Files
Bubberstation/code/modules/library/skill_learning/generic_skillchips/acrobatics.dm
carlarctg 85d32d85a0 Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	code/datums/emotes.dm
2024-11-16 00:42:13 -08:00

172 lines
6.7 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 = 3
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))
/obj/item/skillchip/acrobatics/on_deactivate(mob/living/carbon/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK)
/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)
else
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