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## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑
431 lines
18 KiB
Plaintext
431 lines
18 KiB
Plaintext
/datum/mutation/shock
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name = "Shock Touch"
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desc = "The affected can channel excess electricity through their hands without shocking themselves, allowing them to shock others. Mostly harmless! Mostly... "
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quality = POSITIVE
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locked = TRUE
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difficulty = 16
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text_gain_indication = span_notice("You feel power flow through your hands.")
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text_lose_indication = span_notice("The energy in your hands subsides.")
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power_path = /datum/action/cooldown/spell/touch/shock
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instability = POSITIVE_INSTABILITY_MODERATE // bad stun baton
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energy_coeff = 1
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power_coeff = 1
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/datum/mutation/shock/setup()
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. = ..()
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var/datum/action/cooldown/spell/touch/shock/to_modify =.
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if(!istype(to_modify)) // null or invalid
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return
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if(GET_MUTATION_POWER(src) <= 1)
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to_modify.stagger = initial(to_modify.stagger)
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return
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to_modify.stagger = TRUE
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/datum/action/cooldown/spell/touch/shock
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name = "Shock Touch"
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desc = "Channel electricity to your hand to shock people with. Mostly harmless! Mostly... "
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button_icon_state = "zap"
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sound = 'sound/items/weapons/zapbang.ogg'
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cooldown_time = 7 SECONDS
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invocation_type = INVOCATION_NONE
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spell_requirements = NONE
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antimagic_flags = NONE
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///This var decides if the spell should stagger, dictated by presence of power chromosome
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var/stagger = FALSE
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hand_path = /obj/item/melee/touch_attack/shock
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draw_message = span_notice("You channel electricity into your hand.")
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drop_message = span_notice("You let the electricity from your hand dissipate.")
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/datum/action/cooldown/spell/touch/shock/cast_on_hand_hit(obj/item/melee/touch_attack/hand, atom/victim, mob/living/carbon/caster)
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if(iscarbon(victim))
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var/mob/living/carbon/carbon_victim = victim
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if(carbon_victim.electrocute_act(5, caster, 1, SHOCK_NOGLOVES | SHOCK_NOSTUN))//doesn't stun. never let this stun
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var/obj/item/bodypart/affecting = carbon_victim.get_bodypart(carbon_victim.get_random_valid_zone(caster.zone_selected))
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var/armor_block = carbon_victim.run_armor_check(affecting, ENERGY)
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carbon_victim.apply_damage(20, STAMINA, def_zone = affecting, blocked = armor_block)
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carbon_victim.dropItemToGround(carbon_victim.get_active_held_item())
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carbon_victim.dropItemToGround(carbon_victim.get_inactive_held_item())
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carbon_victim.adjust_confusion(15 SECONDS)
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carbon_victim.visible_message(
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span_danger("[caster] electrocutes [victim]!"),
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span_userdanger("[caster] electrocutes you!"),
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)
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if(stagger)
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carbon_victim.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
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return TRUE
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else if(isliving(victim))
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var/mob/living/living_victim = victim
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if(living_victim.electrocute_act(15, caster, 1, SHOCK_NOSTUN)) //We do damage here because non-carbon mobs typically ignore stamina damage.
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living_victim.visible_message(
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span_danger("[caster] electrocutes [victim]!"),
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span_userdanger("[caster] electrocutes you!"),
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)
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if(stagger)
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living_victim.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * 2, 10 SECONDS)
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return TRUE
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to_chat(caster, span_warning("The electricity doesn't seem to affect [victim]..."))
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return TRUE
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/obj/item/melee/touch_attack/shock
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name = "\improper shock touch"
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desc = "This is kind of like when you rub your feet on a shag rug so you can zap your friends, only a lot less safe."
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icon = 'icons/obj/weapons/hand.dmi'
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icon_state = "zapper"
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inhand_icon_state = "zapper"
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/datum/mutation/lay_on_hands
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name = "Mending Touch"
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desc = "The affected can lay their hands on other people to transfer a small amount of their injuries to themselves."
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quality = POSITIVE
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locked = FALSE
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difficulty = 16
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text_gain_indication = span_notice("Your hand feels blessed!")
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text_lose_indication = span_notice("Your hand feels secular once more.")
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power_path = /datum/action/cooldown/spell/touch/lay_on_hands
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instability = POSITIVE_INSTABILITY_MAJOR
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energy_coeff = 1
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power_coeff = 1
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synchronizer_coeff = 1
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/datum/mutation/lay_on_hands/setup()
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. = ..()
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var/datum/action/cooldown/spell/touch/lay_on_hands/to_modify =.
