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Updated xeno ability code.
Updated ninja ability code. Misc ninja update. Fixed chemistry reagent code for the ninja suit. This final update could have been more awesome but whatever. I've copy-pasted the ninja info on to SpiderOS for future reference. It's been fun but now I must sayonara. Whatever that means. Oh, it means goodbye. ~Later~ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1469 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -259,20 +259,30 @@ Useful for copy pasta since I'm lazy.*/
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//SPACE NINJA ABILITIES
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//X is optional, tells the proc to check for stealth.
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/*X is optional, tells the proc to check for specific stuff. C is also optional.
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All the procs here assume that the character is wearing the ninja suit if they are using the procs.
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They should, as I have made every effort for that to be the case.
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In the case that they are not, I imagine the game will run-time error like crazy.
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*/
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/mob/proc/ninjacost(C,X)
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var/mob/living/carbon/human/U = src
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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if(U.stat)
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U << "\red You must be conscious to do this."
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return 0
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else if(X&&U.wear_suit:active)
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U << "\red You must deactivate the CLOAK-tech device prior to using this ability."
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return 0
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else if(U.wear_suit:charge>=C*10)
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return 1
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else
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else if(C&&S.charge<C*10)
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U << "\red Not enough energy."
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return 0
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else if(X==1&&S.active)
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U << "\red You must deactivate the CLOAK-tech device prior to using this ability."
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return 0
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else if(X==2&&S.sbombs<=0)
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U << "\red There are no more smoke bombs remaining."
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return 0
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else if(X==3&&S.aboost<=0)
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U << "\red You do not have any more adrenaline boosters."
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return 0
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else return 1
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//Smoke
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//Summons smoke in radius of user.
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@@ -282,19 +292,15 @@ Useful for copy pasta since I'm lazy.*/
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set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
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set category = "Ninja"
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if(src.stat)
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src << "\red You must be conscious to do this."
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return
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if(!src:wear_suit:sbombs)
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src << "\red There are no more smoke bombs remaining."
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return
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src:wear_suit:sbombs--
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src << "\blue There are <B>[src:wear_suit:sbombs]</B> smoke bombs remaining."
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var/datum/effects/system/bad_smoke_spread/smoke = new /datum/effects/system/bad_smoke_spread()
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smoke.set_up(10, 0, src.loc)
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smoke.start()
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playsound(src.loc, 'bamf.ogg', 50, 2)
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if(ninjacost(,2))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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S.sbombs--
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src << "\blue There are <B>[S.sbombs]</B> smoke bombs remaining."
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var/datum/effects/system/bad_smoke_spread/smoke = new /datum/effects/system/bad_smoke_spread()
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smoke.set_up(10, 0, loc)
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smoke.start()
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playsound(loc, 'bamf.ogg', 50, 2)
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return
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//9-10 Tile Teleport
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//Click to to teleport 9-10 tiles in direction facing.
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@@ -304,72 +310,73 @@ Useful for copy pasta since I'm lazy.*/
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set category = "Ninja"
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var/C = 100
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if(!ninjacost(C,1))
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return
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if(ninjacost(C,1))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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var/list/turfs = new/list()
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var/turf/picked
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var/turf/mobloc = get_turf(loc)
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var/safety = 0
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switch(dir)
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if(NORTH)
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//highest Y
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//X the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((T.y-mobloc.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
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turfs += T
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if(SOUTH)
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//lowest Y
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//X the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
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turfs += T
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if(EAST)
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//highest X
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//Y the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
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turfs += T
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if(WEST)
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//lowest X
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//Y the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
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turfs += T
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else
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safety = 1
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if(turfs.len||safety)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge.
