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## About The Pull Request Most screen alerts that use the midnight hud style no longer have the button baked in their icon. Other screen alerts with their own background or shape (robot and mech alerts, atmos, heretic buffs or debuffs etc.) are not affected. Also updated a couple sprites but didn't spend too much time on them. Mostly reusing existing assets. Montage of how the alerts look on threee different hud styles (Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT ALREADY): <img width="293" height="323" alt="image" src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20" /> It looks only a smidge iffy on the syndicate since the top and bottom borders aren't layered over all the overlays, but it isn't something to worry about in this PR. ## Why It's Good For The Game Screen alerts always had the midnight hud button baked in their icon states (now overlays), which completely disregard the player's hud setting, much unlike action alerts buttons. Melbert has also said that it'd be nice if the code for action buttons could also be used in screen alerts and viceversa, to slim things down. That's obviously not what I'm doing today, but having most of the screen alerts already without the baked background will surely help if we ever pursue that objective. ## Changelog 🆑 refactor: Refactored screen alerts a little. Most should now fit the player's hud style. Report any issue. imageadd: A few screen alerts have been polished/updated a little. /🆑
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
/datum/status_effect/woozy
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id = "woozy"
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tick_interval = STATUS_EFFECT_NO_TICK
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/woozy
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/datum/status_effect/woozy/nextmove_modifier()
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return 1.5
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/atom/movable/screen/alert/status_effect/woozy
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name = "Woozy"
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desc = "You feel a bit slower than usual, it seems doing things with your hands takes longer than it usually does."
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use_user_hud_icon = TRUE
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overlay_state = "woozy"
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/datum/status_effect/high_blood_pressure
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id = "high_blood_pressure"
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tick_interval = STATUS_EFFECT_NO_TICK
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/high_blood_pressure
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/datum/status_effect/high_blood_pressure/on_apply()
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if(!ishuman(owner))
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return FALSE
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod *= 1.25
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return TRUE
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/datum/status_effect/high_blood_pressure/on_remove()
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if(!ishuman(owner))
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return
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var/mob/living/carbon/human/human_owner = owner
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human_owner.physiology.bleed_mod /= 1.25
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/atom/movable/screen/alert/status_effect/high_blood_pressure
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name = "High blood pressure"
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desc = "Your blood pressure is real high right now ... You'd probably bleed like a stuck pig."
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use_user_hud_icon = TRUE
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overlay_state = "highbloodpressure"
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/datum/status_effect/seizure
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id = "seizure"
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tick_interval = STATUS_EFFECT_NO_TICK
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = /atom/movable/screen/alert/status_effect/seizure
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/datum/status_effect/seizure/on_apply()
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if(!iscarbon(owner))
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return FALSE
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var/amplitude = rand(1 SECONDS, 3 SECONDS)
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duration = amplitude
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owner.set_jitter_if_lower(100 SECONDS)
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owner.Paralyze(duration)
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owner.visible_message(span_warning("[owner] drops to the ground as [owner.p_they()] start seizing up."), \
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span_warning("[pick("You can't collect your thoughts...", "You suddenly feel extremely dizzy...", "You can't think straight...","You can't move your face properly anymore...")]"))
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return TRUE
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/atom/movable/screen/alert/status_effect/seizure
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name = "Seizure"
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desc = "FJOIWEHUWQEFGYUWDGHUIWHUIDWEHUIFDUWGYSXQHUIODSDBNJKVBNKDML <--- this is you right now"
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use_user_hud_icon = TRUE
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overlay_state = "paralysis"
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/datum/status_effect/stoned
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id = "stoned"
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duration = 10 SECONDS
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alert_type = /atom/movable/screen/alert/status_effect/stoned
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status_type = STATUS_EFFECT_REFRESH
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/datum/status_effect/stoned/on_apply()
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if(!ishuman(owner))
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return FALSE
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var/mob/living/carbon/human/human_owner = owner
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human_owner.add_movespeed_modifier(/datum/movespeed_modifier/reagent/cannabis) //slows you down
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human_owner.add_eye_color(BLOODCULT_EYE, EYE_COLOR_WEED_PRIORITY) //makes cult eyes less obvious
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human_owner.add_traits(list(TRAIT_CLUMSY, TRAIT_BLOODSHOT_EYES), TRAIT_STATUS_EFFECT(id)) // impairs motor coordination and dilates blood vessels in eyes
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human_owner.add_mood_event("stoned", /datum/mood_event/stoned) //improves mood
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human_owner.sound_environment_override = SOUND_ENVIRONMENT_DRUGGED //not realistic but very immersive
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return TRUE
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/datum/status_effect/stoned/on_remove()
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if(!ishuman(owner))
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return
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var/mob/living/carbon/human/human_owner = owner
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human_owner.remove_movespeed_modifier(/datum/movespeed_modifier/reagent/cannabis)
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human_owner.remove_eye_color(EYE_COLOR_WEED_PRIORITY)
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human_owner.remove_traits(list(TRAIT_CLUMSY, TRAIT_BLOODSHOT_EYES), TRAIT_STATUS_EFFECT(id))
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human_owner.clear_mood_event("stoned")
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human_owner.sound_environment_override = SOUND_ENVIRONMENT_NONE
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/atom/movable/screen/alert/status_effect/stoned
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name = "Stoned"
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desc = "Cannabis is impairing your speed, motor skills, and mental cognition."
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icon_state = "stoned"
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