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## About The Pull Request The spooky element is quite old with a lot of single-letter variables. Had too many species typechecks, and there's an issue that's been bothering me, so I had to bring the code a bit up to date. Furthermore the element wasn't used anywhere but on a couple of very rare instruments, so I've been thinking a likewise very rare fantasy suffix (mythril and wizard rpg event) would've been cool. ## Why It's Good For The Game This will fix #88474. I believe the single-use versions of the spectral instruments should be spent once someone is skeletonized, not before. It was my fault for not noticing it earlier. ## Changelog 🆑 fix: Fixed single-use spectral instruments losing their powers before skeletonizing anyone. add: A very rare spooky suffix for mythril items and the wizard RPG event. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
104 lines
4.0 KiB
Plaintext
104 lines
4.0 KiB
Plaintext
/datum/element/spooky
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///will it spawn a new instrument
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var/too_spooky = TRUE
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///If, once someone is skeletonized, the element is detached
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var/single_use = FALSE
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///The base multiplier of stamina damage applied by the item
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var/stam_damage_mult
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/datum/element/spooky/Attach(datum/target, too_spooky = TRUE, single_use = FALSE, stam_damage_mult = 1)
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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src.too_spooky = too_spooky
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src.single_use = single_use
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src.stam_damage_mult = stam_damage_mult
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RegisterSignal(target, COMSIG_ITEM_ATTACK, PROC_REF(spectral_attack))
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/datum/element/spooky/Detach(datum/source)
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UnregisterSignal(source, COMSIG_ITEM_ATTACK)
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return ..()
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/datum/element/spooky/proc/spectral_attack(datum/source, mob/living/carbon/target, mob/user)
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SIGNAL_HANDLER
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if(ishuman(user) && !isskeleton(user)) //this weapon wasn't meant for mortals.
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var/mob/living/carbon/human/human_user = user
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if(rattle_bones(human_user, stam_dam_mult = stam_damage_mult * 2))
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to_chat(human_user, span_userdanger("Your ears weren't meant for this spectral sound."))
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INVOKE_ASYNC(src, PROC_REF(spectral_change), human_user, user, source)
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return
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to_chat(target, span_userdanger("<b>DOOT</b"))
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if(isskeleton(target)) // skeletons are totally immune, no redundant skeletonization or bad mood event.
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return
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target.add_mood_event("spooked", /datum/mood_event/spooked)
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if(!ishuman(target))//the sound will spook basic mobs.
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target.set_jitter_if_lower(30 SECONDS)
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target.set_stutter(40 SECONDS)
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return
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var/mob/living/carbon/human/human = target
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if(rattle_bones(human))
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INVOKE_ASYNC(src, PROC_REF(spectral_change), human, user, source)
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///Cause jitteriness and stamina to the target relative to the amount of their bodyparts made of flesh and bone.
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/datum/element/spooky/proc/rattle_bones(mob/living/carbon/human/human, stam_dam_mult = stam_damage_mult)
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if(isskeleton(human))
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return FALSE //undeads are unaffected by the spook-pocalypse.
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var/bone_amount = 0
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for(var/obj/item/bodypart/part as anything in human.bodyparts)
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if((part.biological_state & BIO_FLESH_BONE) == BIO_FLESH_BONE)
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bone_amount++
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if(bone_amount)
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human.set_jitter_if_lower(12 SECONDS * bone_amount)
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human.set_stutter(6.5 SECONDS * bone_amount)
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human.adjustStaminaLoss(3 * bone_amount * stam_dam_mult)
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if(iszombie(human))
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human.adjustStaminaLoss(25)
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human.Paralyze(15) //zombies can't resist the doot
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return bone_amount
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/datum/element/spooky/proc/spectral_change(mob/living/carbon/human/human, mob/living/user, obj/item/source)
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if(human.getStaminaLoss() <= 95)
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return
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if(single_use)
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to_chat(user, span_warning("You feel like [source] has lost its spookiness..."))
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Detach(source)
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human.Paralyze(2 SECONDS)
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human.set_species(/datum/species/skeleton)
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human.visible_message(span_warning("[human] has given up on life as a mortal."))
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to_chat(human, span_boldnotice("You are a spooky skeleton!"))
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to_chat(human,
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span_boldnotice("A new life and identity has begun.\
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[too_spooky ? "Help your fellow skeletons into bringing out the spooky-pocalypse." : ""] \
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You haven't forgotten your past life, and are still beholden to past loyalties.")
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)
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INVOKE_ASYNC(src, PROC_REF(change_name), human) //time for a new name!
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if(!too_spooky)
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return
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var/turf/turf = get_turf(human)
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if(!prob(90))
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to_chat(human, span_boldwarning("The spooky gods forgot to ship your instrument. Better luck next unlife."))
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return
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var/obj/item/instrument = pick(
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/obj/item/instrument/saxophone/spectral,
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/obj/item/instrument/trumpet/spectral,
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/obj/item/instrument/trombone/spectral,
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)
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new instrument(turf)
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/datum/element/spooky/proc/change_name(mob/living/carbon/human/spooked)
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var/skeleton_name = spooked.client ? sanitize_name(tgui_input_text(spooked, "Enter your new skeleton name", "Spookifier", spooked.real_name, MAX_NAME_LEN)) : null
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if(!skeleton_name)
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skeleton_name = "\improper spooky skeleton"
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spooked.fully_replace_character_name(null, skeleton_name)
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