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## About The Pull Request
- Adds Roach Infusion to the DNA infuser.
- Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
- Lose disgust 32x faster, making it a non-issue
- Higher toxin purge threshold (5 units, up from 3)
- Virus resistance (same as spaceacillin)
- 100 innate bomb armor, preventing explosions from gibbing you
- 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
- Downsides include:
- Knockdowns are 3x as long
- get 3x as hungry
- Ingest reagents to your stomach 1.5x slower
- Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
- Becoming a bug
- Roaches are gross
- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.
https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34
## Why It's Good For The Game
More content for the DNA infuser, which benefits greatly from variety.
While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.
The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.
## Changelog
🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
263 lines
11 KiB
Plaintext
263 lines
11 KiB
Plaintext
//His Grace is a very special weapon granted only to traitor chaplains.
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//When awakened, He thirsts for blood and begins ticking a "bloodthirst" counter.
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//The wielder of His Grace is immune to stuns and gradually heals.
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//If the wielder fails to feed His Grace in time, He will devour them and become incredibly aggressive.
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//Leaving His Grace alone for some time will reset His thirst and put Him to sleep.
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//Using His Grace effectively requires extreme speed and care.
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/obj/item/his_grace
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name = "artistic toolbox"
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desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
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icon = 'icons/obj/storage/toolbox.dmi'
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icon_state = "green"
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inhand_icon_state = "artistic_toolbox"
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lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
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w_class = WEIGHT_CLASS_GIGANTIC
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force = 12
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demolition_mod = 1.25
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attack_verb_continuous = list("robusts")
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attack_verb_simple = list("robust")
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hitsound = 'sound/weapons/smash.ogg'
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drop_sound = 'sound/items/handling/toolbox_drop.ogg'
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pickup_sound = 'sound/items/handling/toolbox_pickup.ogg'
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var/awakened = FALSE
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var/bloodthirst = HIS_GRACE_SATIATED
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var/prev_bloodthirst = HIS_GRACE_SATIATED
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var/force_bonus = 0
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var/ascended = FALSE
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var/victims_needed = 25
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var/ascend_bonus = 15
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/obj/item/his_grace/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSprocessing, src)
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SSpoints_of_interest.make_point_of_interest(src)
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RegisterSignal(src, COMSIG_MOVABLE_POST_THROW, PROC_REF(move_gracefully))
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update_appearance()
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/obj/item/his_grace/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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for(var/mob/living/L in src)
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L.forceMove(get_turf(src))
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return ..()
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/obj/item/his_grace/update_icon_state()
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icon_state = ascended ? "gold" : "green"
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inhand_icon_state = ascended ? "toolbox_gold" : "artistic_toolbox"
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return ..()
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/obj/item/his_grace/update_overlays()
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. = ..()
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if(ascended)
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. += "triple_latch"
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else if(awakened)
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. += "single_latch_open"
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else
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. += "single_latch"
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/obj/item/his_grace/attack_self(mob/living/user)
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if(!awakened)
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INVOKE_ASYNC(src, PROC_REF(awaken), user)
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/obj/item/his_grace/attack(mob/living/M, mob/user)
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if(awakened && M.stat)
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consume(M)
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else
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..()
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/obj/item/his_grace/CtrlClick(mob/user) //you can't pull his grace
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return
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/obj/item/his_grace/examine(mob/user)
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. = ..()
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if(awakened)
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switch(bloodthirst)
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if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
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. += span_his_grace("[src] isn't very hungry. Not yet.")
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if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
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. += span_his_grace("[src] would like a snack.")
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if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
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. += span_his_grace("[src] is quite hungry now.")
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if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
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. += span_his_grace("[src] is openly salivating at the sight of you. Be careful.")
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if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
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. += "<span class='his_grace bold'>You walk a fine line. [src] is very close to devouring you.</span>"
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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. += "<span class='his_grace bold'>[src] is shaking violently and staring directly at you.</span>"
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else
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. += span_his_grace("[src] is latched closed.")
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/obj/item/his_grace/relaymove(mob/living/user, direction) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
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if(!awakened)
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user.forceMove(get_turf(src))
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user.visible_message(span_warning("[user] scrambles out of [src]!"), span_notice("You climb out of [src]!"))