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if(!istype(to_modify)) // null or invalid
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return
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// Transfers more damage if strengthened. (1.5 with power chromosome)
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to_modify.power_coefficient = GET_MUTATION_POWER(src)
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// Halves transferred damage if synchronized. (0.5 with synchronizer chromosome)
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to_modify.synchronizer_coefficient = GET_MUTATION_SYNCHRONIZER(src)
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/datum/action/cooldown/spell/touch/lay_on_hands
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name = "Mending Touch"
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desc = "You can now lay your hands on other people to transfer a small amount of their physical injuries to yourself. \
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For some reason, this power does not play nicely with the undead, or people with strange ideas about morality."
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button_icon = 'icons/mob/actions/actions_genetic.dmi'
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button_icon_state = "mending_touch"
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sound = 'sound/effects/magic/staff_healing.ogg'
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cooldown_time = 12 SECONDS
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school = SCHOOL_RESTORATION
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invocation_type = INVOCATION_NONE
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spell_requirements = NONE
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antimagic_flags = NONE
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hand_path = /obj/item/melee/touch_attack/lay_on_hands
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draw_message = span_notice("You ready your hand to transfer injuries to yourself.")
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drop_message = span_notice("You lower your hand.")
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/// Multiplies the amount healed.
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var/heal_multiplier = 1
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/// Multiplies the incoming pain from healing. (Halved with synchronizer chromosome)
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var/pain_multiplier = 1
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/// Icon used for beaming effect
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var/beam_icon = "blood"
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/// The mutation's power coefficient.
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var/power_coefficient = 1
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/// The mutation's synchronizer coefficient.
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var/synchronizer_coefficient = 1
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/datum/action/cooldown/spell/touch/lay_on_hands/create_hand(mob/living/carbon/cast_on)
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. = ..()
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if(!.)
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return .
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var/obj/item/bodypart/transfer_limb = cast_on.get_active_hand()
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if(IS_ROBOTIC_LIMB(transfer_limb))
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to_chat(cast_on, span_notice("You fail to channel your mending powers through your inorganic hand."))
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return FALSE
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return TRUE
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/datum/action/cooldown/spell/touch/lay_on_hands/cast_on_hand_hit(obj/item/melee/touch_attack/hand, atom/victim, mob/living/carbon/mendicant)
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var/mob/living/hurtguy = victim
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heal_multiplier = initial(heal_multiplier) * power_coefficient
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pain_multiplier = initial(pain_multiplier) * synchronizer_coefficient
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// Message to show on a successful heal if the healer has a special pacifism interaction with the mutation.
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var/peaceful_message = null
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var/success
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var/hurt_this_guy = determine_if_this_hurts_instead(mendicant, hurtguy)
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if (hurt_this_guy && (HAS_TRAIT(mendicant, TRAIT_PACIFISM) || !mendicant.combat_mode)) //Returns if we're a pacifist and we'd hurt them, or we're not in combat mode and we'll hurt them
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mendicant.balloon_alert(mendicant, "[hurtguy] would be hurt!")
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return FALSE
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if(hurt_this_guy)
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return by_gods_light_i_smite_you(mendicant, hurtguy, heal_multiplier)
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// Heal more, hurt a bit more.
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// If you crunch the numbers it sounds crazy good,
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// but I think that's a fair reward for combining the efforts of Genetics, Medbay, and Mining to reach a hidden mechanic.
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if(HAS_TRAIT_FROM(mendicant, TRAIT_HIPPOCRATIC_OATH, HIPPOCRATIC_OATH_TRAIT))
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heal_multiplier *= 2
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pain_multiplier *= 0.5
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peaceful_message = span_boldnotice("You can feel the magic of the Rod of Aesculapius aiding your efforts!")
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beam_icon = "sendbeam"
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var/obj/item/rod_of_asclepius/rod = locate() in mendicant.contents
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if(rod)
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rod.add_filter("cool_glow", 2, list("type" = "outline", "color" = COLOR_VERY_PALE_LIME_GREEN, "size" = 1.25))
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addtimer(CALLBACK(rod, TYPE_PROC_REF(/datum, remove_filter), "cool_glow"), 6 SECONDS)
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// If a normal pacifist, transfer more.
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else if(HAS_TRAIT(mendicant, TRAIT_PACIFISM))
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heal_multiplier *= 1.75
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peaceful_message = span_boldnotice("Your peaceful nature helps you guide all the pain to yourself.")
