effects will get a random id if the excavation code doesn't assign them one, cleaned up local activation feedback for effects

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-03-10 18:33:11 +10:00
parent 28ab7d4e90
commit ade8fcae22

View File

@@ -1,7 +1,7 @@
//override procs in children as necessary
/datum/artifact_effect
var/effecttype = "unknown" //purely used for admin checks ingame
var/effecttype = "unknown" //purely used for admin checks ingame, not needed any more
var/effect = EFFECT_TOUCH
var/effectrange = 4
var/trigger = TRIGGER_TOUCH
@@ -27,6 +27,9 @@
effect = rand(0,MAX_EFFECT)
trigger = rand(0,MAX_TRIGGER)
//this will be replaced by the excavation code later, but it's here just in case
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
//random charge time and distance
switch(pick(100;1, 50;2, 25;3))
if(1)
@@ -49,17 +52,16 @@
activated = 0
else
activated = 1
if(holder && istype(holder, /obj/machinery/artifact))
var/obj/machinery/artifact/A = holder
if(reveal_toggle && holder)
if(istype(holder, /obj/machinery/artifact))
var/obj/machinery/artifact/A = holder
A.icon_state = "ano[A.icon_num][activated]"
var/display_msg
if(activated)
display_msg = pick("momentarily glows brightly!","distorts slightly for a moment!","flickers slightly!","vibrates!","shimmers slightly for a moment!")
else
display_msg = pick("grows dull!","fades in intensity!","suddenly becomes very still!","suddenly becomes very quiet!")
if(reveal_toggle)
A.icon_state = "ano[A.icon_num][activated]"
A.visible_message("\red \icon[A] [A] [display_msg]")
holder.visible_message("\red \icon[holder] [holder] [display_msg]")
/datum/artifact_effect/proc/DoEffectTouch(var/mob/user)
/datum/artifact_effect/proc/DoEffectAura(var/atom/holder)