mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-27 09:31:54 +00:00
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.
Total change list:
Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
Umbras' health is not based on vitae but has a hard cap at 100.
Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
Toggle Nightvision is self-explanatory.
Discordant Whisper is identical to the original revenant's transmit.
Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
470 lines
14 KiB
Plaintext
470 lines
14 KiB
Plaintext
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// see _DEFINES/is_helpers.dm for mob type checks
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/proc/isloyal(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/mindshield/L in A)
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if(L && L.implanted)
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return 1
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return 0
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/proc/check_zone(zone)
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if(!zone)
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return "chest"
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switch(zone)
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if("eyes")
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zone = "head"
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if("mouth")
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zone = "head"
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if("l_hand")
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zone = "l_arm"
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if("r_hand")
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zone = "r_arm"
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if("l_foot")
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zone = "l_leg"
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if("r_foot")
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zone = "r_leg"
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if("groin")
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zone = "chest"
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return zone
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/proc/ran_zone(zone, probability = 80)
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zone = check_zone(zone)
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if(prob(probability))
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return zone
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var/t = rand(1, 18) // randomly pick a different zone, or maybe the same one
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switch(t)
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if(1)
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return "head"
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if(2)
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return "chest"
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if(3 to 6)
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return "l_arm"
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if(7 to 10)
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return "r_arm"
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if(11 to 14)
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return "l_leg"
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if(15 to 18)
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return "r_leg"
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return zone
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/proc/above_neck(zone)
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var/list/zones = list("head", "mouth", "eyes")
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if(zones.Find(zone))
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return 1
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else
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return 0
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/proc/stars(n, pr)
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n = html_encode(n)
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if (pr == null)
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pr = 25
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if (pr <= 0)
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return null
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else
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if (pr >= 100)
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return n
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var/te = n
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var/t = ""
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n = length(n)
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var/p = null
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p = 1
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while(p <= n)
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if ((copytext(te, p, p + 1) == " " || prob(pr)))
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t = text("[][]", t, copytext(te, p, p + 1))
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else
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t = text("[]*", t)
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p++
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return sanitize(t)
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/proc/slur(n)
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var/phrase = html_decode(n)
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var/leng = lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,3)==3)
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if(lowertext(newletter)=="o")
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newletter="u"
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if(lowertext(newletter)=="s")
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newletter="ch"
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if(lowertext(newletter)=="a")
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newletter="ah"
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if(lowertext(newletter)=="u")
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newletter="oo"
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if(lowertext(newletter)=="c")
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newletter="k"
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if(rand(1,20)==20)
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if(newletter==" ")
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newletter="...huuuhhh..."
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if(newletter==".")
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newletter=" *BURP*."
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switch(rand(1,20))
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if(1)
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newletter+="'"
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if(10)
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newletter+="[newletter]"
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if(20)
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newletter+="[newletter][newletter]"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/cultslur(n) // Inflicted on victims of a stun talisman
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var/phrase = html_decode(n)
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var/leng = lentext(phrase)
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var/counter=lentext(phrase)
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var/newphrase=""
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var/newletter=""
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while(counter>=1)
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newletter=copytext(phrase,(leng-counter)+1,(leng-counter)+2)
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if(rand(1,2)==2)
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if(lowertext(newletter)=="o")
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newletter="u"
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if(lowertext(newletter)=="t")
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newletter="ch"
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if(lowertext(newletter)=="a")
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newletter="ah"
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if(lowertext(newletter)=="u")
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newletter="oo"
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if(lowertext(newletter)=="c")
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newletter=" NAR "
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if(lowertext(newletter)=="s")
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newletter=" SIE "
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if(rand(1,4)==4)
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if(newletter==" ")
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newletter=" no hope... "
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if(newletter=="H")
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newletter=" IT COMES... "
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switch(rand(1,15))
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if(1)
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newletter="'"
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if(2)
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newletter+="agn"
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if(3)
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newletter="fth"
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if(4)
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newletter="nglu"
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if(5)
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newletter="glor"
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newphrase+="[newletter]";counter-=1
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return newphrase
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/proc/stutter(n)
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var/te = html_decode(n)
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var/t = ""//placed before the message. Not really sure what it's for.
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n = length(n)//length of the entire word
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var/p = null
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p = 1//1 is the start of any word
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while(p <= n)//while P, which starts at 1 is less or equal to N which is the length.
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var/n_letter = copytext(te, p, p + 1)//copies text from a certain distance. In this case, only one letter at a time.
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if (prob(80) && (ckey(n_letter) in list("b","c","d","f","g","h","j","k","l","m","n","p","q","r","s","t","v","w","x","y","z")))
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if (prob(10))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]-[n_letter]")//replaces the current letter with this instead.