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if(iscarbon(hurtguy))
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success = do_complicated_heal(mendicant, hurtguy, heal_multiplier, pain_multiplier)
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else
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success = do_simple_heal(mendicant, hurtguy, heal_multiplier, pain_multiplier)
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// No healies in the end, cancel
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if(!success)
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return FALSE
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if(peaceful_message)
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to_chat(mendicant, peaceful_message)
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// Both types can be ignited (technically at least), so we can just do this here.
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if(hurtguy.fire_stacks > 0)
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mendicant.set_fire_stacks(hurtguy.fire_stacks * pain_multiplier, remove_wet_stacks = TRUE)
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if(hurtguy.on_fire)
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mendicant.ignite_mob()
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hurtguy.extinguish_mob()
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mendicant.Beam(hurtguy, icon_state = beam_icon, time = 0.5 SECONDS)
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beam_icon = initial(beam_icon)
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hurtguy.update_damage_overlays()
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mendicant.update_damage_overlays()
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hurtguy.visible_message(span_notice("[mendicant] lays hands on [hurtguy]!"))
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to_chat(hurtguy, span_boldnotice("[mendicant] lays hands on you, healing you!"))
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new /obj/effect/temp_visual/heal(get_turf(hurtguy), COLOR_VERY_PALE_LIME_GREEN)
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return success
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/datum/action/cooldown/spell/touch/lay_on_hands/proc/do_simple_heal(mob/living/carbon/mendicant, mob/living/hurtguy, heal_multiplier, pain_multiplier)
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// Did the transfer work?
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. = FALSE
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// Damage to heal
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var/brute_to_heal = min(hurtguy.getBruteLoss(), 35 * heal_multiplier)
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// no double dipping
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var/burn_to_heal = min(hurtguy.getFireLoss(), (35 - brute_to_heal) * heal_multiplier)
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// Get at least organic limb to transfer the damage to
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var/list/mendicant_organic_limbs = list()
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for(var/obj/item/bodypart/possible_limb in mendicant.bodyparts)
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if(IS_ORGANIC_LIMB(possible_limb))
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mendicant_organic_limbs += possible_limb
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// None? Gtfo
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if(!length(mendicant_organic_limbs))
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mendicant.balloon_alert(mendicant, "no organic limbs!")
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return .
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// Try to use our active hand, otherwise pick at random
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var/obj/item/bodypart/mendicant_transfer_limb = mendicant.get_active_hand()
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if(!(mendicant_transfer_limb in mendicant_organic_limbs))
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mendicant_transfer_limb = pick(mendicant_organic_limbs)
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mendicant_transfer_limb.receive_damage(brute_to_heal * pain_multiplier, burn_to_heal * pain_multiplier, forced = TRUE, wound_bonus = CANT_WOUND)
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if(brute_to_heal)
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hurtguy.adjustBruteLoss(-brute_to_heal)
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. = TRUE
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if(burn_to_heal)
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hurtguy.adjustFireLoss(-burn_to_heal)
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. = TRUE
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if(!.)
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hurtguy.balloon_alert(mendicant, "unhurt!")
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/datum/action/cooldown/spell/touch/lay_on_hands/proc/do_complicated_heal(mob/living/carbon/mendicant, mob/living/carbon/hurtguy, heal_multiplier, pain_multiplier)
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// Did the transfer work?
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. = FALSE
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// Get the hurtguy's limbs and the mendicant's limbs to attempt a 1-1 transfer.
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var/list/hurt_limbs = hurtguy.get_damaged_bodyparts(1, 1, BODYTYPE_ORGANIC) + hurtguy.get_wounded_bodyparts(BODYTYPE_ORGANIC)
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var/list/mendicant_organic_limbs = list()
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for(var/obj/item/bodypart/possible_limb in mendicant.bodyparts)
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if(IS_ORGANIC_LIMB(possible_limb))
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mendicant_organic_limbs += possible_limb
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// If we have no organic available limbs just give up.
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if(!length(mendicant_organic_limbs))
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mendicant.balloon_alert(mendicant, "no organic limbs!")
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return .
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if(!length(hurt_limbs))
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hurtguy.balloon_alert(mendicant, "no damaged organic limbs!")
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return .
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// Counter to make sure we don't take too much from separate limbs
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var/total_damage_healed = 0
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// Transfer damage from one limb to the mendicant's counterpart.
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for(var/obj/item/bodypart/affected_limb as anything in hurt_limbs)
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var/obj/item/bodypart/mendicant_transfer_limb = mendicant.get_bodypart(affected_limb.body_zone)
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// If the compared limb isn't organic, skip it and pick a random one.
