Files
Bubberstation/code/game/objects/items/his_grace.dm
2017-08-21 18:29:51 -04:00

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//His Grace is a very special weapon granted only to traitor chaplains.
//When awakened, He thirsts for blood and begins ticking a "bloodthirst" counter.
//The wielder of His Grace is immune to stuns and gradually heals.
//If the wielder fails to feed His Grace in time, He will devour them and become incredibly aggressive.
//Leaving His Grace alone for some time will reset His thirst and put Him to sleep.
//Using His Grace effectively requires extreme speed and care.
/obj/item/his_grace
name = "artistic toolbox"
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
icon_state = "his_grace"
item_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
icon = 'icons/obj/items_and_weapons.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
origin_tech = "combat=4;engineering=4;syndicate=2"
force = 12
attack_verb = list("robusted")
hitsound = 'sound/weapons/smash.ogg'
var/awakened = FALSE
var/bloodthirst = HIS_GRACE_SATIATED
var/prev_bloodthirst = HIS_GRACE_SATIATED
var/force_bonus = 0
/obj/item/his_grace/Initialize()
. = ..()
START_PROCESSING(SSprocessing, src)
GLOB.poi_list += src
/obj/item/his_grace/Destroy()
STOP_PROCESSING(SSprocessing, src)
GLOB.poi_list -= src
for(var/mob/living/L in src)
L.forceMove(get_turf(src))
return ..()
/obj/item/his_grace/attack_self(mob/living/user)
if(!awakened)
INVOKE_ASYNC(src, .proc/awaken, user)
/obj/item/his_grace/attack(mob/living/M, mob/user)
if(awakened && M.stat)
consume(M)
else
..()
/obj/item/his_grace/CtrlClick(mob/user) //you can't pull his grace
return
/obj/item/his_grace/examine(mob/user)
..()
if(awakened)
switch(bloodthirst)
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
to_chat(user, "<span class='his_grace'>[src] isn't very hungry. Not yet.</span>")
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
to_chat(user, "<span class='his_grace'>[src] would like a snack.</span>")
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
to_chat(user, "<span class='his_grace'>[src] is quite hungry now.</span>")
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
to_chat(user, "<span class='his_grace'>[src] is openly salivating at the sight of you. Be careful.</span>")
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
to_chat(user, "<span class='his_grace bold'>You walk a fine line. [src] is very close to devouring you.</span>")
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
to_chat(user, "<span class='his_grace bold'>[src] is shaking violently and staring directly at you.</span>")
else
to_chat(user, "<span class='his_grace'>[src] is latched closed.</span>")
/obj/item/his_grace/relaymove(mob/living/user) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
if(!awakened)
user.forceMove(get_turf(src))
user.visible_message("<span class='warning'>[user] scrambles out of [src]!</span>", "<span class='notice'>You climb out of [src]!</span>")
/obj/item/his_grace/process()
if(!bloodthirst)
drowse()
return
if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
adjust_bloodthirst(1 + Floor(LAZYLEN(contents) * 0.5)) //Maybe adjust this?
else
adjust_bloodthirst(1) //don't cool off rapidly once we're at the point where His Grace consumes all.
var/mob/living/master = get_atom_on_turf(src, /mob/living)
if(istype(master) && (src in master.held_items))
switch(bloodthirst)
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
master.visible_message("<span class='boldwarning'>[src] turns on [master]!</span>", "<span class='his_grace big bold'>[src] turns on you!</span>")
do_attack_animation(master, null, src)
master.emote("scream")
master.remove_status_effect(STATUS_EFFECT_HISGRACE)
flags_1 &= ~NODROP_1
master.Knockdown(60)
master.adjustBruteLoss(master.maxHealth)
playsound(master, 'sound/effects/splat.ogg', 100, 0)
else
master.apply_status_effect(STATUS_EFFECT_HISGRACE)
return
forceMove(get_turf(src)) //no you can't put His Grace in a locker you just have to deal with Him
if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
return
if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
drowse()
return
var/list/targets = list()
for(var/mob/living/L in oview(2, src))
targets += L
if(!LAZYLEN(targets))
return
var/mob/living/L = pick(targets)
step_to(src, L)
if(Adjacent(L))
if(!L.stat)
L.visible_message("<span class='warning'>[src] lunges at [L]!</span>", "<span class='his_grace big bold'>[src] lunges at you!</span>")
do_attack_animation(L, null, src)
playsound(L, 'sound/weapons/smash.ogg', 50, 1)
playsound(L, 'sound/misc/desceration-01.ogg', 50, 1)
L.adjustBruteLoss(force)
adjust_bloodthirst(-5) //Don't stop attacking they're right there!
else
consume(L)
/obj/item/his_grace/proc/awaken(mob/user) //Good morning, Mr. Grace.
