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## About The Pull Request So, I buffed gorillas a while back for traitors to get more mileage out of them, and outside of needing to adjust that one wizard spell I've been overall pleased with the results. However, while I knew that Geneticists were capable of turning themselves into gorillas without the magilitis injector, I thought it came with great difficulty but hoo boy I was wrong. Turns out, its quite easy to turn yourself into a gorilla with the three roundstart genetics setups you start with, and all you need a little bit of toxin-healing chems (which don't really have a downside and can stack!) or a medibot to pull it off. People have been using this to validhunt as the newly buffed gorillas as early as 7 minutes or less into the round, which I think sucks! So I'm here to change it. If you become a gorilla from genetics, you become a new subtype with nerfed stats. The stats are as follows: 180 health (from 220) Melee damage 15-18 (from 25-30) Obj Damage 25 (from 40) Speed 0.1 (from -0.1) Paralyze chance 0 (from 20) No limb ripping ## Why It's Good For The Game It's very easy to become a gorilla right now with little to no effort and to great effect, seeing as gorillas are pretty strong now. This brings crew gorillas back in line to before gorillas got buffed for traitor usage, which should ideally make this more balanced overall. ## Changelog 🆑 balance: Gorillas made from giving monkeys genetic damage are weaker than their normal counterparts. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
436 lines
14 KiB
Plaintext
436 lines
14 KiB
Plaintext
#define TRANSFORMATION_DURATION 22
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/// Will be removed once the transformation is complete.
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#define TEMPORARY_TRANSFORMATION_TRAIT "temporary_transformation"
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/// Considered "permanent" since we'll be deleting the old mob and the client will be inserted into a new one (without this trait)
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#define PERMANENT_TRANSFORMATION_TRAIT "permanent_transformation"
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/mob/living/carbon/proc/monkeyize(instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(ismonkey(src))
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return
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if(instant)
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finish_monkeyize()
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_monkeyize()
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transformation_timer = null
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(/datum/species/monkey)
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to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
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name = LOWER_TEXT(dna.species.name)
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regenerate_icons()
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set_name()
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SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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uncuff()
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return src
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////////////////////////// Humanize //////////////////////////////
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//Could probably be merged with monkeyize but other transformations got their own procs, too
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/mob/living/carbon/proc/humanize(species = /datum/species/human, instant = FALSE)
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if (transformation_timer || HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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if(!ismonkey(src))
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return
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if(instant)
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finish_humanize(species)
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return
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//Make mob invisible and spawn animation
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Stun(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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var/obj/effect = new /obj/effect/temp_visual/monkeyify/humanify(loc)
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effect.SetInvisibility(invisibility)
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SetInvisibility(INVISIBILITY_MAXIMUM, id=type)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
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transformation_timer = null
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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icon = initial(icon)
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RemoveInvisibility(type)
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set_species(species)
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to_chat(src, span_boldnotice("You are now \a [dna.species.name]."))
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SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
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return src
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/mob/living/carbon/human/finish_humanize(species = /datum/species/human)
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underwear = "Nude"
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undershirt = "Nude"
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socks = "Nude"
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return ..()
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/mob/proc/AIize(client/preference_source, move = TRUE)
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var/list/turf/landmark_loc = list()
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if(!move)
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landmark_loc += loc
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else
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in sloc.loc)
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continue
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if(sloc.primary_ai)
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LAZYCLEARLIST(landmark_loc)
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landmark_loc += sloc.loc
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break
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
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landmark_loc += loc
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if(client)
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stop_sound_channel(CHANNEL_LOBBYMUSIC)
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var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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. = our_AI
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if(preference_source)
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apply_pref_name(/datum/preference/name/ai, preference_source)
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our_AI.apply_pref_hologram_display(preference_source)
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our_AI.set_core_display_icon(null, preference_source)
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qdel(src)
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/mob/living/carbon/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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return ..()
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/mob/living/carbon/human/AIize(client/preference_source, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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return ..()
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/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
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new_borg.gender = gender
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new_borg.SetInvisibility(INVISIBILITY_NONE)
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if(client?.prefs.read_preference(/datum/preference/name/cyborg) != DEFAULT_CYBORG_NAME)
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new_borg.apply_pref_name(/datum/preference/name/cyborg, client)
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if(mind) //TODO //TODO WHAT
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(new_borg)
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else if(transfer_after)
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new_borg.key = key
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if(new_borg.mmi)
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new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
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if(new_borg.mmi.brain)
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new_borg.mmi.brain.name = "[real_name]'s brain"
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if(new_borg.mmi.brainmob)
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new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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new_borg.mmi.brainmob.name = real_name
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new_borg.job = JOB_CYBORG
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new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
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. = new_borg
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if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
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INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
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qdel(src)
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/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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drop_everything(delete_items)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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REMOVE_TRAIT(src, TRAIT_NO_TRANSFORM, TEMPORARY_TRANSFORMATION_TRAIT)
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return ..()
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/mob/living/silicon/robot/proc/replace_banned_cyborg()
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to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
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ghostize(FALSE)
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var/mob/chosen_one = SSpolling.poll_ghosts_for_target("Do you want to play as [span_notice(name)]?", check_jobban = JOB_CYBORG, poll_time = 5 SECONDS, checked_target = src, alert_pic = src, role_name_text = "cyborg")
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if(chosen_one)
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message_admins("[key_name_admin(chosen_one)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
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key = chosen_one.key
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/adult/new_xeno
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switch(alien_caste)
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if("Hunter")
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new_xeno = new /mob/living/carbon/alien/adult/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
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new_xeno.set_combat_mode(TRUE)
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new_xeno.key = key
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to_chat(new_xeno, span_boldnotice("You are now an alien."))