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picked = pick(turfs)
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spawn(0)
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playsound(loc, "sparks", 50, 1)
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anim(mobloc,'mob.dmi',src,"phaseout")
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var/list/turfs = new/list()
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var/turf/picked
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var/turf/mobloc = get_turf(src.loc)
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switch(src.dir)
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if(NORTH)
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//highest Y
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//X the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((T.y-mobloc.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
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turfs += T
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if(SOUTH)
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//lowest Y
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//X the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
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turfs += T
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if(EAST)
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//highest X
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//Y the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
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turfs += T
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if(WEST)
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//lowest X
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//Y the same
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for(var/turf/T in orange(10))
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if(T.density) continue
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if(T.x>world.maxx || T.x<1) continue
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if(T.y>world.maxy || T.y<1) continue
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if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
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turfs += T
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loc = picked
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spawn(0)
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S.spark_system.start()
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playsound(loc, 'Deconstruct.ogg', 50, 1)
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playsound(loc, "sparks", 50, 1)
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anim(loc,'mob.dmi',src,"phasein")
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spawn(0)//Any living mobs in teleport area are gibbed.
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for(var/mob/living/M in picked)
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if(M==src) continue
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M.gib()
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S.charge-=(C*10)
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else
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return
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if(!turfs.len)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge.
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src << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
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return
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picked = pick(turfs)
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spawn(0)
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playsound(src.loc, "sparks", 50, 1)
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anim(mobloc,'mob.dmi',src,"phaseout")
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src.loc = picked
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spawn(0)
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src:wear_suit:spark_system.start()
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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playsound(src.loc, "sparks", 50, 1)
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anim(src.loc,'mob.dmi',src,"phasein")
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spawn(0)//Any living mobs in teleport area are gibbed.
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for(var/mob/living/M in picked)
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if(M==src) continue
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M.gib()
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src:wear_suit:charge-=(C*10)
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src << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
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return
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//Right Click Teleport
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//Right click to teleport somewhere, almost exactly like admin jump to turf.
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@@ -379,32 +386,30 @@ Useful for copy pasta since I'm lazy.*/
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set category = null//So it does not show up on the panel but can still be right-clicked.
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var/C = 200
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if(!ninjacost(C,1))
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return
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if(ninjacost(C,1))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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if(!T.density)
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var/turf/mobloc = get_turf(loc)
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spawn(0)
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playsound(loc, 'sparks4.ogg', 50, 1)
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anim(mobloc,'mob.dmi',src,"phaseout")
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if(T.density)
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src << "\red You cannot teleport into solid walls."
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return
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loc = T
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var/turf/mobloc = get_turf(src.loc)
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spawn(0)
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S.spark_system.start()
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playsound(loc, 'Deconstruct.ogg', 50, 1)
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playsound(loc, 'sparks2.ogg', 50, 1)
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anim(loc,'mob.dmi',src,"phasein")
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spawn(0)
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playsound(src.loc, 'sparks4.ogg', 50, 1)
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anim(mobloc,'mob.dmi',src,"phaseout")
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src.loc = T
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spawn(0)
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src:wear_suit:spark_system.start()
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playsound(src.loc, 'Deconstruct.ogg', 50, 1)
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playsound(src.loc, 'sparks2.ogg', 50, 1)
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anim(src.loc,'mob.dmi',src,"phasein")
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spawn(0)//Any living mobs in teleport area are gibbed.
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for(var/mob/living/M in T)
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if(M==src) continue
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M.gib()
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src:wear_suit:charge-=(C*10)
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spawn(0)//Any living mobs in teleport area are gibbed.
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for(var/mob/living/M in T)
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if(M==src) continue
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M.gib()
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S.charge-=(C*10)
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else
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src << "\red You cannot teleport into solid walls."
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return
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//EMP Pulse
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//Disables nearby tech equipment.
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@@ -414,13 +419,12 @@ Useful for copy pasta since I'm lazy.*/
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set category = "Ninja"
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var/C = 250
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if(!ninjacost(C,1))
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return
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playsound(src.loc, 'EMPulse.ogg', 60, 2)
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empulse(src, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
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src:wear_suit:charge-=(C*10)
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if(ninjacost(C,1))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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playsound(loc, 'EMPulse.ogg', 60, 2)
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empulse(src, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
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S.charge-=(C*10)
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return
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//Summon Energy Blade
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//Summons a blade of energy in active hand.
