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https://github.com/CHOMPStation2/CHOMPStation2.git
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- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem. - Neurotoxic Venom and Hallucinogenic Venom both removed entirely. - Regenerative Stasis now shows the person as being dead. - Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20. - Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms). - Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit. - Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness). - Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though). - Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked. - Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types. (NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down). - Changelog Updated. - Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen). - Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though. - Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely. - New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though). - New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili. - New Circuit Imprinter Icon by Veyveyr. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
110 lines
2.1 KiB
Plaintext
110 lines
2.1 KiB
Plaintext
var/global/datum/controller/game_controller/master_controller //Set in world.New()
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datum/controller/game_controller
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var/processing = 1
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proc
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setup()
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setup_objects()
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process()
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setup()
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if(master_controller && (master_controller != src))
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del(src)
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//There can be only one master.
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if(!air_master)
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air_master = new /datum/controller/air_system()
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air_master.setup()
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//world.tick_lag = 0.6
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setup_objects()
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setupgenetics()
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setupcorpses()
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emergency_shuttle = new /datum/shuttle_controller/emergency_shuttle()
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if(!ticker)
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ticker = new /datum/controller/gameticker()
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spawn
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ticker.pregame()
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setup_objects()
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world << "\red \b Initializing objects"
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sleep(-1)
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for(var/obj/object in world)
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object.initialize()
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world << "\red \b Initializing pipe networks"
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sleep(-1)
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for(var/obj/machinery/atmospherics/machine in world)
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machine.build_network()
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/*world << "\red \b Initializing atmos machinery"
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sleep(-1)
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find_air_alarms()*/
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world << "\red \b Initializations complete."
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process()
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if(!processing)
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return 0
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//world << "Processing"
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var/start_time = world.timeofday
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air_master.process()
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sleep(1)
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sun.calc_position()
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sleep(-1)
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for(var/mob/M in world)
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if (M.metabslow)
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if (air_master.current_cycle%10==1) // For everyone who has their metabolism slowed, make updates not so frequently
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M.Life()
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else
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M.Life()
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if (M.mind)
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if (M.mind.special_role == "Changeling")
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M.chem_charges = max(min((M.chem_charges+0.5), 50), 0)
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sleep(-1)
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for(var/datum/disease/D in active_diseases)
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D.process()
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for(var/obj/machinery/machine in machines)
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machine.process()
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sleep(-1)
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sleep(1)
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for(var/obj/item/item in processing_items)
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item.process()
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for(var/datum/pipe_network/network in pipe_networks)
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network.process()
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for(var/datum/powernet/P in powernets)
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P.reset()
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sleep(-1)
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ticker.process()
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sleep(world.timeofday+10-start_time)
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spawn process()
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return 1 |