mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-04 05:18:12 +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.
461 lines
12 KiB
Plaintext
461 lines
12 KiB
Plaintext
/*
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Screen objects
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Todo: improve/re-implement
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Screen objects are only used for the hud and should not appear anywhere "in-game".
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They are used with the client/screen list and the screen_loc var.
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For more information, see the byond documentation on the screen_loc and screen vars.
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*/
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/obj/screen
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name = ""
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icon = 'icons/mob/screen_gen.dmi'
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layer = ABOVE_HUD_LAYER
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unacidable = 1
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appearance_flags = APPEARANCE_UI
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var/obj/master = null //A reference to the object in the slot. Grabs or items, generally.
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var/datum/hud/hud = null // A reference to the owner HUD, if any.
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/obj/screen/Destroy()
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master = null
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return ..()
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/obj/screen/text
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icon = null
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icon_state = null
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mouse_opacity = 0
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screen_loc = "CENTER-7,CENTER-7"
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maptext_height = 480
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maptext_width = 480
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/obj/screen/swap_hand
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layer = HUD_LAYER
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name = "swap hand"
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/obj/screen/swap_hand/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if(ismob(usr))
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var/mob/M = usr
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M.swap_hand()
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return 1
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/obj/screen/inventory/craft
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name = "crafting menu"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "craft"
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screen_loc = ui_crafting
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/obj/screen/inventory/craft/Click()
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var/mob/living/M = usr
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M.OpenCraftingMenu()
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/obj/screen/inventory
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var/slot_id // The indentifier for the slot. It has nothing to do with ID cards.
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var/icon_empty // Icon when empty. For now used only by humans.
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var/icon_full // Icon when contains an item. For now used only by humans.
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layer = HUD_LAYER
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/obj/screen/inventory/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(usr.attack_ui(slot_id))
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usr.update_inv_l_hand(0)
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usr.update_inv_r_hand(0)
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return 1
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/obj/screen/inventory/update_icon()
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if(!icon_empty)
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icon_empty = icon_state
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if(hud && hud.mymob && slot_id && icon_full)
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if(hud.mymob.get_item_by_slot(slot_id))
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icon_state = icon_full
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else
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icon_state = icon_empty
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/obj/screen/inventory/hand
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var/image/active_overlay
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var/image/handcuff_overlay
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var/image/blocked_overlay
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/obj/screen/inventory/hand/update_icon()
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..()
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if(!active_overlay)
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active_overlay = image("icon"=icon, "icon_state"="hand_active")
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if(!handcuff_overlay)
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var/state = (slot_id == slot_r_hand) ? "markus" : "gabrielle"
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handcuff_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"=state)
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if(!blocked_overlay)
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blocked_overlay = image("icon"='icons/mob/screen_gen.dmi', "icon_state"="blocked")
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cut_overlays()
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if(hud && hud.mymob)
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if(iscarbon(hud.mymob))
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var/mob/living/carbon/C = hud.mymob
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if(C.handcuffed)
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add_overlay(handcuff_overlay)
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if(slot_id == slot_r_hand)
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if(!C.has_right_hand())
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add_overlay(blocked_overlay)
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else if(slot_id == slot_l_hand)
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if(!C.has_left_hand())
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add_overlay(blocked_overlay)
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if(slot_id == slot_l_hand && hud.mymob.hand)
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add_overlay(active_overlay)
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else if(slot_id == slot_r_hand && !hud.mymob.hand)
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add_overlay(active_overlay)
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/obj/screen/inventory/hand/Click()
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// At this point in client Click() code we have passed the 1/10 sec check and little else
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// We don't even know if it's a middle click
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if(world.time <= usr.next_move)
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return 1
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if(usr.incapacitated())
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(ismob(usr))
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var/mob/M = usr
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switch(name)
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if("right hand", "r_hand")
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M.activate_hand("r")
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if("left hand", "l_hand")
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M.activate_hand("l")
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return 1
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/obj/screen/close
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name = "close"
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/obj/screen/close/Click()
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if(istype(master, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = master
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S.close(usr)
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return 1
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/obj/screen/drop
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name = "drop"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "act_drop"
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layer = HUD_LAYER
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/obj/screen/drop/Click()
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usr.drop_item_v()
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/obj/screen/act_intent