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@@ -430,16 +434,17 @@ Useful for copy pasta since I'm lazy.*/
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set category = "Ninja"
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var/C = 50
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if(!ninjacost(C))
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return
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if(!src.get_active_hand()&&!istype(src.get_inactive_hand(), /obj/item/weapon/blade))
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var/obj/item/weapon/blade/W = new()
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W.spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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src.put_in_hand(W)
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src:wear_suit:charge-=(C*10)
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if(ninjacost(C))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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if(!get_active_hand()&&!istype(get_inactive_hand(), /obj/item/weapon/blade))
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var/obj/item/weapon/blade/W = new()
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W.spark_system.start()
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playsound(src.loc, "sparks", 50, 1)
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put_in_hand(W)
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S.charge-=(C*10)
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else
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src << "\red You cannot summon the blade. Try dropping an item first."
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return
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//Shoot Ninja Stars
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//Shoots ninja stars at random people.
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@@ -450,31 +455,31 @@ Useful for copy pasta since I'm lazy.*/
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set category = "Ninja"
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var/C = 30
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if(!ninjacost(C))
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return
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if(ninjacost(C))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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var/mob/living/target//The point here is to pick a random, living mob in oview to shoot stuff at.
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var/targets[]//So yo can shoot while yo throw dawg
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targets = new()
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for(var/mob/living/M in oview(7))
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if(M.stat==2) continue//Doesn't target corpses.
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targets.Add(M)
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if(targets.len)
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target=pick(targets)
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var/mob/living/target//The point here is to pick a random, living mob in oview to shoot stuff at.
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var/targets[]//So yo can shoot while yo throw dawg
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targets = new()
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for(var/mob/living/M in oview(7))
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if(M.stat==2) continue//Doesn't target corpses.
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targets.Add(M)
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if(targets.len)
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target=pick(targets)
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else
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return
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var/turf/curloc = src.loc
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var/atom/targloc = get_turf(target)
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if (!targloc || !istype(targloc, /turf) || !curloc)
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return
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if (targloc == curloc)
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return
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var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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src:wear_suit:charge-=(C*10)
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A.process()
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var/turf/curloc = loc
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var/atom/targloc = get_turf(target)
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if (!targloc || !istype(targloc, /turf) || !curloc)
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return
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if (targloc == curloc)
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return
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var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(loc)
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A.current = curloc
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A.yo = targloc.y - curloc.y
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A.xo = targloc.x - curloc.x
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S.charge-=(C*10)
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A.process()
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else
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src << "\red There are no targets in view."
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return
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//Adrenaline Boost
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@@ -485,20 +490,18 @@ Useful for copy pasta since I'm lazy.*/
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set desc = "Inject a secret chemical that will counteract all movement-impairing effects."
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set category = "Ninja"
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if(src.stat==2)
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src << "\red You must be <b>alive</b> to do this."
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return
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if(src:wear_suit:aboost<=0)
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src << "\red You do not have any more adrenaline boosters."
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return
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src.paralysis = 0
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src.stunned = 0
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src.weakened = 0
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spawn(30)
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src.say("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!")
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spawn(70)
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src.reagents.add_reagent("radium", 20)
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src << "red You are beginning to feal the after-effects of the injection."
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src:wear_suit:aboost--
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if(ninjacost(,3))
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var/obj/item/clothing/suit/space/space_ninja/S = src:wear_suit
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//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
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//For now, adrenaline boosters ARE the miracle injection. Well, radium, really.
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paralysis = 0
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stunned = 0
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weakened = 0
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spawn(30)
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say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
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spawn(70)
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S.reagents.reaction(src, 2)
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S.reagents.trans_id_to(src, "radium", S.amount_per_transfer_from_this)
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src << "\red You are beginning to feal the after-effects of the injection."
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S.aboost--
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return
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@@ -5,26 +5,29 @@ These are general powers. Specific powers are stored under the appropriate alien
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/*Alien spit now works like a taser shot. It won't home in on the target but will act the same once it does hit.
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Doesn't work on other aliens/AI.*/
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/mob/living/carbon/alien/proc/powerc(X, Y)//Y is optional, checks for weed planting. X can be null.
