead"
H.update_body_parts()
playsound(loc, 'sound/items/welder2.ogg', 20, TRUE)
/obj/item/razor/attack(mob/M, mob/living/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if((location in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_HEAD)) && !H.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, span_warning("[H] doesn't have a head!"))
return
if(location == BODY_ZONE_PRECISE_MOUTH)
if(!user.combat_mode)
if(H.gender == MALE)
if (H == user)
to_chat(user, span_warning("You need a mirror to properly style your own facial hair!"))
return
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return
var/new_style = tgui_input_list(user, "Select a facial hairstyle", "Grooming", GLOB.facial_hairstyles_list)
if(isnull(new_style))
return
if(!get_location_accessible(H, location))
to_chat(user, span_warning("The mask is in the way!"))
return
if(HAS_TRAIT(H, TRAIT_SHAVED))
to_chat(user, span_warning("[H] is just way too shaved. Like, really really shaved."))
return
user.visible_message(span_notice("[user] tries to change [H]'s facial hairstyle using [src]."), span_notice("You try to change [H]'s facial hairstyle using [src]."))
if(new_style && do_after(user, 60, target = H))
user.visible_message(span_notice("[user] successfully changes [H]'s facial hairstyle using [src]."), span_notice("You successfully change [H]'s facial hairstyle using [src]."))
H.facial_hairstyle = new_style
H.update_body_parts()
return
else
return
else
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, span_warning("There is no facial hair to shave!"))
return
if(!get_location_accessible(H, location))
to_chat(user, span_warning("The mask is in the way!"))
return
if(H.facial_hairstyle == "Shaved")
to_chat(user, span_warning("Already clean-shaven!"))
return
if(H == user) //shaving yourself
user.visible_message(span_notice("[user] starts to shave [user.p_their()] facial hair with [src]."), \
span_notice("You take a moment to shave your facial hair with [src]..."))
if(do_after(user, 50, target = H))
user.visible_message(span_notice("[user] shaves [user.p_their()] facial hair clean with [src]."), \
span_notice("You finish shaving with [src]. Fast and clean!"))
shave(H, location)
else
user.visible_message(span_warning("[user] tries to shave [H]'s facial hair with [src]."), \
span_notice("You start shaving [H]'s facial hair..."))
if(do_after(user, 50, target = H))
user.visible_message(span_warning("[user] shaves off [H]'s facial hair with [src]."), \
span_notice("You shave [H]'s facial hair clean off."))
shave(H, location)
else if(location == BODY_ZONE_HEAD)
if(!user.combat_mode)
if (H == user)
to_chat(user, span_warning("You need a mirror to properly style your own hair!"))
return
if(!user.canUseTopic(src, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE))
return
var/new_style = tgui_input_list(user, "Select a hairstyle", "Grooming", GLOB.hairstyles_list)
if(isnull(new_style))
return
if(!get_location_accessible(H, location))
to_chat(user, span_warning("The headgear is in the way!"))
return
if(HAS_TRAIT(H, TRAIT_BALD))
to_chat(user, span_warning("[H] is just way too bald. Like, really really bald."))
return
user.visible_message(span_notice("[user] tries to change [H]'s hairstyle using [src]."), span_notice("You try to change [H]'s hairstyle using [src]."))
if(new_style && do_after(user, 60, target = H))
user.visible_message(span_notice("[user] successfully changes [H]'s hairstyle using [src]."), span_notice("You successfully change [H]'s hairstyle using [src]."))
H.hairstyle = new_style
H.update_body_parts()
return
else
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, span_warning("There is no hair to shave!"))
return
if(!get_location_accessible(H, location))
to_chat(user, span_warning("The headgear is in the way!"))
return
if(H.hairstyle == "Bald" || H.hairstyle == "Balding Hair" || H.hairstyle == "Skinhead")
to_chat(user, span_warning("There is not enough hair left to shave!"))
return
if(H == user) //shaving yourself
user.visible_message(span_notice("[user] starts to shave [user.p_their()] head with [src]."), \
span_notice("You start to shave your head with [src]..."))
if(do_after(user, 5, target = H))
user.visible_message(span_notice("[user] shaves [user.p_their()] head with [src]."), \
span_notice("You finish shaving with [src]."))
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message(span_warning("[user] tries to shave [H]'s head with [src]!"), \
span_notice("You start shaving [H]'s head..."))
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message(span_warning("[user] shaves [H]'s head bald with [src]!"), \
span_notice("You shave [H]'s head bald."))
shave(H, location)
else
..()
else
..()
*/