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qdel(src)
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return new_xeno
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/basic/slime/new_slime
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if(reproduce)
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var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
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var/list/babies = list()
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for(var/i in 1 to number)
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var/mob/living/basic/slime/M = new/mob/living/basic/slime(loc)
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M.set_nutrition(round(nutrition/number))
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step_away(M,src)
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babies += M
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new_slime = pick(babies)
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else
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new_slime = new /mob/living/basic/slime(loc)
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new_slime.set_combat_mode(TRUE)
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new_slime.key = key
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to_chat(new_slime, span_boldnotice("You are now a slime. Skreee!"))
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qdel(src)
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return new_slime
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/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
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var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
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B.key = key
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. = B
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qdel(src)
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/mob/living/carbon/human/proc/corgize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts) //this really should not be necessary
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qdel(t)
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var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
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new_corgi.set_combat_mode(TRUE)
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new_corgi.key = key
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to_chat(new_corgi, span_boldnotice("You are now a Corgi. Yap Yap!"))
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qdel(src)
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return new_corgi
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/**
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* Turns the source atom into a crab crab, the peak of evolutionary design.
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*/
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/mob/living/carbon/human/proc/crabize()
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/objeto in src)
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dropItemToGround(objeto)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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var/mob/living/basic/crab/new_crab = new (loc)
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new_crab.set_combat_mode(TRUE) // snip snip
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if(mind)
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mind.transfer_to(new_crab)
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to_chat(new_crab, span_boldnotice("You have evolved into a crab!"))
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qdel(src)
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return new_crab
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/mob/living/carbon/proc/gorillize(genetics_gorilla = FALSE)
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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SSblackbox.record_feedback("amount", "gorillas_created", 1)
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var/Itemlist = get_equipped_items(INCLUDE_POCKETS)
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W, TRUE)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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var/gorilla_type = genetics_gorilla ? /mob/living/basic/gorilla/genetics : /mob/living/basic/gorilla
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var/mob/living/basic/gorilla/new_gorilla = new gorilla_type(get_turf(src))
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new_gorilla.set_combat_mode(TRUE)
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if(mind)
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mind.transfer_to(new_gorilla)
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else
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new_gorilla.key = key
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to_chat(new_gorilla, span_boldnotice("You are now a gorilla. Ooga ooga!"))
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qdel(src)
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return new_gorilla
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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if(HAS_TRAIT(src, TRAIT_NO_TRANSFORM))
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return
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ADD_TRAIT(src, TRAIT_NO_TRANSFORM, PERMANENT_TRANSFORMATION_TRAIT)
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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SetInvisibility(INVISIBILITY_MAXIMUM)
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
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qdel(src)
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return new_mob
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
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. = new_mob
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qdel(src)
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/* Certain mob types have problems and should not be allowed to be controlled by players.
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*
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* This proc is here to force coders to manually place their mob in this list, hopefully tested.
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* This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(MP)
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//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
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if(!MP)
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return FALSE //Sanity, this should never happen.
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if(ispath(MP, /mob/living/basic/construct))
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return FALSE //Verbs do not appear for players.
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//Good mobs!
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if(ispath(MP, /mob/living/basic/pet/cat))
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return TRUE
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if(ispath(MP, /mob/living/basic/pet/dog/corgi))
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return TRUE
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if(ispath(MP, /mob/living/basic/crab))
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return TRUE
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if(ispath(MP, /mob/living/basic/carp))
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return TRUE
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if(ispath(MP, /mob/living/basic/mushroom))
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return TRUE
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if(ispath(MP, /mob/living/basic/shade))
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return TRUE
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if(ispath(MP, /mob/living/basic/killer_tomato))
|
|
return TRUE
|
|
if(ispath(MP, /mob/living/basic/mouse))
|
|
return TRUE
|
|
if(ispath(MP, /mob/living/basic/bear))
|
|
return TRUE
|
|
if(ispath(MP, /mob/living/basic/parrot))
|
|
return TRUE //Parrots are no longer unfinished! -Nodrak
|
|
|
|
//Not in here? Must be untested!
|
|
return FALSE
|
|
|
|
#undef PERMANENT_TRANSFORMATION_TRAIT
|
|
#undef TEMPORARY_TRANSFORMATION_TRAIT
|
|
#undef TRANSFORMATION_DURATION
|