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if(stat)
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src << "\green You must be conscious to do this."
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return 0
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else if(X&&toxloss < X)
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src << "\green Not enough plasma stored."
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return 0
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else if(Y&&(!isturf(src.loc) || istype(src.loc, /turf/space)))
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src << "\green Bad place for a garden!"
|
||||
return 0
|
||||
else return 1
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/plant()
|
||||
set name = "Plant Weeds (100)"
|
||||
set desc = "Plants some alien weeds"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
if(!isturf(src.loc) || istype(src.loc, /turf/space))
|
||||
src << "\green Bad place for garden!"
|
||||
return
|
||||
if(src.toxloss < 100)
|
||||
src << "\green Not enough plasma stored."
|
||||
return
|
||||
|
||||
src.toxloss -= 100
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] has planted some alien weeds!</B>"), 1)
|
||||
var/obj/alien/weeds/W = new (src.loc)
|
||||
W.Life()
|
||||
if(powerc(100,1))
|
||||
toxloss -= 100
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] has planted some alien weeds!</B>"), 1)
|
||||
var/obj/alien/weeds/W = new (loc)
|
||||
W.Life()
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/call_to()
|
||||
@@ -32,17 +35,11 @@ Doesn't work on other aliens/AI.*/
|
||||
set desc = "Makes all nearby facehuggers follow you"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
if(src.toxloss >= 5)
|
||||
src.toxloss -= 5
|
||||
if(powerc(5))
|
||||
toxloss -= 5
|
||||
for(var/obj/alien/facehugger/F in range(8,src))
|
||||
F.call_to(src)
|
||||
emote("roar")
|
||||
else
|
||||
src << "\green Not enough plasma stored."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/whisp(mob/M as mob in oview())
|
||||
@@ -50,22 +47,13 @@ Doesn't work on other aliens/AI.*/
|
||||
set desc = "Whisper to someone"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
|
||||
if (!msg)
|
||||
return
|
||||
|
||||
if(src.toxloss >= 10)
|
||||
src.toxloss -= 10
|
||||
log_say("AlienWhisper: [key_name(src)]->[M.key] : [msg]")
|
||||
|
||||
M << "\green You hear a strange, alien voice in your head... \italic [msg]"
|
||||
src << {"\green You said: "[msg]" to [M]"}
|
||||
else
|
||||
src << "\green Not enough plasma stored."
|
||||
if(powerc(10))
|
||||
toxloss -= 10
|
||||
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
|
||||
if(msg)
|
||||
log_say("AlienWhisper: [key_name(src)]->[M.key] : [msg]")
|
||||
M << "\green You hear a strange, alien voice in your head... \italic [msg]"
|
||||
src << {"\green You said: "[msg]" to [M]"}
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/transfer_plasma(mob/living/carbon/alien/M as mob in oview())
|
||||
@@ -73,44 +61,24 @@ Doesn't work on other aliens/AI.*/
|
||||
set desc = "Transfer Plasma to another alien"
|
||||
set category = "Alien"
|
||||
|
||||
if(!isalien(M))
|
||||
return
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
if(!src.toxloss)
|
||||
src << "\green You don't have any plasma."
|
||||
return
|
||||
|
||||
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
|
||||
|
||||
if (!amount)
|
||||
return
|
||||
|
||||
if (get_dist(src,M) <= 1)
|
||||
if(src.toxloss >= amount)
|
||||
M.toxloss += amount
|
||||
src.toxloss -= amount
|
||||
else
|
||||
src << "\green Not enough plasma."
|
||||
return
|
||||
|
||||
M << "\green [src] has transfered [amount] plasma to you."
|
||||
src << {"\green You have trasferred [amount] plasma to [M]"}
|
||||
|
||||
else
|
||||
src << "\green You need to be closer."
|
||||
if(isalien(M))
|
||||
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
|
||||
if (amount)
|
||||
if(powerc(amount))
|
||||
if (get_dist(src,M) <= 1)
|
||||
M.toxloss += amount
|
||||
toxloss -= amount
|
||||
M << "\green [src] has transfered [amount] plasma to you."
