mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-04 14:33:58 +00:00
Cost for various spells and equipment adjusted greatly. In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted. The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes. Instability between 31 and 50 made less harsh. Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see. Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects. Reflect spell made more forgiving for the Technomancer, lasting longer before expiring. Projectile spells should be able to hit people more reliably.
216 lines
7.9 KiB
Plaintext
216 lines
7.9 KiB
Plaintext
/mob/living
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var/instability = 0
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var/last_instability_event = null // most recent world.time that something bad happened due to instability.
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// Proc: adjust_instability()
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// Parameters: 0
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// Description: Does nothing, because inheritence.
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/mob/living/proc/adjust_instability()
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return
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// Proc: adjust_instability()
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// Parameters: 1 (amount - how much instability to give)
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// Description: Adds or subtracks instability to the mob, then updates the hud.
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/mob/living/carbon/human/adjust_instability(var/amount)
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instability = min(max(instability + amount, 0), 200)
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instability_update_hud()
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// Proc: instability_update_hud()
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// Parameters: 0
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// Description: Sets the HUD icon to the correct state.
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/mob/living/carbon/human/proc/instability_update_hud()
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if(client && hud_used)
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switch(instability)
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if(0 to 10)
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wiz_instability_display.icon_state = "instability-1"
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if(11 to 30)
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wiz_instability_display.icon_state = "instability0"
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if(31 to 50)
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wiz_instability_display.icon_state = "instability1"
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if(51 to 100)
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wiz_instability_display.icon_state = "instability2"
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if(101 to 200)
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wiz_instability_display.icon_state = "instability3"
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// Proc: Life()
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// Parameters: 0
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// Description: Makes instability tick along with Life().
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/mob/living/carbon/human/Life()
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. = ..()
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handle_instability()
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// Proc: handle_instability()
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// Parameters: 0
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// Description: Makes instability decay. instability_effects() handles the bad effects for having instability. It will also hold back
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// from causing bad effects more than one every ten seconds, to prevent sudden death from angry RNG.
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/mob/living/carbon/human/proc/handle_instability()
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instability = round(Clamp(instability, 0, 200))
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instability_update_hud()
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//This should cushon against really bad luck.
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if(instability && last_instability_event < (world.time - 10 SECONDS) && prob(20))
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instability_effects()
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switch(instability)
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if(1 to 10)
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adjust_instability(-2)
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if(11 to 20)
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adjust_instability(-4)
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if(21 to 30)
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adjust_instability(-6)
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if(31 to 40)
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adjust_instability(-8)
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if(41 to 50)
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adjust_instability(-10)
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if(51 to 100)
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adjust_instability(-20)
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if(101 to 200)
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adjust_instability(-40)
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/*
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[16:18:08] <PsiOmegaDelta> Sparks
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[16:18:10] <PsiOmegaDelta> Wormholes
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[16:18:16] <PsiOmegaDelta> Random spells firing off on their own
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[16:18:22] <PsiOmegaDelta> The possibilities are endless
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[16:19:00] <PsiOmegaDelta> Random objects phasing into reality, only to disappear again
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[16:19:05] <PsiOmegaDelta> Things briefly duplicating
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[16:20:56] <PsiOmegaDelta> Glass cracking, eventually breaking
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*/
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// Proc: instability_effects()
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// Parameters: 0
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// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occuring if they have
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// a lot of instability.
