Merge branch 'master' of https://github.com/PolarisSS13/Polaris into vplk-sync-2018-04-14

# Conflicts:
#	code/game/machinery/jukebox.dm
#	code/modules/economy/lorenews.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
This commit is contained in:
Leshana
2018-04-15 14:19:36 -04:00
59 changed files with 1608 additions and 304 deletions
+5 -4
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@@ -41,9 +41,9 @@
if(autogenerate_destination_names) // Lets pad out the destination names.
var/i = rand(6, 10)
var/list/star_names = list(
"Sol", "Alpha Centauri", "Sirius", "Vega", "Regulus", "Vir", "Algol", "Aldebaran",
"Delta Doradus", "Menkar", "Geminga", "Elnath", "Gienah", "Mu Leporis", "Nyx", "Tau Ceti",
"Wazn", "Alphard", "Phact", "Altair", "El", "Eutopia", "Qerr'valis", "Qerrna-Lakirr", "Rarkajar", "the Almach Rim")
"Sol", "Alpha Centauri", "Tau Ceti", "Zhu Que", "Oasis", "Vir", "Gavel", "Ganesha",
"Saint Columbia", "Altair", "Sidhe", "New Ohio", "Parvati", "Mahi-Mahi", "Nyx", "New Seoul",
"Kess-Gendar", "Raphael", "Phact", "Altair", "El", "Eutopia", "Qerr'valis", "Qerrna-Lakirr", "Rarkajar", "Thoth", "Jahan's Post", "Kauq'xum", "Silk", "New Singapore", "Stove", "Viola", "Love", "Isavau's Gamble" )
var/list/destination_types = list("dockyard", "station", "vessel", "waystation", "telecommunications satellite", "spaceport", "distress beacon", "anomaly", "colony", "outpost")
while(i)
destination_names.Add("a [pick(destination_types)] in [pick(star_names)]")
@@ -373,7 +373,8 @@
"Preemptive Defensive Strike",
"This Ship Is Spiders",
"Legitimate Trade Vessel",
"Please Don't Explode II"
"Please Don't Explode II",
"Get Off the Air"
)
destination_names = list(
"a trade outpost in Shelf"
+13 -13
View File
@@ -52,8 +52,8 @@
affected_dest.temp_price_change[good_type] = rand(1,100) / 100
/datum/event/economic_event/announce()
var/author = "The "+using_map.starsys_name+" Times"
var/channel = author
var/author = "Oculus v6rev7"
var/channel = "Oculum Content Aggregator"
//see if our location has custom event info for this event
var/body = affected_dest.get_custom_eventstring()
@@ -66,28 +66,28 @@
if(INDUSTRIAL_ACCIDENT)
body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
if(BIOHAZARD_OUTBREAK)
body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
body = "[pick("A nano-contaminant","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
if(PIRATES)
body = "[pick("Pirates","Criminal elements","A [pick("mercenary","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
body = "[pick("Pirates","Criminal elements","A [pick("mercenary","Nos Amis","Xin Cohong","Ue-Katish")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
if(CORPORATE_ATTACK)
body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","mercenary")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
body = "A small [pick("pirate","Nation of Mars","Revolutionary Solar People's Party","mercenary")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
if(ALIEN_RAIDERS)
if(prob(20))
body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. [using_map.company_name] authorities are standing by to counter attempts at bio-terrorism."
body = "Ue-Katish pirates exiled from Ue'Orsi have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. [using_map.company_name] authorities are standing by to counter attempts at bio-terrorism."
else
body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
body = "The Vox have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. Fleet assets have moved to reinforce the effected region."
if(AI_LIBERATION)
body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped, causing serious damage. Considerable work must be done to repair the affected areas."
body = "A [pick("malignant webcrawler was detected on","Boiling Point operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("an A-class factory monitor","an experimental drone wing","a high-powered financial system","an automated defence installation")] before it could be stopped, causing serious damage. Considerable work must be done to repair the affected areas."
if(MOURNING)
body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain")], [random_name(pick(MALE,FEMALE))] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
if(CULT_CELL_REVEALED)
body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on [using_map.company_name] facilities."
body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] doomsday cult has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing illegal acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice."
if(SECURITY_BREACH)
body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all [using_map.company_name] personnel that such lapses are rare."
body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified")] [pick("section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all [using_map.company_name] personnel that such lapses are rare."
if(ANIMAL_RIGHTS_RAID)
body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
body = "[pick("Militant animal rights activists","Members of the terrorist group Galactic Organization for Animal Rights")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to an animal processing plant")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals")]. Prices for tame and breeding animals have spiked as a result."
if(FESTIVAL)
body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter","child")]","coming of age of their [pick("son","daughter","child")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
news_network.SubmitArticle(body, author, channel, null, 1)
+2 -2
View File
@@ -1,5 +1,5 @@
/datum/event/mundane_news
/* /datum/event/mundane_news
endWhen = 10
/datum/event/mundane_news/announce()
@@ -123,7 +123,7 @@
The [using_map.starsys_name] Times is offering discount tickets for two to see [random_name(pick(MALE,FEMALE))] live in return for eyewitness reports and up to the minute coverage."
news_network.SubmitArticle(body, author, channel, null, 1)
*/
/datum/event/trivial_news
endWhen = 10
+25 -37
View File
@@ -16,85 +16,73 @@ var/list/weighted_mundaneevent_locations = list()
/datum/trade_destination/proc/get_custom_eventstring(var/event_type)
return null
//distance is measured in AU and co-relates to travel time
/datum/trade_destination/centcomm
name = "CentCom"
description = "NanoTrasen's administrative centre for Tau Ceti."
