mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed. #Added more recharge locations for ninjas: cells, smes, and cyborgs. #Recharge changed so that it takes less time but recharges for less. #Adamantine sprites per request. #Updated Ripley sprites per request(?). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
447 lines
21 KiB
Plaintext
447 lines
21 KiB
Plaintext
//STRIKE TEAMS
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var/const/commandos_possible = 6 //if more Commandos are needed in the future
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var/global/sent_strike_team = 0
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/client/proc/strike_team()
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set category = "Fun"
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set name = "Spawn Death Squad"
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set desc = "Spawns a squad of commandos in CentCom if you want to run an admin event."
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if(!src.authenticated || !src.holder)
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src << "Only administrators may use this command."
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return
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if(!ticker)
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alert("The game hasn't started yet!")
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return
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if(world.time < 6000)
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alert("Not so fast, buddy. Wait a few minutes until the game gets going. There are [(6000-world.time)/10] seconds remaining.")
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return
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if(sent_strike_team == 1)
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alert("CentCom is already sending a team, Mr. Dumbass.")
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return
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if(alert("Do you want to send in the CentCom death squad? Once enabled, this is irreversible.",,"Yes","No")=="No")
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return
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alert("This 'mode' will go on until everyone is dead or the station is destroyed. You may also admin-call the evac shuttle when appropriate. Spawned commandos have internals cameras which are viewable through a monitor inside the Spec. Ops. Office. Assigning the team's detailed task is recommended from there. While you will be able to manually pick the candidates from active ghosts, their assignment in the squad will be random.")
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TRYAGAIN
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var/input = input(usr, "Please specify which mission the death commando squad shall undertake.", "Specify Mission", "")
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if(!input)
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goto TRYAGAIN
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sent_strike_team = 1
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if (emergency_shuttle.direction == 1 && emergency_shuttle.online == 1)
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emergency_shuttle.recall()
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world << "\blue <B>Alert: The shuttle is going back!</B>"
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var/commando_number = 6 //for selecting a leader
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var/leader_selected = 0 //when the leader is chosen. The last person spawned.
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var/commando_leader_rank = pick("Lieutenant", "Captain", "Major")
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//Code for spawning a nuke auth code.
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var/nuke_code = "[rand(10000, 99999.0)]"
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//Generates a list of commandos from active ghosts. Then the user picks which characters to respawn as the commandos.
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var/mob/dead/observer/G
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var/list/commandos = list()//actual commando ghosts as picked by the user.
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var/list/candidates = list()//candidates for being a commando out of all the active ghosts in world.
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for(G in world)
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if(G.client)
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if(!G.client.holder && ((G.client.inactivity/10)/60) <= 5) //Whoever called/has the proc won't be added to the list.
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// if(((G.client.inactivity/10)/60) <= 5) //Removing it allows even the caller to jump in. Good for testing.
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candidates.Add(G)
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var/p=1
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while(candidates.len&&p<=commandos_possible)
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G = input("Pick characters to spawn as the commandos. This will go on until there either no more ghosts to pick from or the slots are full.", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate.
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commandos.Add(G)
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p++
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//Spawns commandos and equips them.
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for (var/obj/landmark/STARTLOC in world)
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if (STARTLOC.name == "Commando")
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var/mob/living/carbon/human/new_commando = new(STARTLOC.loc)
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var/commando_rank = pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major")
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var/commando_name = pick(last_names)
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new_commando.gender = pick(MALE, FEMALE)
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if (commando_number == 1)
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leader_selected = 1
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if (leader_selected == 0)
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new_commando.real_name = "[commando_rank] [commando_name]"
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else
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new_commando.real_name = "[commando_leader_rank] [commando_name]"
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if (leader_selected == 0)
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new_commando.age = rand(23,35)
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else
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new_commando.age = rand(35,45)
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new_commando.b_type = pick("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
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new_commando.dna.ready_dna(new_commando) //Creates DNA
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//Creates mind stuff.