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name = "intent"
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icon_state = "help"
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screen_loc = ui_acti
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/obj/screen/act_intent/Click(location, control, params)
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if(ishuman(usr) && (usr.client.prefs.toggles & INTENT_STYLE))
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var/_x = text2num(params2list(params)["icon-x"])
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var/_y = text2num(params2list(params)["icon-y"])
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if(_x<=16 && _y<=16)
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usr.a_intent_change("harm")
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else if(_x<=16 && _y>=17)
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usr.a_intent_change("help")
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else if(_x>=17 && _y<=16)
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usr.a_intent_change("grab")
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else if(_x>=17 && _y>=17)
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usr.a_intent_change("disarm")
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else
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usr.a_intent_change("right")
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/obj/screen/act_intent/alien
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icon = 'icons/mob/screen_alien.dmi'
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screen_loc = ui_movi
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/obj/screen/act_intent/robot
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icon = 'icons/mob/screen_cyborg.dmi'
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screen_loc = ui_borg_intents
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/obj/screen/internals
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name = "toggle internals"
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icon_state = "internal0"
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screen_loc = ui_internal
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/obj/screen/internals/Click()
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if(!iscarbon(usr))
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return
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var/mob/living/carbon/C = usr
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if(C.incapacitated())
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return
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if(C.internal)
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C.internal = null
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C << "<span class='notice'>You are no longer running on internals.</span>"
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icon_state = "internal0"
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else
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if(!C.getorganslot("breathing_tube"))
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if(!istype(C.wear_mask, /obj/item/clothing/mask))
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C << "<span class='warning'>You are not wearing an internals mask!</span>"
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return 1
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else
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var/obj/item/clothing/mask/M = C.wear_mask
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if(M.mask_adjusted) // if mask on face but pushed down
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M.adjustmask(C) // adjust it back
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if( !(M.flags & MASKINTERNALS) )
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C << "<span class='warning'>You are not wearing an internals mask!</span>"
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return
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if(istype(C.l_hand, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.l_hand] on your left hand.</span>"
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C.internal = C.l_hand
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else if(istype(C.r_hand, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.r_hand] on your right hand.</span>"
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C.internal = C.r_hand
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else if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(istype(H.s_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
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H.internal = H.s_store
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else if(istype(H.belt, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
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H.internal = H.belt
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else if(istype(H.l_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
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H.internal = H.l_store
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else if(istype(H.r_store, /obj/item/weapon/tank))
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H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
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H.internal = H.r_store
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//Seperate so CO2 jetpacks are a little less cumbersome.
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if(!C.internal && istype(C.back, /obj/item/weapon/tank))
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C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
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C.internal = C.back
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if(C.internal)
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icon_state = "internal1"
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else
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C << "<span class='warning'>You don't have an oxygen tank!</span>"
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return
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C.update_action_buttons_icon()
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/obj/screen/mov_intent
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name = "run/walk toggle"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "running"
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/obj/screen/mov_intent/Click()
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switch(usr.m_intent)
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if("run")
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usr.m_intent = "walk"
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icon_state = "walking"
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if("walk")
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usr.m_intent = "run"
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icon_state = "running"
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usr.update_icons()
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/obj/screen/pull
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name = "stop pulling"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "pull"
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/obj/screen/pull/Click()
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usr.stop_pulling()
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/obj/screen/pull/update_icon(mob/mymob)
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if(!mymob) return
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if(mymob.pulling)
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icon_state = "pull"
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else
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icon_state = "pull0"
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/obj/screen/resist
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name = "resist"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "act_resist"
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layer = HUD_LAYER
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/obj/screen/resist/Click()
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if(isliving(usr))
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var/mob/living/L = usr
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L.resist()
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/obj/screen/storage
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name = "storage"
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/obj/screen/storage/Click(location, control, params)
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if(world.time <= usr.next_move)
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return 1
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if(usr.stat || usr.paralysis || usr.stunned || usr.weakened)
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return 1
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if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
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return 1
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if(master)
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var/obj/item/I = usr.get_active_hand()