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if(!(mendicant_transfer_limb in mendicant_organic_limbs))
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mendicant_transfer_limb = pick(mendicant_organic_limbs)
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// Transfer at most 35 damage, by default.
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var/brute_damage = min(affected_limb.brute_dam, 35 * heal_multiplier)
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// no double dipping
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var/burn_damage = min(affected_limb.burn_dam, (35 * heal_multiplier) - brute_damage)
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if((brute_damage || burn_damage) && total_damage_healed < (35 * heal_multiplier))
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total_damage_healed += brute_damage + burn_damage
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. = TRUE
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var/brute_taken = brute_damage * pain_multiplier
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var/burn_taken = burn_damage * pain_multiplier
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// Heal!
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affected_limb.heal_damage(brute_damage, burn_damage, required_bodytype = BODYTYPE_ORGANIC)
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// Hurt!
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mendicant_transfer_limb.receive_damage(brute_taken, burn_taken, forced = TRUE, wound_bonus = CANT_WOUND)
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// Force light wounds onto you.
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for(var/datum/wound/iter_wound as anything in affected_limb.wounds)
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switch(iter_wound.severity)
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if(WOUND_SEVERITY_SEVERE) // half and half
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if(prob(50 * heal_multiplier))
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continue
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if(WOUND_SEVERITY_CRITICAL)
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if(heal_multiplier < 1.5) // need buffs to transfer crit wounds
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continue
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. = TRUE
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iter_wound.remove_wound()
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iter_wound.apply_wound(mendicant_transfer_limb)
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if(HAS_TRAIT(mendicant, TRAIT_NOBLOOD))
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return .
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// 10% base
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var/max_blood_transfer = (BLOOD_VOLUME_NORMAL * 0.10) * heal_multiplier
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// Too little blood
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if(hurtguy.blood_volume < BLOOD_VOLUME_NORMAL)
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var/max_blood_to_hurtguy = min(mendicant.blood_volume, BLOOD_VOLUME_NORMAL - hurtguy.blood_volume)
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var/blood_to_hurtguy = min(max_blood_transfer, max_blood_to_hurtguy)
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if(!blood_to_hurtguy)
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return .
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// We ignore incompatibility here.
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if(!mendicant.transfer_blood_to(hurtguy, blood_to_hurtguy, forced = TRUE, ignore_incompatibility = TRUE))
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return
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to_chat(mendicant, span_notice("Your veins (and brain) feel a bit lighter."))
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. = TRUE
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// Because we do our own spin on it!
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if(hurtguy.get_blood_compatibility(mendicant) == FALSE)
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hurtguy.adjustToxLoss((blood_to_hurtguy * 0.1) * pain_multiplier) // 1 dmg per 10 blood
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to_chat(hurtguy, span_notice("Your veins feel thicker, but they itch a bit."))
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else
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to_chat(hurtguy, span_notice("Your veins feel thicker!"))
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return
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if(hurtguy.blood_volume < BLOOD_VOLUME_MAXIMUM)
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return
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// Too MUCH blood
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var/max_blood_to_mendicant = BLOOD_VOLUME_EXCESS - hurtguy.blood_volume
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var/blood_to_mendicant = min(max_blood_transfer, max_blood_to_mendicant)
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// mender always gonna have blood
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// We ignore incompatibility here.
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if(!hurtguy.transfer_blood_to(mendicant, hurtguy.blood_volume - BLOOD_VOLUME_EXCESS, forced = TRUE, ignore_incompatibility = TRUE))
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return
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to_chat(hurtguy, span_notice("Your veins don't feel quite so swollen anymore."))
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. = TRUE
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// Because we do our own spin on it!
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if(mendicant.get_blood_compatibility(hurtguy) == FALSE)
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mendicant.adjustToxLoss((blood_to_mendicant * 0.1) * pain_multiplier) // 1 dmg per 10 blood
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to_chat(mendicant, span_notice("Your veins swell and itch!"))
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else
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to_chat(mendicant, span_notice("Your veins swell!"))
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/datum/action/cooldown/spell/touch/lay_on_hands/proc/determine_if_this_hurts_instead(mob/living/carbon/mendicant, mob/living/hurtguy)
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if(hurtguy.mob_biotypes & MOB_UNDEAD && mendicant.mob_biotypes & MOB_UNDEAD)
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return FALSE //always return false if we're both undead //undead solidarity
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if(hurtguy.mob_biotypes & MOB_UNDEAD && !HAS_TRAIT(mendicant, TRAIT_EVIL)) //Is the mob undead and we're not evil? If so, hurt.
