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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
/datum/mutation/human/firebreath
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name = "Fire Breath"
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desc = "An ancient mutation that gives lizards breath of fire."
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quality = POSITIVE
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difficulty = 12
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locked = TRUE
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text_gain_indication = span_notice("Your throat is burning!")
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text_lose_indication = span_notice("Your throat is cooling down.")
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power_path = /datum/action/cooldown/spell/cone/staggered/fire_breath
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instability = POSITIVE_INSTABILITY_MODERATE
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energy_coeff = 1
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power_coeff = 1
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/datum/mutation/human/firebreath/modify()
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. = ..()
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var/datum/action/cooldown/spell/cone/staggered/fire_breath/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) // we only care about power from here on
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to_modify.cone_levels = initial(to_modify.cone_levels) //resets to default if no power chromosome
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to_modify.self_throw_range = initial(to_modify.self_throw_range)
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return
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to_modify.cone_levels += 2 // Cone fwooshes further, and...
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to_modify.self_throw_range += 1 // the breath throws the user back more
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/datum/action/cooldown/spell/cone/staggered/fire_breath
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name = "Fire Breath"
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desc = "You breathe a cone of fire directly in front of you."
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button_icon_state = "fireball0"
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sound = 'sound/effects/magic/demon_dies.ogg' //horrifying lizard noises
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school = SCHOOL_EVOCATION
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cooldown_time = 40 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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cone_levels = 3
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respect_density = TRUE
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/// The range our user is thrown backwards after casting the spell
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var/self_throw_range = 1
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/datum/action/cooldown/spell/cone/staggered/fire_breath/before_cast(atom/cast_on)
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. = ..()
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if(. & SPELL_CANCEL_CAST)
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return
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if(!iscarbon(cast_on))
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return
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var/mob/living/carbon/our_lizard = cast_on
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if(!our_lizard.is_mouth_covered())
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return
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our_lizard.adjust_fire_stacks(cone_levels)
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our_lizard.ignite_mob()
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to_chat(our_lizard, span_warning("Something in front of your mouth catches fire!"))
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/datum/action/cooldown/spell/cone/staggered/fire_breath/after_cast(atom/cast_on)
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. = ..()
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if(!isliving(cast_on))
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return
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var/mob/living/living_cast_on = cast_on
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// When casting, throw the caster backwards a few tiles.
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var/original_dir = living_cast_on.dir
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living_cast_on.throw_at(
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get_edge_target_turf(living_cast_on, REVERSE_DIR(living_cast_on.dir)),
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range = self_throw_range,
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speed = 2,
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gentle = TRUE,
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)
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// Try to set us to our original direction after, so we don't end up backwards.
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living_cast_on.setDir(original_dir)
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/datum/action/cooldown/spell/cone/staggered/fire_breath/calculate_cone_shape(current_level)
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// This makes the cone shoot out into a 3 wide column of flames no matter the distance
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return 3
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/datum/action/cooldown/spell/cone/staggered/fire_breath/do_turf_cone_effect(turf/target_turf, atom/caster, level)
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// Further turfs experience less exposed_temperature and exposed_volume
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new /obj/effect/hotspot(target_turf) // for style
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target_turf.hotspot_expose(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)), 1)
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/datum/action/cooldown/spell/cone/staggered/fire_breath/do_mob_cone_effect(mob/living/target_mob, atom/caster, level)
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// Further out targets take less immediate burn damage and get less fire stacks.
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// The actual burn damage application is not blocked by fireproofing, like space dragons.
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target_mob.apply_damage(max(10, 40 - (5 * level)), BURN, spread_damage = TRUE)
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target_mob.adjust_fire_stacks(max(2, 5 - level))
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target_mob.ignite_mob()
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/datum/action/cooldown/spell/cone/staggered/firebreath/do_obj_cone_effect(obj/target_obj, atom/caster, level)
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// Further out objects experience less exposed_temperature and exposed_volume
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target_obj.fire_act(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)))
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