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Bubberstation/code/modules/library/skill_learning/generic_skillchips/acrobatics.dm
Ghom aef17e5378 Mild acrobatics skillchip buff. Added item descriptions to other chips (#91439)
## About The Pull Request
There is no way to repair the acrobatics skillchip, and the allowed
usages only prevent it from taking damage, not the user. This PR ups
that amount to 5 and makes it repair 1% of its integrity every 2
seconds.

Also assigns a `desc` to other chips that were using the generic one,
which is really not in the slightest helpful, especially if you're
buying the skillchip from a vending machine.

## Why It's Good For The Game
Better acrobatics skillchip (It's just flipping and spinning, there's
little mechanical advantage to that), and more descriptive chips.

## Changelog

🆑
balance: Buffed the acrobatics skillchip (the one that disables spinning
and flipping cooldowns). Gave new item descriptions to skillchips that
were missing one.
/🆑
2025-06-09 16:36:26 +01:00

176 lines
6.9 KiB
Plaintext

/obj/item/skillchip/acrobatics
name = "old F058UR7 skillchip"
desc = "A formerly cutting-edge skillchip that granted the user an advanced, Olympian-level degree of kinesthesics for flipping, spinning, and absolutely nothing else. \
It was pulled off the markets shortly after release due to users damaging the chip's integrity from excessive acrobatics, causing deadly malfunctions. It really puts the 'flop' in 'Fosbury Flop'!"
skill_name = "Spinesthetics"
skill_description = "Allows you to flip and spin at an illegal and dangerous rate."
skill_icon = FA_ICON_WHEELCHAIR_ALT
activate_message = span_notice("You suddenly have an extremely advanced and complex sense of how to spin and flip with grace.")
deactivate_message = span_notice("Your divine grasp of Spinesthesics disappears entirely.")
custom_premium_price = PAYCHECK_CREW * 4
/// set integrity to 1 when mapping for !!FUN!!
max_integrity = 100
/// list of emotes whose cd is overridden by this skillchip. can be edited in mapping or ingame
var/list/affected_emotes = list("spin", "flip")
var/datum/effect_system/spark_spread/sparks
/// you can use this without lowering integrity! let's be honest. nobody's doing that
var/allowed_usage = 5
/// How many seconds does it take for it to recover one allowed usage
var/reload_charge = 10 SECONDS
/// current particle effect used for smoking brain
var/obj/effect/abstract/particle_holder/particle_effect
/obj/item/skillchip/acrobatics/on_activate(mob/living/carbon/user, silent = FALSE)
. = ..()
RegisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK, PROC_REF(whowee))
AddElement(/datum/element/obj_regen, 0.01) // 1% regen per SSobj tick.
/obj/item/skillchip/acrobatics/on_deactivate(mob/living/carbon/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK)
RemoveElement(/datum/element/obj_regen, 0.01)
/obj/item/skillchip/acrobatics/Destroy(force)
QDEL_NULL(sparks)
QDEL_NULL(particle_effect)
return ..()
/obj/item/skillchip/acrobatics/proc/whowee(mob/living/carbon/bozo, emote_key, emote_intentional)
SIGNAL_HANDLER
if(!(emote_key in affected_emotes))
return
if(allowed_usage)
allowed_usage--
addtimer(CALLBACK(src, PROC_REF(charge)), reload_charge)
return COMPONENT_EMOTE_COOLDOWN_BYPASS
take_damage(1, sound_effect = FALSE)
if(!sparks)
sparks = new(src)
// minimum roll is by default capped at 50, with the min value lowering as integrity is reduced.
var/mintegrity = clamp(50 - (100 - get_integrity()), 1, 100)
switch(rand(mintegrity, get_integrity())) // 1 to 100 but gets worse every time
// CRIT FAIL
if(1)
bozo.visible_message(span_userdanger("[bozo]'s head suddenly explodes outwards!"))
explosion(bozo, light_impact_range = 2, adminlog = TRUE, explosion_cause = src)
// WITNESS THE GORE
for(var/mob/living/splashed in view(2, bozo))