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else
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if (prob(20))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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if (prob(5))
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n_letter = null
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else
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n_letter = text("[n_letter]-[n_letter]")
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t = text("[t][n_letter]")//since the above is ran through for each letter, the text just adds up back to the original word.
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p++//for each letter p is increased to find where the next letter will be.
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/derpspeech(message, stuttering)
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message = replacetext(message, " am ", " ")
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message = replacetext(message, " is ", " ")
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message = replacetext(message, " are ", " ")
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message = replacetext(message, "you", "u")
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message = replacetext(message, "help", "halp")
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message = replacetext(message, "grief", "grife")
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message = replacetext(message, "space", "spess")
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message = replacetext(message, "carp", "crap")
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message = replacetext(message, "reason", "raisin")
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if(prob(50))
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message = uppertext(message)
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message += "[stutter(pick("!", "!!", "!!!"))]"
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if(!stuttering && prob(15))
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message = stutter(message)
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return message
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/proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 for p will cause letters to be replaced instead of added
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/* Turn text into complete gibberish! */
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var/returntext = ""
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for(var/i = 1, i <= length(t), i++)
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var/letter = copytext(t, i, i+1)
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if(prob(50))
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if(p >= 70)
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letter = ""
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for(var/j = 1, j <= rand(0, 2), j++)
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letter += pick("#","@","*","&","%","$","/", "<", ">", ";","*","*","*","*","*","*","*")
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returntext += letter
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return returntext
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/proc/ninjaspeak(n) //NINJACODE
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/*
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The difference with stutter is that this proc can stutter more than 1 letter
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The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
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It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
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*/
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var/te = html_decode(n)
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var/t = ""
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n = length(n)
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var/p = 1
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while(p <= n)
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var/n_letter
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var/n_mod = rand(1,4)
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if(p+n_mod>n+1)
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n_letter = copytext(te, p, n+1)
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else
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n_letter = copytext(te, p, p+n_mod)
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if (prob(50))
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if (prob(30))
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n_letter = text("[n_letter]-[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]-[n_letter]")
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else
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n_letter = text("[n_letter]")
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t = text("[t][n_letter]")
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p=p+n_mod
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return copytext(sanitize(t),1,MAX_MESSAGE_LEN)
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/proc/shake_camera(mob/M, duration, strength=1)
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if(!M || !M.client || duration <= 0)
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return
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var/client/C = M.client
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var/oldx = C.pixel_x
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var/oldy = C.pixel_y
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var/max = strength*world.icon_size
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var/min = -(strength*world.icon_size)
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for(var/i in 0 to duration-1)
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if (i == 0)
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animate(C, pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
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else
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animate(pixel_x=rand(min,max), pixel_y=rand(min,max), time=1)
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animate(pixel_x=oldx, pixel_y=oldy, time=1)
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/proc/findname(msg)
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if(!istext(msg))
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msg = "[msg]"
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for(var/mob/M in mob_list)
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if(M.real_name == msg)
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return M
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return 0
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/mob/proc/abiotic(full_body = 0)
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if(l_hand && !l_hand.flags&ABSTRACT || r_hand && !r_hand.flags&ABSTRACT)
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return 1
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return 0
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//converts intent-strings into numbers and back
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if("help")
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return 0
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if("disarm")
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return 1
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if("grab")
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return 2
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else
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return 3
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else
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switch(argument)
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if(0)
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return "help"
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if(1)
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return "disarm"
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if(2)
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return "grab"
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else
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return "harm"
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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set hidden = 1
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if(ishuman(src) || isalienadult(src) || isbrain(src))
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switch(input)
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if("help", "disarm", "grab", "harm")
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent) + 1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent) + 3) % 4)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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else if(isrobot(src) || ismonkey(src) || islarva(src))
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switch(input)
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if("help")
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a_intent = "help"
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if("harm")
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a_intent = "harm"
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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/proc/is_blind(A)
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if(ismob(A))
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var/mob/B = A
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return B.eye_blind
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return 0
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/proc/is_special_character(mob/M) // returns 1 for special characters and 2 for heroes of gamemode //moved out of admins.dm because things other than admin procs were calling this.
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if(!ticker || !ticker.mode)
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return 0
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if(!istype(M))
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return 0
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if(issilicon(M))
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if(isrobot(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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if(R.mind && R.mind.special_role)
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if(R.laws && R.laws.zeroth && R.syndicate)
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if(R.connected_ai)
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if(is_special_character(R.connected_ai) && R.connected_ai.laws && (R.connected_ai.laws.zeroth_borg == R.laws.zeroth || R.connected_ai.laws.zeroth == R.laws.zeroth))
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return 0 //AI is the real traitor here, so the borg itself is not a traitor
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return 1 //Slaved but also a traitor
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return 1 //Unslaved, traitor
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else if(isAI(M))
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var/mob/living/silicon/ai/A = M
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if(A.laws && A.laws.zeroth && A.mind && A.mind.special_role)
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return 1
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return 0
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if(M.mind && M.mind.special_role)//If they have a mind and special role, they are some type of traitor or antagonist.