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/obj/item/his_grace/process(seconds_per_tick)
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if(!bloodthirst)
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drowse()
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return
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if(bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
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adjust_bloodthirst((1 + FLOOR(LAZYLEN(contents) * 0.5, 1)) * seconds_per_tick) //Maybe adjust this?
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else
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adjust_bloodthirst(1 * seconds_per_tick) //don't cool off rapidly once we're at the point where His Grace consumes all.
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var/mob/living/master = get_atom_on_turf(src, /mob/living)
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if(istype(master) && (src in master.held_items))
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switch(bloodthirst)
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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master.visible_message(span_boldwarning("[src] turns on [master]!"), "<span class='his_grace big bold'>[src] turns on you!</span>")
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do_attack_animation(master, null, src)
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master.emote("scream")
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master.remove_status_effect(/datum/status_effect/his_grace)
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REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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master.Paralyze(60)
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master.adjustBruteLoss(master.maxHealth)
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playsound(master, 'sound/effects/splat.ogg', 100, FALSE)
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else
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master.apply_status_effect(/datum/status_effect/his_grace)
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return
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forceMove(get_turf(src)) //no you can't put His Grace in a locker you just have to deal with Him
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if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
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return
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if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
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drowse()
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return
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var/list/targets = list()
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for(var/mob/living/L in oview(2, src))
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targets += L
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if(!LAZYLEN(targets))
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return
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var/mob/living/L = pick(targets)
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step_to(src, L)
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if(Adjacent(L))
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if(!L.stat)
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L.visible_message(span_warning("[src] lunges at [L]!"), "<span class='his_grace big bold'>[src] lunges at you!</span>")
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do_attack_animation(L, null, src)
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playsound(L, 'sound/weapons/smash.ogg', 50, TRUE)
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playsound(L, 'sound/misc/desecration-01.ogg', 50, TRUE)
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L.adjustBruteLoss(force)
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adjust_bloodthirst(-5) //Don't stop attacking they're right there!
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else
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consume(L)
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/obj/item/his_grace/proc/awaken(mob/user) //Good morning, Mr. Grace.
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if(awakened)
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return
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awakened = TRUE
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user.visible_message(span_boldwarning("[src] begins to rattle. He thirsts."), span_his_grace("You flick [src]'s latch up. You hope this is a good idea."))
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name = "His Grace"
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desc = "A bloodthirsty artifact created by a profane rite."
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gender = MALE
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adjust_bloodthirst(1)
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force_bonus = HIS_GRACE_FORCE_BONUS * LAZYLEN(contents)
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notify_ghosts("[user] has awoken His Grace!", source = src, action = NOTIFY_ORBIT, header = "All Hail His Grace!")
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playsound(user, 'sound/effects/pope_entry.ogg', 100)
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update_appearance()
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move_gracefully()
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/obj/item/his_grace/proc/move_gracefully()
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SIGNAL_HANDLER
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if(!awakened)
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return
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spasm_animation()
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/obj/item/his_grace/proc/drowse() //Good night, Mr. Grace.
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if(!awakened || ascended)
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return
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var/turf/T = get_turf(src)
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T.visible_message(span_boldwarning("[src] slowly stops rattling and falls still, His latch snapping shut."))
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playsound(loc, 'sound/weapons/batonextend.ogg', 100, TRUE)
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name = initial(name)
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desc = initial(desc)
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animate(src, transform=matrix())
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gender = initial(gender)
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force = initial(force)
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force_bonus = initial(force_bonus)
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awakened = FALSE
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bloodthirst = 0
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update_appearance()
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/obj/item/his_grace/proc/consume(mob/living/meal) //Here's your dinner, Mr. Grace.
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if(!meal)
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return
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var/victims = 0
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meal.visible_message(span_warning("[src] swings open and devours [meal]!"), "<span class='his_grace big bold'>[src] consumes you!</span>")
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meal.adjustBruteLoss(200)
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playsound(meal, 'sound/misc/desecration-02.ogg', 75, TRUE)
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playsound(src, 'sound/items/eatfood.ogg', 100, TRUE)
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meal.forceMove(src)
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force_bonus += HIS_GRACE_FORCE_BONUS
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prev_bloodthirst = bloodthirst
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if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
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bloodthirst = max(LAZYLEN(contents), 1) //Never fully sated, and His hunger will only grow.