|
||||
src << {"\green You have trasferred [amount] plasma to [M]"}
|
||||
else
|
||||
src << "\green You need to be closer."
|
||||
return
|
||||
|
||||
|
||||
/*Xenos now have a proc and a verb for drenching stuff in acid. I couldn't get them to work right when combined so this was the next best solution.
|
||||
The first proc defines the acid throw function while the other two work in the game itself. Probably a good idea to revise this later.
|
||||
I kind of like the right click only--the window version can get a little confusing. Perhaps something telling the alien they need to right click?
|
||||
/N*/
|
||||
/obj/proc/acid()
|
||||
usr.toxloss -= 200
|
||||
var/obj/alien/acid/A = new(src.loc)
|
||||
A.target = src
|
||||
for(var/mob/M in viewers(src, null))
|
||||
@@ -122,45 +90,36 @@ I kind of like the right click only--the window version can get a little confusi
|
||||
set desc = "Drench an object in acid, destroying it over time."
|
||||
set category = "Alien"
|
||||
|
||||
var/obj/A
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
var/list/xeno_target
|
||||
xeno_target = list("ABORT COMMAND")
|
||||
for(var/obj/O in view(1))
|
||||
if(!O.unacidable)
|
||||
xeno_target.Add(O)
|
||||
A = input("Corrode which target?", "Targets", A) in xeno_target
|
||||
if(A == "ABORT COMMAND")
|
||||
return
|
||||
if(src.toxloss < 200)
|
||||
src << "\green Not enough plasma."
|
||||
return
|
||||
if(A in view(1))//Another check to see if the item is in range. So the alien does not run off with the window open.
|
||||
A.acid()
|
||||
else
|
||||
src << "\green Target is too far away."
|
||||
return
|
||||
if(powerc(200))//Check 1.
|
||||
var/list/xeno_target
|
||||
xeno_target = list("Abort Command")
|
||||
for(var/obj/O in view(1))
|
||||
if(!O.unacidable)
|
||||
xeno_target.Add(O)
|
||||
var/obj/A
|
||||
A = input("Corrode which target?", "Targets", A) in xeno_target
|
||||
if(!A == "Abort Command")
|
||||
if(powerc(200))//Check 2.
|
||||
if(A in view(1))//Check 3.
|
||||
toxloss -= 200
|
||||
A.acid()
|
||||
else
|
||||
src << "\green Target is too far away."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/corrode(obj/O as anything in oview(1)) //If they right click to corrode, an error will flash if its an invalid target./N
|
||||
set name = "Corrode with Acid (200)"
|
||||
set desc = "Drench an object in acid, destroying it over time."
|
||||
set category = "Alien"
|
||||
|
||||
if(!istype(O, /obj))
|
||||
return
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
if(src.toxloss < 200)
|
||||
src << "\green Not enough plasma."
|
||||
return
|
||||
if(O.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
|
||||
src << "\green Cannot destroy this object."
|
||||
return
|
||||
else
|
||||
O.acid()
|
||||
if(istype(O, /obj))
|
||||
if(powerc(200))
|
||||
if(!O.unacidable)
|
||||
toxloss -= 200
|
||||
O.acid()
|
||||
else//So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
|
||||
src << "\green You cannot destroy this object."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/verb/ventcrawl() // -- TLE
|
||||
set name = "Crawl through Vent"
|
||||
@@ -169,61 +128,59 @@ I kind of like the right click only--the window version can get a little confusi
|
||||
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
|
||||
// return
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
var/vent_found = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
vent_found = v
|
||||
if(powerc())
|
||||
var/vent_found = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
vent_found = v
|
||||
if(vent_found)
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc == loc)
|
||||
continue
|
||||
if(temp_vent.welded)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != loc.z)
|
||||
continue
|
||||
if(vent.welded)
|
||||
continue
|
||||
var/atom/a = get_turf_loc(vent)
|
||||
choices.Add(a.loc)
|
||||
var/turf/startloc = loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
if(loc==startloc)
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
|
||||
var/list/huggers = list()
|
||||
for(var/obj/alien/facehugger/F in view(3, src))
|
||||
if(istype(F, /obj/alien/facehugger))
|
||||
huggers.Add(F)
|
||||
loc = vent_found
|
||||
|
||||
if(!vent_found)
|
||||
src << "\green You must be standing on or beside an open air vent to enter it."