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new_commando.mind = new
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new_commando.mind.current = new_commando
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new_commando.mind.assigned_role = "Centcom Contractor"
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new_commando.mind.special_role = "Death Commando"
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new_commando.mind.store_memory("<B>Nuke Code:</B> \red [nuke_code].")//So they don't forget their code or mission.
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new_commando.mind.store_memory("<B>Mission:</B> \red [input].")
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new_commando.resistances += "alien_embryo"
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del(STARTLOC)
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var/obj/machinery/camera/cam = new /obj/machinery/camera(new_commando) //Gives all the commandos internals cameras.
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cam.network = "CREED"
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cam.c_tag = new_commando.real_name
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(new_commando)
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R.set_frequency(1441)
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new_commando.equip_if_possible(R, new_commando.slot_ears)
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if (leader_selected == 0)
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new_commando.equip_if_possible(new /obj/item/clothing/under/color/green(new_commando), new_commando.slot_w_uniform)
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else
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new_commando.equip_if_possible(new /obj/item/clothing/under/rank/centcom_officer(new_commando), new_commando.slot_w_uniform)
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new_commando.equip_if_possible(new /obj/item/clothing/shoes/swat(new_commando), new_commando.slot_shoes)
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new_commando.equip_if_possible(new /obj/item/clothing/suit/armor/swat(new_commando), new_commando.slot_wear_suit)
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new_commando.equip_if_possible(new /obj/item/clothing/gloves/swat(new_commando), new_commando.slot_gloves)
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new_commando.equip_if_possible(new /obj/item/clothing/head/helmet/swat(new_commando), new_commando.slot_head)
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new_commando.equip_if_possible(new /obj/item/clothing/mask/gas/swat(new_commando), new_commando.slot_wear_mask)
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new_commando.equip_if_possible(new /obj/item/clothing/glasses/thermal(new_commando), new_commando.slot_glasses)
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new_commando.equip_if_possible(new /obj/item/weapon/storage/backpack(new_commando), new_commando.slot_back)
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new_commando.equip_if_possible(new /obj/item/weapon/ammo/a357(new_commando), new_commando.slot_in_backpack)
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new_commando.equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(new_commando), new_commando.slot_in_backpack)
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new_commando.equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(new_commando), new_commando.slot_in_backpack)
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new_commando.equip_if_possible(new /obj/item/device/flashlight(new_commando), new_commando.slot_in_backpack)
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if (leader_selected == 0)
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new_commando.equip_if_possible(new /obj/item/weapon/plastique(new_commando), new_commando.slot_in_backpack)
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else
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new_commando.equip_if_possible(new /obj/item/weapon/pinpointer(new_commando), new_commando.slot_in_backpack)
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if (leader_selected == 1)
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new_commando.equip_if_possible(new /obj/item/weapon/disk/nuclear(new_commando), new_commando.slot_in_backpack)
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new_commando.equip_if_possible(new /obj/item/weapon/sword(new_commando), new_commando.slot_l_store)
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new_commando.equip_if_possible(new /obj/item/weapon/flashbang(new_commando), new_commando.slot_r_store)
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new_commando.equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(new_commando), new_commando.slot_belt)
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var/obj/item/weapon/gun/revolver/GUN = new /obj/item/weapon/gun/revolver/mateba(new_commando)
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GUN.bullets = 7
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new_commando.equip_if_possible(GUN, new_commando.slot_s_store)
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// new_commando.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(new_commando), new_commando.slot_l_hand)
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/*Commented out because Commandos now have their rifles spawn in front of them, along with operation manuals.
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Useful for copy pasta since I'm lazy.*/
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var/obj/item/weapon/card/id/W = new(new_commando)
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W.name = "[new_commando.real_name]'s ID Card"
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W.access = get_all_accesses()
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W.assignment = "Death Commando"
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W.registered = new_commando.real_name
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new_commando.equip_if_possible(W, new_commando.slot_wear_id)
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if(commandos.len)
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G = pick(commandos)
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new_commando.mind.key = G.key//For mind stuff.