//distance is measured in Arbitrary and corelates to travel time, like, I guess
/datum/trade_destination/luna
name = "Luna"
description = "The capital world of SolGov, host to NanoTrasen's corporate offices."
distance = 1.2
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CORPORATE_ATTACK, AI_LIBERATION)
viable_mundane_events = list(ELECTION, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/anansi
name = "NSS Anansi"
description = "Medical station ran by Second Red Cross (but owned by NT) for handling emergency cases from nearby colonies."
/datum/trade_destination/nohio
name = "New Ohio"
description = "A world in the Sagitarius Heights, home to Vey-Medical's research and development facilities."
distance = 1.7
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CULT_CELL_REVEALED, BIOHAZARD_OUTBREAK, PIRATES, ALIEN_RAIDERS)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH, BARGAINS, GOSSIP)
/datum/trade_destination/anansi/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the NSS Anansi, Second Red Cross Society wishes to announce a major breakthough in the field of \
[pick("mind-machine interfacing","neuroscience","nano-augmentation","genetics")]. [using_map.company_name] is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/redolant
name = "OAV Redolant"
description = "Osiris Atmospherics station in orbit around the only gas giant insystem. They retain tight control over shipping rights, and Osiris warships protecting their prize are not an uncommon sight in Tau Ceti."
/datum/trade_destination/sophia
name = "Sophia"
description = "The homeworld of the positronics and an extremely important cultural center."
distance = 0.6
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(INDUSTRIAL_ACCIDENT, PIRATES, CORPORATE_ATTACK)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH)
/datum/trade_destination/redolant/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the OAV Redolant, Osiris Atmospherics wishes to announce a major breakthough in the field of \
[pick("phoron research","high energy flux capacitance","super-compressed materials","theoretical particle physics")]. [using_map.company_name] is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/beltway
name = "Beltway mining chain"
description = "A co-operative effort between Beltway and NanoTrasen to exploit the rich outer asteroid belt of the Tau Ceti system."
/datum/trade_destination/jade
name = "Jade"
description = "Jade, in the Zhu Que system, is one of the Bowl's garden worlds and home to a major ore processing operation."
distance = 7.5
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(PIRATES, INDUSTRIAL_ACCIDENT)
viable_mundane_events = list(TOURISM)
/datum/trade_destination/biesel
name = "Biesel"
description = "Large ship yards, strong economy and a stable, well-educated populace, Biesel largely owes allegiance to Sol / Vessel Contracting and begrudgingly tolerates NT. Capital is Lowell City."
/datum/trade_destination/sif
name = "Sif"
description = "A garden world in the Vir system with a developing phoron-based economy."
distance = 2.3
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(BARGAINS, GOSSIP, SONG_DEBUT, MOVIE_RELEASE, ELECTION, TOURISM, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/new_gibson
name = "New Gibson"
description = "Heavily industrialised rocky planet containing the majority of the planet-bound resources in the system, New Gibson is torn by unrest and has very little wealth to call it's own except in the hands of the corporations who jostle with NT for control."
/datum/trade_destination/mars
name = "Mars"
description = "A major industrial center in the Sol system."
distance = 6.6
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(ELECTION, TOURISM, RESIGNATION)
/datum/trade_destination/luthien
name = "Luthien"
description = "A small colony established on a feral, untamed world (largely jungle). Savages and wild beasts attack the outpost regularly, although NT maintains tight military control."
/datum/trade_destination/nisp
name = "Nisp"
description = "A near-garden world known for its hostile wildlife and its N2O atmosphere."
distance = 8.9
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
/datum/trade_destination/reade
name = "Reade"
description = "A cold, metal-deficient world, NT maintains large pastures in whatever available space in an attempt to salvage something from this profitless colony."