if(awakened)
return
awakened = TRUE
user.visible_message("<span class='boldwarning'>[src] begins to rattle. He thirsts.</span>", "<span class='his_grace'>You flick [src]'s latch up. You hope this is a good idea.</span>")
name = "His Grace"
desc = "A bloodthirsty artifact created by a profane rite."
gender = MALE
adjust_bloodthirst(1)
force_bonus = HIS_GRACE_FORCE_BONUS * LAZYLEN(contents)
playsound(user, 'sound/effects/pope_entry.ogg', 100)
icon_state = "his_grace_awakened"
/obj/item/his_grace/proc/drowse() //Good night, Mr. Grace.
if(!awakened)
return
var/turf/T = get_turf(src)
T.visible_message("<span class='boldwarning'>[src] slowly stops rattling and falls still, His latch snapping closed.</span>")
playsound(loc, 'sound/weapons/batonextend.ogg', 100, 1)
name = initial(name)
desc = initial(desc)
icon_state = initial(icon_state)
gender = initial(gender)
force = initial(force)
force_bonus = initial(force_bonus)
awakened = FALSE
bloodthirst = 0
/obj/item/his_grace/proc/consume(mob/living/meal) //Here's your dinner, Mr. Grace.
if(!meal)
return
meal.visible_message("<span class='warning'>[src] swings open and devours [meal]!</span>", "<span class='his_grace big bold'>[src] consumes you!</span>")
meal.adjustBruteLoss(200)
playsound(meal, 'sound/misc/desceration-02.ogg', 75, 1)
playsound(src, 'sound/items/eatfood.ogg', 100, 1)
meal.forceMove(src)
force_bonus += HIS_GRACE_FORCE_BONUS
prev_bloodthirst = bloodthirst
if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
bloodthirst = max(LAZYLEN(contents), 1) //Never fully sated, and His hunger will only grow.
else
bloodthirst = HIS_GRACE_CONSUME_OWNER
update_stats()
/obj/item/his_grace/proc/adjust_bloodthirst(amt)
prev_bloodthirst = bloodthirst
if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
bloodthirst = Clamp(bloodthirst + amt, HIS_GRACE_SATIATED, HIS_GRACE_CONSUME_OWNER)
else
bloodthirst = Clamp(bloodthirst + amt, HIS_GRACE_CONSUME_OWNER, HIS_GRACE_FALL_ASLEEP)
update_stats()
/obj/item/his_grace/proc/update_stats()
flags_1 &= ~NODROP_1
var/mob/living/master = get_atom_on_turf(src, /mob/living)
switch(bloodthirst)
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
if(HIS_GRACE_CONSUME_OWNER > prev_bloodthirst)
master.visible_message("<span class='userdanger'>[src] enters a frenzy!</span>")
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
flags_1 |= NODROP_1
if(HIS_GRACE_STARVING > prev_bloodthirst)
master.visible_message("<span class='boldwarning'>[src] is starving!</span>", "<span class='his_grace big'>[src]'s bloodlust overcomes you. [src] must be fed, or you will become His meal.\
[force_bonus < 15 ? " And still, His power grows.":""]</span>")
force_bonus = max(force_bonus, 15)
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
flags_1 |= NODROP_1
if(HIS_GRACE_FAMISHED > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is very hungry!</span>", "<span class='his_grace big'>Spines sink into your hand. [src] must feed immediately.\
[force_bonus < 10 ? " His power grows.":""]</span>")
force_bonus = max(force_bonus, 10)
if(prev_bloodthirst >= HIS_GRACE_STARVING)
master.visible_message("<span class='warning'>[src] is now only very hungry!</span>", "<span class='his_grace big'>Your bloodlust recedes.</span>")
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
if(HIS_GRACE_HUNGRY > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is getting hungry.</span>", "<span class='his_grace big'>You feel [src]'s hunger within you.\
[force_bonus < 5 ? " His power grows.":""]</span>")
force_bonus = max(force_bonus, 5)
if(prev_bloodthirst >= HIS_GRACE_FAMISHED)
master.visible_message("<span class='warning'>[src] is now only somewhat hungry.</span>", "<span class='his_grace'>[src]'s hunger recedes a little...</span>")
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
if(HIS_GRACE_PECKISH > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is feeling snackish.</span>", "<span class='his_grace'>[src] begins to hunger.</span>")
if(prev_bloodthirst >= HIS_GRACE_HUNGRY)
master.visible_message("<span class='warning'>[src] is now only a little peckish.</span>", "<span class='his_grace big'>[src]'s hunger recedes somewhat...</span>")
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
if(prev_bloodthirst >= HIS_GRACE_PECKISH)
master.visible_message("<span class='warning'>[src] is satiated.</span>", "<span class='his_grace big'>[src]'s hunger recedes...</span>")
force = initial(force) + force_bonus