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new_commando.client = G.client
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del(G)
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else
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new_commando.key = "null"
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new_commando.mind.key = new_commando.key
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commando_number--
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if (leader_selected == 0)
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new_commando << "\blue \nYou are a Special Ops. commando in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
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else
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new_commando << "\blue \nYou are a Special Ops. <B>LEADER</B> in the service of Central Command. Check the table ahead for detailed instructions.\nYour current mission is: \red<B>[input]</B>"
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//Targets any nukes in the world and changes their auth code as needed.
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//Bad news for Nuke operatives--or great news.
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for(var/obj/machinery/nuclearbomb/NUAK in world)
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if (NUAK.name == "Nuclear Fission Explosive")
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NUAK.r_code = nuke_code
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for (var/obj/landmark/MANUAL)
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if (MANUAL.name == "Commando_Manual")
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new /obj/item/weapon/gun/energy/pulse_rifle(MANUAL.loc)
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var/obj/item/weapon/paper/PAPER = new(MANUAL.loc)
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PAPER.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code]</b></p><p><b>Good luck, soldier!</b></p>"
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PAPER.name = "Spec. Ops. Manual"
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for (var/obj/landmark/BOMB in world)
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if (BOMB.name == "Commando-Bomb")
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new /obj/spawner/newbomb/timer/syndicate(BOMB.loc)
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del(BOMB)
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message_admins("\blue [key_name_admin(usr)] has spawned a CentCom strike squad.", 1)
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log_admin("[key_name(usr)] used Spawn Death Squad.")
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//SPACE NINJAS
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/client/proc/space_ninja()
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set category = "Fun"
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set name = "Spawn Space Ninja"
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set desc = "Spawns a space ninja for when you need a teenager with attitude."
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if(!src.authenticated || !src.holder)
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src << "Only administrators may use this command."
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return
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if(!ticker.mode)//Apparently, this doesn't actually prevent anything. Huh
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alert("The game hasn't started yet!")
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return
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TRYAGAIN
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var/input = input(usr, "Please specify which mission the space ninja shall undertake.", "Specify Mission", "")
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if(!input)
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goto TRYAGAIN
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var/list/LOCLIST = list()
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for(var/obj/landmark/X in world)
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if (X.name == "carpspawn")
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LOCLIST.Add(X)
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if(!LOCLIST.len)
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alert("No spawn location could be found. Aborting.")
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return
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var/obj/landmark/STARTLOC = pick(LOCLIST)
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var/mob/living/carbon/human/new_ninja = new(STARTLOC.loc)
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var/ninja_title = pick(ninja_titles)
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var/ninja_name = pick(ninja_names)
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new_ninja.gender = pick(MALE, FEMALE)
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new_ninja.real_name = "[ninja_title] [ninja_name]"
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new_ninja.age = rand(17,45)
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new_ninja.b_type = pick("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
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new_ninja.dna.ready_dna(new_ninja)
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new_ninja.mind = new
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new_ninja.mind.current = new_ninja
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new_ninja.mind.assigned_role = "Space Ninja"
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new_ninja.mind.special_role = "Space Ninja"
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new_ninja.mind.store_memory("<B>Mission:</B> \red [input].")