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return TRUE
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if(HAS_TRAIT(hurtguy, TRAIT_EVIL) && !HAS_TRAIT(mendicant, TRAIT_EVIL)) //Is the guy evil and we're not evil? If so, hurt.
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return TRUE
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if(!(hurtguy.mob_biotypes & MOB_UNDEAD) && HAS_TRAIT(hurtguy, TRAIT_EMPATH) && HAS_TRAIT(mendicant, TRAIT_EVIL)) //Is the guy not undead, they're an empath and we're evil? If so, hurt.
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return TRUE
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return FALSE
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///If our target was undead or evil, we blast them with a firey beam rather than healing them. For, you know, 'holy' reasons. When did genes become so morally uptight?
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/datum/action/cooldown/spell/touch/lay_on_hands/proc/by_gods_light_i_smite_you(mob/living/carbon/smiter, mob/living/motherfucker_to_hurt, smite_multiplier)
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var/our_smite_multiplier = smite_multiplier
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var/evil_smite = HAS_TRAIT(smiter, TRAIT_EVIL) ? TRUE : FALSE
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var/divine_champion = smiter.mind?.holy_role >= HOLY_ROLE_PRIEST ? TRUE : FALSE
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var/smite_text_to_target = "lays hands on you"
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if(divine_champion || HAS_TRAIT(smiter, TRAIT_SPIRITUAL))
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// Defaults for possible deity. You know, just in case.
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var/possible_deity = evil_smite ? "Satan" : "God"
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var/mob/living/carbon/human/human_smiter = smiter
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// If we have a client, check their deity pref and use that instead of our chaps god if our smiter is a spiritualist
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var/client/smiter_client = smiter.client
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if(smiter_client && HAS_TRAIT(smiter, TRAIT_SPIRITUAL))
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possible_deity = smiter_client.prefs?.read_preference(/datum/preference/name/deity)
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else if (GLOB.deity)
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possible_deity = GLOB.deity
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if(ishuman(human_smiter))
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human_smiter.force_say()
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if(evil_smite)
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human_smiter.say("in [possible_deity]'s dark name, I COMMAND YOU TO PERISH!!!", forced = "compelled by the power of their deity")
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else
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human_smiter.say("By [possible_deity]'s might, I SMITE YOU!!!", forced = "compelled by the power of their deity")
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our_smite_multiplier *= divine_champion ? 5 : 1 //good luck surviving this if they're a chap
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if(evil_smite)
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motherfucker_to_hurt.visible_message(span_warning("[smiter] snaps [smiter.p_their()] fingers in front of [motherfucker_to_hurt]'s face, and [motherfucker_to_hurt]'s body twists violently from an unseen force!"))
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motherfucker_to_hurt.apply_damage(10 * our_smite_multiplier, BRUTE, spread_damage = TRUE, wound_bonus = 5 * our_smite_multiplier)
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motherfucker_to_hurt.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH * our_smite_multiplier, 25 SECONDS)
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smiter.emote("snap")
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smite_text_to_target = "crushes you psychically with a snap of [smiter.p_their()] fingers"
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else
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motherfucker_to_hurt.visible_message(span_warning("[smiter] lays hands on [motherfucker_to_hurt], but it shears [motherfucker_to_hurt.p_them()] with a brilliant energy!"))
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motherfucker_to_hurt.apply_damage(10 * our_smite_multiplier, BURN, spread_damage = TRUE, wound_bonus = 5 * our_smite_multiplier)
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motherfucker_to_hurt.adjust_fire_stacks(3 * our_smite_multiplier)
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motherfucker_to_hurt.ignite_mob()
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motherfucker_to_hurt.update_damage_overlays()
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to_chat(motherfucker_to_hurt, span_bolddanger("[smiter] [smite_text_to_target], hurting you!"))
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motherfucker_to_hurt.emote("scream")
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new /obj/effect/temp_visual/explosion(get_turf(motherfucker_to_hurt), evil_smite ? LIGHT_COLOR_BLOOD_MAGIC : LIGHT_COLOR_HOLY_MAGIC)
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. = TRUE
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/obj/item/melee/touch_attack/lay_on_hands
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name = "mending touch"
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desc = "Unlike in your favorite tabletop games, you sadly can't cast this on yourself, so you can't use that as a Scapegoat." // mayus is reference. if you get it you're cool
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icon = 'icons/obj/weapons/hand.dmi'
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icon_state = "greyscale"
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color = COLOR_VERY_PALE_LIME_GREEN
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inhand_icon_state = "greyscale"
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item_flags = parent_type::item_flags & ~NEEDS_PERMIT
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