if(bozo.has_status_effect(/datum/status_effect/grouped/blindness))
to_chat(splashed, span_userdanger("You're splashed with something"))
else
to_chat(splashed, span_userdanger("You are blinded by a shower of blood!"))
splashed.Stun(1 SECONDS)
splashed.Knockdown(2 SECONDS)
splashed.set_eye_blur_if_lower(15 SECONDS)
splashed.adjust_confusion(4 SECONDS)
// GORE
var/obj/item/bodypart/bozopart = bozo.get_bodypart(BODY_ZONE_HEAD)
if(bozopart)
var/datum/wound/cranial_fissure/crit_wound = new()
crit_wound.apply_wound(bozopart)
/*
var/list/droppage_candidates = bozo.get_organs_for_zone(BODY_ZONE_HEAD, include_children = TRUE)
if(droppage_candidates)
var/obj/thing_to_drop = pick(droppage_candidates)
thing_to_drop.forceMove(bozo.drop_location())
*/ //WHY DOESNTY IT OWRK
// does not necessarily kill you directly. instead it causes cranial fissure + something to drop from your head. could be eyes, tongue, ears, brain, even implants
new /obj/effect/gibspawner/generic(get_turf(bozo), bozo)
sparks.set_up(15, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
qdel(src)
// last chance to stop
if(7 to 9)
bozo.visible_message(
span_danger("[bozo] seems to short circuit!"),
span_userdanger("Your brain short circuits!"),
)
// if they're susceptible to electrocution, confuse them
if(bozo.electrocute_act(15, bozo, 1, SHOCK_NOGLOVES|SHOCK_NOSTUN))
bozo.adjust_confusion(15 SECONDS)
bozo.set_eye_blur_if_lower(10 SECONDS)
// but the rest of the effects will happen either way
bozo.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20 - get_integrity())
sparks.set_up(5, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
// brain Smoking. you should probably stop now
if(13 to 15)
// if already hot, light 'em up
var/particle_path = /particles/smoke/steam/mild
if(bozo.has_status_effect(/datum/status_effect/temperature_over_time/chip_overheat))
bozo.adjust_fire_stacks(11 - get_integrity())
bozo.ignite_mob()
bozo.visible_message(
span_danger("[bozo]'s head lights up!"),
span_userdanger("Your head hurts so much, it feels like it's on fire!"),
)
ASYNC
bozo.emote("scream")
if(particle_effect?.type == particle_path)
return
particle_path = /particles/smoke/steam/bad
else
bozo.visible_message(
span_danger("[bozo]'s head starts smoking!"),
span_userdanger("Your brain feels like it's on fire!"),
)
// increase smokiness if already smoking
if(particle_effect?.type == /particles/smoke/steam/mild)
particle_path = /particles/smoke/steam
else
particle_path = /particles/smoke/steam/mild
bozo.adjust_confusion(4 SECONDS)
bozo.set_eye_blur_if_lower(3 SECONDS)
particle_effect = new(bozo, particle_path)
// roughly head position.
// dont know how to make this not hardcoded
particle_effect.set_particle_position(-2, 12, 0)
bozo.apply_status_effect(/datum/status_effect/temperature_over_time/chip_overheat, 15 SECONDS)
QDEL_IN(particle_effect, 15 SECONDS)
sparks.set_up(10, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
// hey, something isn't right...
if(16 to 50)
bozo.visible_message(
span_warning("[bozo]'s head sparks."),
)
sparks.set_up(rand(1,2), cardinals_only = TRUE, location = get_turf(src))
sparks.start()
return COMPONENT_EMOTE_COOLDOWN_BYPASS
/obj/item/skillchip/acrobatics/proc/charge()
allowed_usage++
/obj/item/skillchip/acrobatics/kiss
name = "prototype N. 807 - K1SS skillchip"
desc = "An idle experiment when developing skillchips led to this catastrophe. Everyone involved swore to keep it a secret until death, but it looks like someone has let loose this mistake into the world."
skill_name = "ERROERERROROROEROEORROER"
skill_description = "NULL DESCRIPTION NOT FOUND"
skill_icon = FA_ICON_KISS_BEAM
activate_message = span_userdanger("This was a mistake.")
deactivate_message = span_userdanger("The mistake is over.")
custom_premium_price = PAYCHECK_CREW * 500
max_integrity = 25
affected_emotes = list("kiss")
allowed_usage = 1
reload_charge = 30 SECONDS