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new_ninja.resistances += "alien_embryo"
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var/obj/item/device/radio/R = new /obj/item/device/radio/headset(new_ninja)
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new_ninja.equip_if_possible(R, new_ninja.slot_ears)
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new_ninja.equip_if_possible(new /obj/item/clothing/under/color/black(new_ninja), new_ninja.slot_w_uniform)
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new_ninja.equip_if_possible(new /obj/item/clothing/shoes/space_ninja(new_ninja), new_ninja.slot_shoes)
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new_ninja.equip_if_possible(new /obj/item/clothing/suit/space/space_ninja(new_ninja), new_ninja.slot_wear_suit)
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new_ninja.equip_if_possible(new /obj/item/clothing/gloves/space_ninja(new_ninja), new_ninja.slot_gloves)
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new_ninja.equip_if_possible(new /obj/item/clothing/head/helmet/space/space_ninja(new_ninja), new_ninja.slot_head)
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new_ninja.equip_if_possible(new /obj/item/clothing/mask/gas/voice/space_ninja(new_ninja), new_ninja.slot_wear_mask)
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new_ninja.equip_if_possible(new /obj/item/device/flashlight(new_ninja), new_ninja.slot_belt)
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new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_r_store)
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new_ninja.equip_if_possible(new /obj/item/weapon/plastique(new_ninja), new_ninja.slot_l_store)
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var/obj/item/weapon/tank/emergency_oxygen/OXYTANK = new /obj/item/weapon/tank/emergency_oxygen(new_ninja)
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new_ninja.equip_if_possible(OXYTANK, new_ninja.slot_s_store)
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var/admin_name = src//In case admins want to spawn themselves as ninjas. Badmins
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var/mob/dead/observer/G
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var/list/candidates = list()
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for(G in world)
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if(G.client)
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if(((G.client.inactivity/10)/60) <= 5)
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candidates.Add(G)
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if(candidates.len)
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G = input("Pick character to spawn as the Space Ninja", "Active Players", G) in candidates//It will auto-pick a person when there is only one candidate.
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new_ninja.mind.key = G.key
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new_ninja.client = G.client
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del(G)
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else
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alert("Could not locate a suitable ghost. Aborting.")
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del(new_ninja)
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return
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new_ninja.internal = OXYTANK //So the poor ninja has something to breath when they spawn in spess.
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new_ninja.internals.icon_state = "internal1"
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new_ninja << "\blue \nYou are an elite mercenary assassin of the Spider Clan, [new_ninja.real_name]. The dreaded \red <B>SPACE NINJA</B>!\blue You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor. Remember your training (initialize your suit by right clicking on it)! \nYour current mission is: \red <B>[input]</B>"
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message_admins("\blue [admin_name] has spawned [new_ninja.key] as a Space Ninja. Hide yo children!", 1)
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log_admin("[admin_name] used Spawn Space Ninja.")
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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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/mob/proc/ninjacost(C,X)
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var/mob/living/carbon/human/U = src
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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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U << "\red Not enough energy."
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return 0
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//Smoke
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//Summons smoke in radius of user.
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//Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.
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/mob/proc/ninjasmoke()
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set name = "Smoke Bomb"
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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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//9-10 Tile Teleport
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//Click to to teleport 9-10 tiles in direction facing.
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/mob/proc/ninjajaunt()
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set name = "Phase Jaunt"
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set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
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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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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
|
|
if(SOUTH)
|
|
//lowest Y
|
|
//X the same
|
|
for(var/turf/T in orange(10))
|
|
if(T.density) continue
|
|
if(T.x>world.maxx || T.x<1) continue
|
|
if(T.y>world.maxy || T.y<1) continue
|
|
if((mobloc.y-T.y)<9 || ((T.x+mobloc.x+1)-(mobloc.x*2))>2) continue
|
|
turfs += T
|
|
if(EAST)
|
|
//highest X
|
|
//Y the same
|
|
for(var/turf/T in orange(10))
|
|
if(T.density) continue
|
|
if(T.x>world.maxx || T.x<1) continue
|
|
if(T.y>world.maxy || T.y<1) continue
|
|
if((T.x-mobloc.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
|
|
turfs += T
|
|
if(WEST)
|
|
//lowest X
|
|
//Y the same
|
|
for(var/turf/T in orange(10))
|
|
if(T.density) continue
|
|
if(T.x>world.maxx || T.x<1) continue
|
|
if(T.y>world.maxy || T.y<1) continue
|
|
if((mobloc.x-T.x)<9 || ((T.y+mobloc.y+1)-(mobloc.y*2))>2) continue
|
|
turfs += T
|
|
else
|
|
return
|
|
if(!turfs.len)//Cancels the teleportation if no valid turf is found. Usually when teleporting near map edge.