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/mob/living/carbon/human/proc/instability_effects()
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if(instability)
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var/rng = 0
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last_instability_event = world.time
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spawn(1)
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var/image/instability_flash = image('icons/obj/spells.dmi',"instability")
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overlays |= instability_flash
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sleep(4)
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overlays.Remove(instability_flash)
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qdel(instability_flash)
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radiate_instability()
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switch(instability)
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if(1 to 10) //Harmless
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return
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if(11 to 30) //Minor
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rng = rand(0,1)
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switch(rng)
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if(0)
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var/datum/effect/effect/system/spark_spread/sparks = PoolOrNew(/datum/effect/effect/system/spark_spread)
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sparks.set_up(5, 0, src)
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sparks.attach(loc)
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// var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
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// spark_system.set_up(5, 0, get_turf(src))
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// spark_system.attach(src)
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sparks.start()
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visible_message("<span class='warning'>Electrical sparks manifest from nowhere around \the [src]!</span>")
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qdel(sparks)
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if(1)
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return
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if(31 to 50) //Moderate
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability * 0.3, IRRADIATE)
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if(1)
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return
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// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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// "<span class='danger'>You suddenly feel very weak, and you fall down!</span>")
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// Weaken(instability * 0.1)
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if(2)
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if(can_feel_pain())
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apply_effect(instability * 0.3, AGONY)
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src << "<span class='danger'>You feel a sharp pain!</span>"
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if(3)
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apply_effect(instability * 0.3, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability * 0.3, "unstable energies")
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if(5)
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adjustFireLoss(instability * 0.15) //7.5 burn @ 50 instability
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src << "<span class='danger'>You feel your skin burn!</span>"
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if(6)
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adjustBruteLoss(instability * 0.15) //7.5 brute @ 50 instability
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src << "<span class='danger'>You feel a sharp pain as an unseen force harms your body!</span>"
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if(7)
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adjustToxLoss(instability * 0.15) //7.5 tox @ 50 instability
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if(8)
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safe_blink(src, range = 6)
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src << "<span class='warning'>You're teleported against your will!</span>"
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if(51 to 100) //Severe
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability * 0.7, IRRADIATE)
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if(1)
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// visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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// "<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
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// Paralyse(instability * 0.1)
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return
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if(2)
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if(can_feel_pain())
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apply_effect(instability * 0.7, AGONY)
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src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
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if(3)
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apply_effect(instability * 0.5, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability * 0.5, "extremely unstable energies")
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if(5)
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fire_act()
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src << "<span class='danger'>You spontaneously combust!</span>"
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if(6)
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adjustCloneLoss(instability * 0.05) //5 cloneloss @ 100 instability
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src << "<span class='danger'>You feel your body slowly degenerate.</span>"
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if(7)
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adjustToxLoss(instability * 0.25) //25 tox @ 100 instability
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if(101 to 200) //Lethal
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rng = rand(0,8)
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switch(rng)
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if(0)
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apply_effect(instability, IRRADIATE)
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if(1)
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visible_message("<span class='warning'>\The [src] suddenly collapses!</span>",
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"<span class='danger'>You suddenly feel very light-headed, and faint!</span>")
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Paralyse(instability * 0.1)
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if(2)
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if(can_feel_pain())
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apply_effect(instability, AGONY)
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src << "<span class='danger'>You feel an extremly angonizing pain from all over your body!</span>"
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if(3)
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apply_effect(instability, EYE_BLUR)
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src << "<span class='danger'>Your eyes start to get cloudy!</span>"
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if(4)
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electrocute_act(instability, "extremely unstable energies")
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if(5)
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fire_act()
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src << "<span class='danger'>You spontaneously combust!</span>"
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if(6)
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adjustCloneLoss(instability * 0.10) //5 cloneloss @ 100 instability
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src << "<span class='danger'>You feel your body slowly degenerate.</span>"
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if(7)
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adjustToxLoss(instability * 0.40) //25 tox @ 100 instability
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/mob/living/carbon/human/proc/radiate_instability()
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var/distance = round(sqrt(instability / 2))
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if(instability <= 30)
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distance = 0
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if(distance)
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for(var/mob/living/carbon/human/H in range(src, distance) )
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if(H == src) // This instability is radiating away from them, so don't include them.
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continue
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var/radius = max(get_dist(H, src), 1)
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// People next to the source take a third of the instability. Further distance decreases the amount absorbed.
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var/outgoing_instability = (instability / 3) * ( 1 / (radius**2) )
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// Energy armor like from the AMI RIG can protect from this.
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var/armor = getarmor(null, "energy")
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var/armor_factor = abs( (armor - 100) / 100)
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outgoing_instability = outgoing_instability * armor_factor
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H.adjust_instability(outgoing_instability)
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set_light(distance, distance * 2, l_color = "#C26DDE")
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