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* destroy proc holder pt1 - change proc_holder/spell to action/cooldown/spell - docs all the spell vars, renames some of them - removes some useless vars - start with pointed spells, as they're easy * kill proc_holder pt2 - kill a buncha vars and replace it with flags - convert a ton over - general code improvements * kill proc_holders pt3 - convert a good few more spells - rename some signals - handle statpanel - better docs * kiill proc_holder pt4: - restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with - converts touch attacks to actions - converts blood crawl, jaunt subtype * kills proc_holder pt5 - clears up some icon issues so all the currently converted pages don't have errors - shapeshift - some more action cleanup * kills proc_holder pt5.5: - some documentation - reworks feedback to prevent oversight with teleports and stuff * kills proc_holder pt6: - converted cult spells - converted magic missile - converted mime spells - chipped away at the errors - removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own. - merged magic/spell and magic/aoe, as the comment intended - more unified behavior for spell levelling * kill proc_holders pt 6.5: - replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby * kills proc_holder pt 6.75: - minor fixes * kills proc_holder pt7: - cuts down on some errors - refactors some wiz events * kills proc_holder pt 7.5: - malf ranged modules - some minor errors * kills proc_holder pt 7.75: - mor eminor error handling, cleaning up changes * kill proc_holder pt8: - refactors spell book - refactors spell implant - some more minor error fixing * kill proc_holder pt 8.5: - scan ability * Adds some robust documentation * kill proc_holder pt9: - converts some / most mutations over * kill proc_holder pt10: - sort out all the granters - refactor them slightly - fix some compile errors * Some set-unset sanity - going to need to test removing Share() * Removes transfer actions. It doesn't seem to do anything. - Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though * Removes sharing from actions, docs actions better * Some better documentation for spell and spell components * Kills proc_holder pt11: - Finally finishes ALL THE SPELLS IN THE SPELL FOLDER - Fixes some more errors * kills proc_holder pt11.5: - minor error fixing and sanity * Method of sharing actions. Can be improved in the future, needs testing * Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now. * Curse of madness bug I put in. * kills proc_holder pt12: - sub 500 errors! - converts cytology mobs - converts and refactors spiders slightly - some minor fixing around the place as usual * kill proc_holder pt13 - Finishes heretic spells - Sub 300 errors! - some touch refactoring to account for mansus grasp * kills proc_holder pt14: - revenant - minor bugfixing for heretic stuff * kills proc_holder pt14.5: - some missed stuff for revenant + heretic * kills proc_holder pt15: - alien abilities - more minor fixing - sub 100 errors. The end is nigh * kill proc_holder pt16? 17: - Finishes cult spells - sub 50 errors! - refactors the way charge works - renames / moves some signals * kills proc_holder pt final: - sdql spells - no more errors! * Bugfixes round 1 * Various bugfixing - documentation done - give spell works - can cast spell gives feedback conditionally - is available takes into account casting ability * Some accidental reversions + fixes * Unit tests * Completely refactors jaunting - All bloodcrawling is now handled on the action itself instead of across various living procs - slaughter demons have their own blood crawls - jaunting dummies don't have side effects on destroy() anymore * Wizard spell logging and even more refactoring
60 lines
2.5 KiB
Plaintext
60 lines
2.5 KiB
Plaintext
//Exile implants will allow you to use the station gate, but not return home.
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//This will allow security to exile badguys/for badguys to exile their kill targets
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/obj/item/implant/exile
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name = "exile implant"
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desc = "Prevents you from returning from away missions."
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actions_types = null
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/obj/item/implant/exile/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Nanotrasen Employee Exile Implant<BR>
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<b>Implant Details:</b> The onboard gateway system has been modified to reject entry by individuals containing this implant.<BR>"}
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return dat
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///Used to help the staff of the space hotel resist the urge to use the space hotel's incredibly alluring roundstart teleporter to ignore their flavor/greeting text and come to the station.
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/obj/item/implant/exile/noteleport
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name = "anti-teleportation implant"
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desc = "Uses impressive bluespace grounding techniques to deny the person implanted by this implant the ability to teleport (or be teleported). Used by certain slavers (or particularly strict employers) to keep their slaves from using teleporters to escape their grasp."
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/obj/item/implant/exile/noteleport/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Anti-Teleportation Implant<BR>
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<b>Implant Details:</b> Keeps the implantee from using most teleportation devices. In addition, it spoofs the implant signature of an exile implant to keep the implantee from using certain gateway systems.<BR>"}
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return dat
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/obj/item/implant/exile/noteleport/implant(mob/living/target, mob/user, silent = FALSE, force = FALSE)
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. = ..()
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if(!. || !isliving(target))
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return FALSE
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var/mob/living/living_target = target
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ADD_TRAIT(living_target, TRAIT_NO_TELEPORT, IMPLANT_TRAIT)
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return TRUE
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/obj/item/implant/exile/noteleport/removed(mob/target, silent = FALSE, special = FALSE)
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. = ..()
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if(!. || !isliving(target))
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return FALSE
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var/mob/living/living_target = target
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REMOVE_TRAIT(living_target, TRAIT_NO_TELEPORT, IMPLANT_TRAIT)
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return TRUE
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/obj/item/implanter/exile
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name = "implanter (exile)"
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imp_type = /obj/item/implant/exile
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/obj/item/implanter/exile/noteleport
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name = "implanter (anti-teleportation)"
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imp_type = /obj/item/implant/exile/noteleport
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/obj/item/implantcase/exile
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name = "implant case - 'Exile'"
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desc = "A glass case containing an exile implant."
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imp_type = /obj/item/implant/exile
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/obj/item/implantcase/exile/noteleport
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name = "implant case - 'Anti-Teleportation'"
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desc = "A glass case containing an anti-teleportation implant."
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imp_type = /obj/item/implant/exile/noteleport
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