|
|
src << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
|
|
return
|
|
picked = pick(turfs)
|
|
spawn(0)
|
|
playsound(src.loc, "sparks", 50, 1)
|
|
anim(mobloc,'mob.dmi',src,"phaseout")
|
|
|
|
src.loc = picked
|
|
|
|
spawn(0)
|
|
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
|
|
spark_system.set_up(5, 0, src.loc)
|
|
spark_system.start()
|
|
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
|
|
playsound(src.loc, "sparks", 50, 1)
|
|
anim(src.loc,'mob.dmi',src,"phasein")
|
|
|
|
spawn(0)//Any living mobs in teleport area are gibbed.
|
|
for(var/mob/living/M in picked)
|
|
if(M==src) continue
|
|
M.gib()
|
|
src:wear_suit:charge-=(C*10)
|
|
|
|
//Right Click Teleport
|
|
//Right click to teleport somewhere, almost exactly like admin jump to turf.
|
|
/mob/proc/ninjashift(var/turf/T in oview())
|
|
set name = "Phase Shift"
|
|
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
|
|
set category = null//So it does not show up on the panel but can still be right-clicked.
|
|
|
|
var/C = 200
|
|
if(!ninjacost(C,1))
|
|
return
|
|
|
|
if(T.density)
|
|
src << "\red You cannot teleport into solid walls."
|
|
return
|
|
|
|
var/turf/mobloc = get_turf(src.loc)
|
|
|
|
spawn(0)
|
|
playsound(src.loc, 'sparks4.ogg', 50, 1)
|
|
anim(mobloc,'mob.dmi',src,"phaseout")
|
|
|
|
src.loc = T
|
|
|
|
spawn(0)
|
|
var/datum/effects/system/spark_spread/spark_system = new /datum/effects/system/spark_spread()
|
|
spark_system.set_up(5, 0, src.loc)
|
|
spark_system.start()
|
|
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
|
|
playsound(src.loc, 'sparks2.ogg', 50, 1)
|
|
anim(src.loc,'mob.dmi',src,"phasein")
|
|
|
|
spawn(0)//Any living mobs in teleport area are gibbed.
|
|
for(var/mob/living/M in T)
|
|
if(M==src) continue
|
|
M.gib()
|
|
src:wear_suit:charge-=(C*10)
|
|
|
|
//EMP Pulse
|
|
//Disables nearby tech equipment.
|
|
/mob/proc/ninjapulse()
|
|
set name = "EM Burst"
|
|
set desc = "Disable any nearby technology with a electro-magnetic pulse."
|
|
set category = "Ninja"
|
|
|
|
var/C = 250
|
|
if(!ninjacost(C,1))
|
|
return
|
|
|
|
playsound(src.loc, 'EMPulse.ogg', 60, 2)
|
|
empulse(src, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
|
|
|
|
src:wear_suit:charge-=(C*10)
|
|
|
|
//Summon Energy Blade
|
|
//Summons a blade of energy in active hand.
|
|
/mob/proc/ninjablade()
|
|
set name = "Energy Blade"
|
|
set desc = "Create a focused beam of energy in your active hand."
|
|
set category = "Ninja"
|
|
|
|
var/C = 10
|
|
if(!ninjacost(C))
|
|
return
|
|
|
|
if(!src.get_active_hand()&&!istype(src.get_inactive_hand(), /obj/item/weapon/blade))
|
|
var/obj/item/weapon/blade/W = new()
|
|
W.spark_system.start()
|
|
playsound(src.loc, "sparks", 50, 1)
|
|
src.put_in_hand(W)
|
|
|
|
src:wear_suit:charge-=(C*10)
|
|
/*
|
|
/mob/proc/ninjastar(var/mob/living/M in oview())
|
|
*/ |