|
||||
return
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc == src.loc)
|
||||
continue
|
||||
if(temp_vent.welded)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != src.loc.z)
|
||||
continue
|
||||
if(vent.welded)
|
||||
continue
|
||||
var/atom/a = get_turf_loc(vent)
|
||||
choices.Add(a.loc)
|
||||
var/turf/startloc = src.loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
if(src.loc != startloc)
|
||||
src << "\green You need to remain still while entering a vent."
|
||||
return
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
|
||||
var/list/huggers = list()
|
||||
for(var/obj/alien/facehugger/F in view(3, src))
|
||||
if(istype(F, /obj/alien/facehugger))
|
||||
huggers.Add(F)
|
||||
for(var/obj/alien/facehugger/F in huggers)
|
||||
F.loc = vent_found
|
||||
var/travel_time = get_dist(loc, target_vent.loc)
|
||||
|
||||
src.loc = vent_found
|
||||
for(var/obj/alien/facehugger/F in huggers)
|
||||
F.loc = vent_found
|
||||
var/travel_time = get_dist(src.loc, target_vent.loc)
|
||||
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
|
||||
if(!target_vent.welded)
|
||||
for(var/mob/O in hearers(target_vent, null))
|
||||
O.show_message("You hear something crawling trough the ventilation pipes.")
|
||||
|
||||
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
|
||||
if(!target_vent.welded)
|
||||
for(var/mob/O in hearers(target_vent, null))
|
||||
O.show_message("You hear something crawling trough the ventilation pipes.")
|
||||
|
||||
spawn(travel_time)
|
||||
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
|
||||
target_vent = vent_found //travel back. No additional time required.
|
||||
src << "\red The vent you were heading to appears to be welded."
|
||||
src.loc = target_vent.loc
|
||||
for(var/obj/alien/facehugger/F in huggers)
|
||||
F.loc = src.loc
|
||||
spawn(travel_time)
|
||||
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
|
||||
target_vent = vent_found //travel back. No additional time required.
|
||||
src << "\red The vent you were heading to appears to be welded."
|
||||
loc = target_vent.loc
|
||||
for(var/obj/alien/facehugger/F in huggers)
|
||||
F.loc = loc
|
||||
else
|
||||
src << "\green You need to remain still while entering a vent."
|
||||
else
|
||||
src << "\green You must be standing on or beside an open air vent to enter it."
|
||||
return
|
||||
@@ -22,48 +22,33 @@
|
||||
set desc = "Produce an interal egg sac capable of spawning children"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
if(!src.toxloss)
|
||||
src << "\green You don't have any plasma."
|
||||
return
|
||||
if(src.toxloss >= 500)
|
||||
src.toxloss -= 500
|
||||
src << "\green You begin to evolve."
|
||||
if(powerc(500))
|
||||
toxloss -= 500
|
||||
src << "\green You begin to evolve!"
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] begins to twist and contort!</B>"), 1)
|
||||
var/mob/living/carbon/alien/humanoid/queen/Q = new (src.loc)
|
||||
var/mob/living/carbon/alien/humanoid/queen/Q = new (loc)
|
||||
|
||||
Q.mind = new//Mind initialize stuff.
|
||||
Q.mind.current = Q
|
||||
Q.mind.assigned_role = "Alien"
|
||||
Q.mind.special_role = "Queen"
|
||||
Q.mind.key = src.key
|
||||
if(src.client)
|
||||
src.client.mob = Q
|
||||
Q.mind.key = key
|
||||
|
||||
if(client)
|
||||
client.mob = Q
|
||||
del(src)
|
||||
else
|
||||
src << "\green Not enough plasma."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/drone/verb/resinwall() // -- TLE
|
||||
set name = "Shape Resin Wall (100)"
|
||||
set desc = "Produce a wall of resin that blocks entry and line of sight"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
if(!src.toxloss)
|
||||
src << "\green You don't have any plasma."
|
||||
if(src.toxloss >= 100)
|
||||
src.toxloss -= 100
|
||||
if(powerc(100))
|
||||
toxloss -= 100
|
||||
src << "\green You begin to shape a wall of resin."
