Files
Bubberstation/code/datums/elements/spooky.dm
SkyratBot 21a96d43ce [MIRROR] Modifies spectral instruments to make retaliation more viable. [MDB IGNORE] (#20443)
* Modifies spectral instruments to make retaliation more viable.  (#74599)

## About The Pull Request

Reduces the damage dealt by the spectral trombone, saxophone and trumpet
and adds a message warning of the change they cause

## Why It's Good For The Game

In their current state the spectral instruments transform people into 4
hits, the first two hits dealing enough stam damage that it slows to
point where escape isn't possible.
Since it's also rare most people don't know of it'll transform you into
a skeleton
In order to allow for more viable retaliation against the transformation
into a skeleton this PR reduces the stamina damage dealt and prints a
message for the target that hints them towards the transformation.

## Changelog

:cl:Somepan
add: Added a message upon being hit by any spectral instruments
balance: Reduced the stamina damage dealt by spectral instruments from
25 to 18 making it transform after 6 hits instead of 4
/🆑

* Modifies spectral instruments to make retaliation more viable.

---------

Co-authored-by: Pinkufeck <63017503+Pinkufeck@users.noreply.github.com>
2023-04-09 19:09:50 -07:00

75 lines
3.4 KiB
Plaintext

/datum/element/spooky
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
var/too_spooky = TRUE //will it spawn a new instrument?
/datum/element/spooky/Attach(datum/target, too_spooky = TRUE)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
src.too_spooky = too_spooky
RegisterSignal(target, COMSIG_ITEM_ATTACK, PROC_REF(spectral_attack))
/datum/element/spooky/Detach(datum/source)
UnregisterSignal(source, COMSIG_ITEM_ATTACK)
return ..()
/datum/element/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user)
SIGNAL_HANDLER
if(ishuman(user)) //this weapon wasn't meant for mortals.
var/mob/living/carbon/human/U = user
if(!istype(U.dna.species, /datum/species/skeleton))
U.adjustStaminaLoss(35) //Extra Damage
U.set_jitter_if_lower(70 SECONDS)
U.set_stutter(40 SECONDS)
if(U.getStaminaLoss() > 95)
to_chat(U, "<font color ='red', size ='4'><B>Your ears weren't meant for this spectral sound.</B></font>")
INVOKE_ASYNC(src, PROC_REF(spectral_change), U)
return
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.dna.species, /datum/species/skeleton))
return //undeads are unaffected by the spook-pocalypse.
if(istype(H.dna.species, /datum/species/zombie))
H.adjustStaminaLoss(25)
H.Paralyze(15) //zombies can't resist the doot
C.set_jitter_if_lower(70 SECONDS)
C.set_stutter(40 SECONDS)
if((!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
C.adjustStaminaLoss(18) //boneless humanoids don't lose the will to live
to_chat(C, "<font color='red' size='4'><B>DOOT</B></font>")
to_chat(C, "<span class='robot'><font size='4'>You're feeling more bony.</font></span>")
INVOKE_ASYNC(src, PROC_REF(spectral_change), H)
else //the sound will spook monkeys.
C.set_jitter_if_lower(30 SECONDS)
C.set_stutter(40 SECONDS)
/datum/element/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly)))
H.Paralyze(20)
H.set_species(/datum/species/skeleton)
H.visible_message(span_warning("[H] has given up on life as a mortal."))
var/T = get_turf(H)
if(too_spooky)
if(prob(90))
var/obj/item/instrument = pick(
/obj/item/instrument/saxophone/spectral,
/obj/item/instrument/trumpet/spectral,
/obj/item/instrument/trombone/spectral,
)
new instrument(T)
else
to_chat(H, span_boldwarning("The spooky gods forgot to ship your instrument. Better luck next unlife."))
to_chat(H, span_boldnotice("You are the spooky skeleton!"))
to_chat(H, span_boldnotice("A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties."))
change_name(H) //time for a new name!
/datum/element/spooky/proc/change_name(mob/living/carbon/human/spooked)
var/skeleton_name = sanitize_name(tgui_input_text(spooked, "Enter your new skeleton name", "Spookifier", spooked.real_name, MAX_NAME_LEN))
if(!skeleton_name)
skeleton_name = "spooky skeleton"
spooked.fully_replace_character_name(null, skeleton_name)