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switch(ticker.mode.config_tag)
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if("revolution")
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if((M.mind in ticker.mode.head_revolutionaries) || (M.mind in ticker.mode.revolutionaries))
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return 2
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if("cult")
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if(M.mind in ticker.mode.cult)
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return 2
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if("nuclear")
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if(M.mind in ticker.mode.syndicates)
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return 2
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if("changeling")
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if(M.mind in ticker.mode.changelings)
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return 2
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if("wizard")
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if(M.mind in ticker.mode.wizards)
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return 2
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if("apprentice")
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if(M.mind in ticker.mode.apprentices)
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return 2
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if("monkey")
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if(M.viruses && (locate(/datum/disease/transformation/jungle_fever) in M.viruses))
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return 2
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if("abductor")
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if(M.mind in ticker.mode.abductors)
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return 2
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return 1
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return 0
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/proc/get_both_hands(mob/living/carbon/M)
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var/list/hands = list(M.l_hand, M.r_hand)
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return hands
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/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
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return 1
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/proc/notify_ghosts(var/message, var/ghost_sound = null, var/enter_link = null, var/atom/source = null, var/image/alert_overlay = null, var/action = NOTIFY_JUMP) //Easy notification of ghosts.
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for(var/mob/dead/observer/O in player_list)
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if(O.client)
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O << "<span class='ghostalert'>[message][(enter_link) ? " [enter_link]" : ""]<span>"
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if(ghost_sound)
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O << sound(ghost_sound)
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if(source)
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var/obj/screen/alert/notify_action/A = O.throw_alert("\ref[source]_notify_action", /obj/screen/alert/notify_action)
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if(A)
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if(O.client.prefs && O.client.prefs.UI_style)
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A.icon = ui_style2icon(O.client.prefs.UI_style)
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A.desc = message
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A.action = action
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A.target = source
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if(!alert_overlay)
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var/old_layer = source.layer
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source.layer = FLOAT_LAYER
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A.add_overlay(source)
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source.layer = old_layer
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else
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alert_overlay.layer = FLOAT_LAYER
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A.add_overlay(alert_overlay)
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/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == ORGAN_ROBOTIC)
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute_heal > burn_heal)
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dam = 1
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else
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dam = 0
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if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
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affecting.heal_damage(brute_heal,burn_heal,1)
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user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting].", "<span class='notice'>You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting].</span>")
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return 1 //successful heal
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else
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user << "<span class='warning'>[H]'s [affecting] is already in good condition!</span>"
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/proc/IsAdminGhost(var/mob/user)
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if(!user) //Are they a mob? Auto interface updates call this with a null src
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return
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if(!user.client) // Do they have a client?
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return
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if(!isobserver(user)) // Are they a ghost?
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return
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if(!check_rights_for(user.client, R_ADMIN)) // Are they allowed?
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return
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if(!user.client.AI_Interact) // Do they have it enabled?
|
|
return
|
|
return TRUE
|
|
|
|
/proc/offer_control(mob/M)
|
|
M << "Control of your mob has been offered to dead players."
|
|
if(usr)
|
|
log_admin("[key_name(usr)] has offered control of ([key_name(M)]) to ghosts.")
|
|
message_admins("[key_name_admin(usr)] has offered control of ([key_name_admin(M)]) to ghosts")
|
|
var/poll_message = "Do you want to play as [M.real_name]?"
|
|
if(M.mind && M.mind.assigned_role)
|
|
poll_message = "[poll_message] Job:[M.mind.assigned_role]."
|
|
if(M.mind && M.mind.special_role)
|
|
poll_message = "[poll_message] Status:[M.mind.special_role]."
|
|
var/list/mob/dead/observer/candidates = pollCandidates(poll_message, "pAI", null, FALSE, 100)
|
|
var/mob/dead/observer/theghost = null
|
|
|
|
if(candidates.len)
|
|
theghost = pick(candidates)
|
|
M << "Your mob has been taken over by a ghost!"
|
|
message_admins("[key_name_admin(theghost)] has taken control of ([key_name_admin(M)])")
|
|
M.ghostize(0)
|
|
M.key = theghost.key
|
|
return TRUE
|
|
else
|
|
M << "There were no ghosts willing to take control."
|
|
message_admins("No ghosts were willing to take control of [key_name_admin(M)])")
|
|
return FALSE
|