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\red <B>[src] vomits up a thick purple substance and begins to shape it!</B>"), 1)
|
||||
//var/obj/alien/resin/R = new(src.loc)
|
||||
new /obj/alien/resin(src.loc)
|
||||
else
|
||||
src << "\green Not enough plasma."
|
||||
new /obj/alien/resin(loc)
|
||||
return
|
||||
@@ -165,20 +165,16 @@
|
||||
set desc = "Makes you invisible for 15 seconds"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
if(src.toxloss >= 50)
|
||||
src.toxloss -= 50
|
||||
src.alien_invis = 1.0
|
||||
if(powerc(50))
|
||||
toxloss -= 50
|
||||
alien_invis = 1.0
|
||||
src << "\green You are now invisible."
|
||||
for(var/mob/O in oviewers(src, null))
|
||||
O.show_message(text("\red <B>[src] fades into the surroundings!</B>"), 1)
|
||||
spawn(150)
|
||||
src.alien_invis = 0.0
|
||||
src << "\green You are no longer invisible."
|
||||
else
|
||||
src << "\green Not enough plasma stored"
|
||||
if(!isnull(src))//Don't want the game to runtime error when the mob no-longer exists.
|
||||
alien_invis = 0.0
|
||||
src << "\green You are no longer invisible."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/humanoid/hunter/verb/regurgitate()
|
||||
@@ -186,17 +182,13 @@
|
||||
set desc = "Empties the contents of your stomach"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
|
||||
if(src.stomach_contents.len)
|
||||
for(var/mob/M in src)
|
||||
if(M in src.stomach_contents)
|
||||
src.stomach_contents.Remove(M)
|
||||
M.loc = src.loc
|
||||
M.paralysis += 10
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] hurls out the contents of their stomach.</B>"), 1)
|
||||
if(powerc())
|
||||
if(stomach_contents.len)
|
||||
for(var/mob/M in src)
|
||||
if(M in stomach_contents)
|
||||
stomach_contents.Remove(M)
|
||||
M.loc = loc
|
||||
M.paralysis += 10
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] hurls out the contents of their stomach!</B>"), 1)
|
||||
return
|
||||
@@ -166,41 +166,36 @@
|
||||
set desc = "Spits neurotoxin at someone, paralyzing them for a short time."
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "\green You must be conscious to do this."
|
||||
return
|
||||
if(istype(target, /mob/living/carbon/alien))
|
||||
src << "\green Your allies are not a valid target."
|
||||
return
|
||||
if(src.toxloss >= 50)
|
||||
src << "\green You spit neurotoxin at [target]."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [src] spits neurotoxin at [target]!"
|
||||
src.toxloss -= 50
|
||||
var/turf/T = usr.loc
|
||||
var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
|
||||
if(powerc(50))
|
||||
if(!isalien(target))
|
||||
toxloss -= 50
|
||||
src << "\green You spit neurotoxin at [target]."
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "\red [src] spits neurotoxin at [target]!"
|
||||
//I'm not motivated enough to revise this. Prjectile code in general needs update.
|
||||
var/turf/T = loc
|
||||
var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
|
||||
|
||||
if(!U || !T)
|
||||
return
|
||||
while(U && !istype(U,/turf))
|
||||
U = U.loc
|
||||
if(!istype(T, /turf))
|
||||
return
|
||||
if (U == T)
|
||||
usr.bullet_act(PROJECTILE_DART, src, src.get_organ_target())
|
||||
return
|
||||
if(!istype(U, /turf))
|
||||
return
|
||||
if(!U || !T)
|
||||
return
|
||||
while(U && !istype(U,/turf))
|
||||
U = U.loc
|
||||
if(!istype(T, /turf))
|
||||
return
|
||||
if (U == T)
|
||||
usr.bullet_act(PROJECTILE_DART, src, src.get_organ_target())
|
||||
return
|
||||
if(!istype(U, /turf))
|
||||
return
|
||||
|
||||
var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
|
||||
var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
|
||||
|
||||
A.current = U
|
||||
A.yo = U.y - T.y
|
||||
A.xo = U.x - T.x
|
||||
|
||||
A.process()
|
||||
|
||||
else
|
||||
src << "\green Not enough plasma stored."
