mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
@@ -14,7 +14,7 @@
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//////////////////////////////Capturing////////////////////////////////////////////////////////
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//////////////////////////////Capturing////////////////////////////////////////////////////////
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attack(mob/living/carbon/human/M as mob, mob/user as mob)
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/obj/item/device/soulstone/attack(mob/living/carbon/human/M as mob, mob/user as mob)
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if(!istype(M, /mob/living/carbon/human))//If target is not a human.
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if(!istype(M, /mob/living/carbon/human))//If target is not a human.
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return ..()
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return ..()
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if(istype(M, /mob/living/carbon/human/dummy))
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if(istype(M, /mob/living/carbon/human/dummy))
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@@ -31,16 +31,10 @@
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transfer_soul("VICTIM", M, user)
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transfer_soul("VICTIM", M, user)
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return
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return
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/*attack(mob/living/simple_animal/shade/M as mob, mob/user as mob)//APPARENTLY THEY NEED THEIR OWN SPECIAL SNOWFLAKE CODE IN THE LIVING ANIMAL DEFINES
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if(!istype(M, /mob/living/simple_animal/shade))//If target is not a shade
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return ..()
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to capture the soul of [M.name] ([M.ckey])</font>")
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transfer_soul("SHADE", M, user)
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return*/
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///////////////////Options for using captured souls///////////////////////////////////////
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///////////////////Options for using captured souls///////////////////////////////////////
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attack_self(mob/user)
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/obj/item/device/soulstone/attack_self(mob/user)
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if (!in_range(src, user))
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if (!in_range(src, user))
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return
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return
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user.set_machine(src)
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user.set_machine(src)
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@@ -57,7 +51,7 @@
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Topic(href, href_list)
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/obj/item/device/soulstone/Topic(href, href_list)
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var/mob/U = usr
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var/mob/U = usr
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if (!in_range(src, U)||U.machine!=src)
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if (!in_range(src, U)||U.machine!=src)
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U << browse(null, "window=aicard")
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U << browse(null, "window=aicard")
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@@ -78,7 +72,7 @@
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A.status_flags &= ~GODMODE
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A.status_flags &= ~GODMODE
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A.canmove = 1
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A.canmove = 1
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A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
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A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
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A.loc = U.loc
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A.forceMove(U.loc)
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A.cancel_camera()
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A.cancel_camera()
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src.icon_state = "soulstone"
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src.icon_state = "soulstone"
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attack_self(U)
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attack_self(U)
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@@ -99,41 +93,42 @@
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/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob)
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/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob)
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if(istype(O, /obj/item/device/soulstone))
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if(istype(O, /obj/item/device/soulstone))
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O.transfer_soul("CONSTRUCT",src,user)
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var/obj/item/device/soulstone/S = O;
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S.transfer_soul("CONSTRUCT",src,user)
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////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
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////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
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/obj/item/device/soulstone/proc/transfer_human(var/mob/living/carbon/human/T,var/mob/U)
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if(!istype(T))
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/obj/item/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob).
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return;
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switch(choice)
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if(src.imprinted != "empty")
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if("VICTIM")
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U << "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!"
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var/mob/living/carbon/human/T = target
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return
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var/obj/item/device/soulstone/C = src
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if ((T.health + T.halloss) > config.health_threshold_crit && T.stat != DEAD)
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if(C.imprinted != "empty")
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U << "<span class='danger'>Capture failed!</span>: Kill or maim the victim first!"
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U << "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
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return
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else
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if ((T.health + T.halloss) > config.health_threshold_crit)
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U << "\red <b>Capture failed!</b>: \black Kill or maim the victim first!"
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else
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if(T.client == null)
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if(T.client == null)
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U << "\red <b>Capture failed!</b>: \black The soul has already fled it's mortal frame."
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U << "<span class='danger'>Capture failed!</span>: The soul has already fled it's mortal frame."