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else
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bloodthirst = HIS_GRACE_CONSUME_OWNER
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for(var/mob/living/C in contents)
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if(C.mind)
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victims++
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if(victims >= victims_needed)
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ascend()
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update_stats()
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/obj/item/his_grace/proc/adjust_bloodthirst(amt)
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prev_bloodthirst = bloodthirst
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if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER && !ascended)
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bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_SATIATED, HIS_GRACE_CONSUME_OWNER)
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else if(!ascended)
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bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_CONSUME_OWNER, HIS_GRACE_FALL_ASLEEP)
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update_stats()
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/obj/item/his_grace/proc/update_stats()
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REMOVE_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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var/mob/living/master = get_atom_on_turf(src, /mob/living)
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switch(bloodthirst)
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if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
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if(HIS_GRACE_CONSUME_OWNER > prev_bloodthirst)
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master.visible_message(span_userdanger("[src] enters a frenzy!"))
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if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
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ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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if(HIS_GRACE_STARVING > prev_bloodthirst)
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master.visible_message(span_boldwarning("[src] is starving!"), "<span class='his_grace big'>[src]'s bloodlust overcomes you. [src] must be fed, or you will become His meal.\
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[force_bonus < 15 ? " And still, His power grows.":""]</span>")
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force_bonus = max(force_bonus, 15)
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if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
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ADD_TRAIT(src, TRAIT_NODROP, HIS_GRACE_TRAIT)
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if(HIS_GRACE_FAMISHED > prev_bloodthirst)
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master.visible_message(span_warning("[src] is very hungry!"), "<span class='his_grace big'>Spines sink into your hand. [src] must feed immediately.\
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[force_bonus < 10 ? " His power grows.":""]</span>")
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force_bonus = max(force_bonus, 10)
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if(prev_bloodthirst >= HIS_GRACE_STARVING)
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master.visible_message(span_warning("[src] is now only very hungry!"), "<span class='his_grace big'>Your bloodlust recedes.</span>")
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if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
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if(HIS_GRACE_HUNGRY > prev_bloodthirst)
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master.visible_message(span_warning("[src] is getting hungry."), "<span class='his_grace big'>You feel [src]'s hunger within you.\
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[force_bonus < 5 ? " His power grows.":""]</span>")
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force_bonus = max(force_bonus, 5)
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if(prev_bloodthirst >= HIS_GRACE_FAMISHED)
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master.visible_message(span_warning("[src] is now only somewhat hungry."), span_his_grace("[src]'s hunger recedes a little..."))
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if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
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if(HIS_GRACE_PECKISH > prev_bloodthirst)
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master.visible_message(span_warning("[src] is feeling snackish."), span_his_grace("[src] begins to hunger."))
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if(prev_bloodthirst >= HIS_GRACE_HUNGRY)
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master.visible_message(span_warning("[src] is now only a little peckish."), "<span class='his_grace big'>[src]'s hunger recedes somewhat...</span>")
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if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
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if(prev_bloodthirst >= HIS_GRACE_PECKISH)
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master.visible_message(span_warning("[src] is satiated."), "<span class='his_grace big'>[src]'s hunger recedes...</span>")
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force = initial(force) + force_bonus
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/obj/item/his_grace/proc/ascend()
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if(ascended)
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return
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var/mob/living/carbon/human/master = loc
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force_bonus += ascend_bonus
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desc = "A legendary toolbox and a distant artifact from The Age of Three Powers. On its three latches engraved are the words \"The Sun\", \"The Moon\", and \"The Stars\". The entire toolbox has the words \"The World\" engraved into its sides."
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ascended = TRUE
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update_appearance()
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playsound(src, 'sound/effects/his_grace_ascend.ogg', 100)
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if(istype(master))
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master.update_held_items()
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master.visible_message("<span class='his_grace big bold'>Gods will be watching.</span>")
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name = "[master]'s mythical toolbox of three powers"
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master.client?.give_award(/datum/award/achievement/misc/ascension, master)
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