|
||||
A.current = U
|
||||
A.yo = U.y - T.y
|
||||
A.xo = U.x - T.x
|
||||
//
|
||||
A.process()
|
||||
else
|
||||
src << "\green Your allies are not a valid target."
|
||||
return
|
||||
@@ -646,7 +646,7 @@
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red <B>[] has punched []!</B>", M, src), 1)
|
||||
if (damage > 8)//Regular humans have a very small chance of weakening an alien.
|
||||
if (damage > 9||prob(5))//Regular humans have a very small chance of weakening an alien.
|
||||
if (src.weakened < 10)
|
||||
src.weakened = rand(1,5)
|
||||
for(var/mob/O in viewers(M, null))
|
||||
|
||||
@@ -167,15 +167,9 @@
|
||||
set desc = "Plants an egg"
|
||||
set category = "Alien"
|
||||
|
||||
if(src.stat)
|
||||
src << "You must be concious to do this"
|
||||
return
|
||||
if(src.toxloss >= 200)
|
||||
src.toxloss -= 200
|
||||
if(powerc(50,1))//Can't plant eggs on spess tiles. That's silly.
|
||||
toxloss -= 200
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(text("\green <B>[src] has laid an egg!</B>"), 1)
|
||||
new /obj/alien/egg(src.loc)
|
||||
|
||||
else
|
||||
src << "\green Not enough plasma stored"
|
||||
new /obj/alien/egg(loc)
|
||||
return
|
||||
|
||||
@@ -2,47 +2,54 @@
|
||||
set name = "Crawl through Vent"
|
||||
set desc = "Enter an air vent and appear at a random one."
|
||||
set category = "Alien"
|
||||
|
||||
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
|
||||
// return
|
||||
var/vent_found = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
vent_found = 1
|
||||
if(!vent_found)
|
||||
src << "You must be standing on or beside an air vent to enter it."
|
||||
return
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc == src.loc)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != src.loc.z)
|
||||
continue
|
||||
var/atom/a = get_turf_loc(vent)
|
||||
choices.Add(a.loc)
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
var/obj/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << text("<B>[] scrambles into the ventillation ducts!</B>", src)
|
||||
src.loc = target_vent.loc
|
||||
if(powerc())
|
||||
var/vent_found = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
vent_found = 1
|
||||
if(!vent_found)
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
|
||||
if(temp_vent.loc == loc)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != loc.z)
|
||||
continue
|
||||
var/atom/a = get_turf_loc(vent)
|
||||
choices.Add(a.loc)
|
||||
var/turf/startloc = loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
if(loc==startloc)
|
||||
var/obj/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << text("<B>[] scrambles into the ventillation ducts!</B>", src)
|
||||
loc = target_vent.loc
|
||||
else
|
||||
src << "\green You need to remain still while entering a vent."
|
||||
else
|
||||
src << "\green You must be standing on or beside an air vent to enter it."
|
||||
return
|
||||
|
||||
/mob/living/carbon/alien/larva/verb/hide()
|
||||
set name = "Hide"
|
||||
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
|
||||
set category = "Alien"
|
||||
|
||||
if (src.layer != TURF_LAYER)
|
||||
src.layer = TURF_LAYER
|
||||
if (layer != TURF_LAYER)
|
||||
layer = TURF_LAYER
|
||||
src << text("\green You are now hiding.")
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << text("<B>[] scurries to the ground!</B>", src)
|
||||
else
|
||||
src.layer = MOB_LAYER
|
||||
layer = MOB_LAYER
|
||||
src << text("\green You have stopped hiding.")
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
|
||||
Reference in New Issue
Block a user