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else
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return
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if(C.contents.len)
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if(src.contents.len)
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U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
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U << "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
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else
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return
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for(var/obj/item/W in T)
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for(var/obj/item/W in T)
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T.drop_from_inventory(W)
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T.drop_from_inventory(W)
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new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
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new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
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T.invisibility = 101
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T.invisibility = 101
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var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
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var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
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animation.icon_state = "blank"
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = T
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animation.master = T
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flick("dust-h", animation)
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flick("dust-h", animation)
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qdel(animation)
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qdel(animation)
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var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
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var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
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S.loc = C //put shade in stone
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S.loc = src //put shade in stone
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S.status_flags |= GODMODE //So they won't die inside the stone somehow
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S.status_flags |= GODMODE //So they won't die inside the stone somehow
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S.canmove = 0//Can't move out of the soul stone
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S.canmove = 0//Can't move out of the soul stone
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S.name = "Shade of [T.real_name]"
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S.name = "Shade of [T.real_name]"
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@@ -146,37 +141,42 @@
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if (T.client)
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if (T.client)
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T.client.mob = S
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T.client.mob = S
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S.cancel_camera()
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S.cancel_camera()
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C.icon_state = "soulstone2"
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C.name = "Soul Stone: [S.real_name]"
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src.icon_state = "soulstone2"
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src.name = "Soul Stone: [S.real_name]"
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S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
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S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
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U << "\blue <b>Capture successful!</b>: \black [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
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U << "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
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U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
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U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
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C.imprinted = "[S.name]"
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src.imprinted = "[S.name]"
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qdel(T)
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qdel(T)
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if("SHADE")
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var/mob/living/simple_animal/shade/T = target
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/obj/item/device/soulstone/proc/transfer_shade(var/mob/living/simple_animal/shade/T,var/mob/U)
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var/obj/item/device/soulstone/C = src
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if(!istype(T))
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return;
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if (T.stat == DEAD)
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if (T.stat == DEAD)
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U << "\red <b>Capture failed!</b>: \black The shade has already been banished!"
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U << "<span class='danger'>Capture failed!</span>: The shade has already been banished!"
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else
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return
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if(C.contents.len)
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if(src.contents.len)
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U << "\red <b>Capture failed!</b>: \black The soul stone is full! Use or free an existing soul to make room."
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U << "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
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else
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return
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if(T.name != C.imprinted)
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if(T.name != src.imprinted)
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U << "\red <b>Capture failed!</b>: \black The soul stone has already been imprinted with [C.imprinted]'s mind!"
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U << "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!"
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else
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return
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T.loc = C //put shade in stone
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T.loc = src //put shade in stone
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T.status_flags |= GODMODE
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T.status_flags |= GODMODE
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T.canmove = 0
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T.canmove = 0
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T.health = T.maxHealth
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T.health = T.maxHealth
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C.icon_state = "soulstone2"
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src.icon_state = "soulstone2"
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T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
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T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
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U << "\blue <b>Capture successful!</b>: \black [T.name]'s has been recaptured and stored within the soul stone."
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U << "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone."
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if("CONSTRUCT")
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/obj/item/device/soulstone/proc/transfer_construct(var/obj/structure/constructshell/T,var/mob/U)
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var/obj/structure/constructshell/T = target
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var/mob/living/simple_animal/shade/A = locate() in src
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var/obj/item/device/soulstone/C = src
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if(!A)
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var/mob/living/simple_animal/shade/A = locate() in C
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U << "<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!"
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if(A)
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return;
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var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
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var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
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switch(construct_class)
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switch(construct_class)
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if("Juggernaut")
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if("Juggernaut")
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@@ -188,8 +188,7 @@
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Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
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Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z.cancel_camera()
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Z.cancel_camera()
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qdel(C)
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qdel(src)
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if("Wraith")
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if("Wraith")
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var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
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var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
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Z.key = A.key
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Z.key = A.key
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@@ -199,8 +198,7 @@
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Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
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Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z.cancel_camera()
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Z.cancel_camera()
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qdel(C)
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qdel(src)
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if("Artificer")
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if("Artificer")
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var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
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var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
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Z.key = A.key
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Z.key = A.key
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@@ -210,7 +208,12 @@
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Z << "<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>"
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Z << "<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
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Z.cancel_camera()
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Z.cancel_camera()
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qdel(C)
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qdel(src)
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else
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/obj/item/device/soulstone/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob).
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U << "\red <b>Creation failed!</b>: \black The soul stone is empty! Go kill someone!"
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switch(choice)
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return
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if("VICTIM")
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transfer_human(target,U)
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if("SHADE")
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transfer_shade(target,U)
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if("CONSTRUCT")
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transfer_construct(target,U)
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@@ -37,7 +37,8 @@
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/mob/living/simple_animal/shade/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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/mob/living/simple_animal/shade/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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if(istype(O, /obj/item/device/soulstone))
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if(istype(O, /obj/item/device/soulstone))
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O.transfer_soul("SHADE", src, user)
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var/obj/item/device/soulstone/S = O;
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S.transfer_soul("SHADE", src, user)
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return
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return
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/mob/living/simple_animal/shade/proc/OnDeathInLife()
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/mob/living/simple_animal/shade/proc/OnDeathInLife()
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Reference in New Issue
Block a user