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if(I)
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master.attackby(I, usr, params)
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return 1
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/obj/screen/throw_catch
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name = "throw/catch"
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icon = 'icons/mob/screen_midnight.dmi'
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icon_state = "act_throw_off"
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/obj/screen/throw_catch/Click()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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C.toggle_throw_mode()
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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screen_loc = ui_zonesel
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var/selecting = "chest"
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/obj/screen/zone_sel/Click(location, control,params)
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var/list/PL = params2list(params)
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var/icon_x = text2num(PL["icon-x"])
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var/icon_y = text2num(PL["icon-y"])
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var/old_selecting = selecting //We're only going to update_icon() if there's been a change
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switch(icon_y)
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if(1 to 9) //Legs
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switch(icon_x)
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if(10 to 15)
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selecting = "r_leg"
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if(17 to 22)
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selecting = "l_leg"
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else
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return 1
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if(10 to 13) //Hands and groin
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "groin"
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if(21 to 24)
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selecting = "l_arm"
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else
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return 1
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if(14 to 22) //Chest and arms to shoulders
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switch(icon_x)
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if(8 to 11)
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selecting = "r_arm"
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if(12 to 20)
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selecting = "chest"
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if(21 to 24)
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selecting = "l_arm"
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else
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return 1
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if(23 to 30) //Head, but we need to check for eye or mouth
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if(icon_x in 12 to 20)
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selecting = "head"
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switch(icon_y)
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if(23 to 24)
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if(icon_x in 15 to 17)
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selecting = "mouth"
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if(26) //Eyeline, eyes are on 15 and 17
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if(icon_x in 14 to 18)
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selecting = "eyes"
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if(25 to 27)
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if(icon_x in 15 to 17)
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selecting = "eyes"
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if(old_selecting != selecting)
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update_icon(usr)
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return 1
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/obj/screen/zone_sel/update_icon(mob/user)
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cut_overlays()
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add_overlay(image('icons/mob/screen_gen.dmi', "[selecting]"))
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user.zone_selected = selecting
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/obj/screen/zone_sel/alien
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icon = 'icons/mob/screen_alien.dmi'
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/obj/screen/zone_sel/alien/update_icon(mob/user)
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cut_overlays()
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add_overlay(image('icons/mob/screen_alien.dmi', "[selecting]"))
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user.zone_selected = selecting
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/obj/screen/zone_sel/robot
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icon = 'icons/mob/screen_cyborg.dmi'
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/obj/screen/flash
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name = "flash"
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icon_state = "blank"
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blend_mode = BLEND_ADD
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screen_loc = "WEST,SOUTH to EAST,NORTH"
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layer = FLASH_LAYER
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/obj/screen/damageoverlay
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icon = 'icons/mob/screen_full.dmi'
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icon_state = "oxydamageoverlay0"
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name = "dmg"
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blend_mode = BLEND_MULTIPLY
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screen_loc = "CENTER-7,CENTER-7"
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mouse_opacity = 0
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layer = UI_DAMAGE_LAYER
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/obj/screen/healths
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name = "health"
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icon_state = "health0"
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screen_loc = ui_health
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/obj/screen/healths/alien
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icon = 'icons/mob/screen_alien.dmi'
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screen_loc = ui_alien_health
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/obj/screen/healths/robot
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icon = 'icons/mob/screen_cyborg.dmi'
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screen_loc = ui_borg_health
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/obj/screen/healths/deity
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name = "Nexus Health"
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icon_state = "deity_nexus"
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screen_loc = ui_deityhealth
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/obj/screen/healths/blob
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name = "blob health"
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icon_state = "block"
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screen_loc = ui_internal
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mouse_opacity = 0
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/obj/screen/healths/blob/naut
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name = "health"
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icon = 'icons/mob/blob.dmi'
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icon_state = "nauthealth"
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/obj/screen/healths/blob/naut/core
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name = "overmind health"
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screen_loc = ui_health
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icon_state = "corehealth"
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/obj/screen/healths/guardian
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name = "summoner health"
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icon = 'icons/mob/guardian.dmi'
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icon_state = "base"
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screen_loc = ui_health
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mouse_opacity = 0
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/obj/screen/healthdoll
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name = "health doll"
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screen_loc = ui_healthdoll
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