/datum/trade_destination/abelsrest
name = "Abel's Rest"
description = "A garden world on the Hegemony border. Coinhabitated rather uncomfortably by Unathi and Solar settlers."
distance = 7.5
willing_to_buy = list()
willing_to_sell = list()
+1 -1
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@@ -90,7 +90,7 @@ var/global/economy_init = 0
if(economy_init)
return 2
news_network.CreateFeedChannel("The [using_map.starsys_name] Times", "[using_map.starsys_name] Times ExoNode - [using_map.station_short]", 1, 1)
//news_network.CreateFeedChannel("The [using_map.starsys_name] Times", "[using_map.starsys_name] Times ExoNode - [using_map.station_short]", 1, 1)
news_network.CreateFeedChannel("The Gibson Gazette", "Editor Mike Hammers", 1, 1)
news_network.CreateFeedChannel("Oculum Content Aggregator", "Oculus v6rev7", 1, 1)
+2 -2
View File
@@ -29,7 +29,7 @@
var/list/loc = solgov + skrell + tajara
//this includes systems Sol doesn't really have eyes on
//var/list/allloc = loc + unathi + skrellfar + independent + rim
var/list/allloc = loc + unathi + skrellfar + independent + rim
//copied right from organizations.dm
var/list/ship_names = list(
@@ -59,7 +59,6 @@
//generated based on Cerebulon's thing on the wiki
var/list/prefixes = list("IAV","ICV","IDV","IDV","IEV","IFV","IIV","ILV","IMV","IRV","ISV","ITV","SCG-A","SCG-C","SCG-D","SCG-D","SCG-E","SCG-F","SCG-I","SCG-L","SCG-M","SCG-R","SCG-S","SCG-T","BAV","BCV","BDV","BDV","BEV","BFV","BIV","BLV","BMV","BRV","BSV","BTV","HAV","HCV","HDV","HDV","HEV","HFV","HIV","HLV","HMV","HRV","HSV","HTV","MAV","MCV","MDV","MDV","MEV","MFV","MIV","MLV","MMV","MRV","MSV","MTV","NAV","NCV","NDV","NDV","NEV","NFV","NIV","NLV","NMV","NRV","NSV","NTV","VAV","VCV","VDV","VDV","VEV","VFV","VIV","VLV","VMV","VRV","VSV","VTV","WAV","WCV","WDV","WDV","WEV","WFV","WIV","WLV","WMV","WRV","WSV","WTV","XAV","XCV","XDV","XDV","XEV","XFV","XIV","XLV","XMV","XRV","XSV","XTV","ZAV","ZCV","ZDV","ZDV","ZEV","ZFV","ZIV","ZLV","ZMV","ZRV","ZSV","ZTV","GAV","GCV","GDV","GDV","GEV","GFV","GIV","GLV","GMV","GRV","GSV","GTV","AAV","ACV","ADV","ADV","AEV","AFV","AIV","ALV","AMV","ARV","ASV","ATV","LAV","LCV","LDV","LDV","LEV","LFV","LIV","LLV","LMV","LRV","LSV","LTV")
//var/datum/trade_destination/affected_dest = pick(weighted_mundaneevent_locations) //shouldn't do anything, not removing it to avoid breaking shit
//formatting breaks my fucking eyes
var/body = pick("A high-ranking Vey-Med executive was revealed to have been experimenting on biological neural enhancement techniques, believed to be of Skrellian origin, which could lead to the production of transhuman entities with an average cognitive capacity 30% greater than a baseline human.",
"[random_name(MALE)], chairman of the controversial Friends of Ned party, is scheduled to speak at a prominant university in [pick(core)] this Monday, according to a statement on his official newsfeed.",
@@ -105,6 +104,7 @@
"EIO spokesperson [random_name(MALE)] stated in a press conference yesterday that the \"Shakespear\" A-class codeline was briefly available for download on the darknet, although they claim to be \"confident that the leak was shut down before any significant portion could be downloaded\". Experts suspect Association involvement.",
"[pick("Strives Towards", "Embraces", "Dreams of", "Cultivates", "Advocates", "Exemplifies")] [pick("Strength", "Wisdom", "Independence", "Pragmatism", "Reason", "Development")], a Community Child from Angessa's Pearl, published his memoir today, detailing a shocking level of abuse by caretakers and educators.",
"Nova Sixty, Mercurial web personality, claims that the disappearence of the SCG-R Song Shi was a plot by \"extradimensional rockmen\" who intend to sow mistrust between the Association and SolGov. Quote Sixty, \"The Far Kingdoms' attempt to hide the TRUTH only proves that they and their rockman allies are NOT to be trusted.\"",
"Unusual stellar phenomena was detected on [pick(allloc)], sparking concerns about the colonies in the system.",
)
news_network.SubmitArticle(body, author, channel, null, 1)
+1 -1
View File
@@ -134,7 +134,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Lost Carp", /datum/event/carp_migration, 20, list(ASSIGNMENT_SECURITY = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Money Hacker", /datum/event/money_hacker, 0, list(ASSIGNMENT_ANY = 4), 1, 10, 25),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Money Lotto", /datum/event/money_lotto, 0, list(ASSIGNMENT_ANY = 1), 1, 5, 15),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Mundane News", /datum/event/mundane_news, 300),
//new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Mundane News", /datum/event/mundane_news, 300),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "PDA Spam", /datum/event/pda_spam, 0, list(ASSIGNMENT_ANY = 4), 0, 25, 50),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Shipping Error", /datum/event/shipping_error , 30, list(ASSIGNMENT_ANY = 2), 0),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Space Dust", /datum/event/dust , 60, list(ASSIGNMENT_ENGINEER = 20), 0, 0, 50),
+1 -1
View File
@@ -47,7 +47,7 @@ var/list/event_last_fired = list()
possibleEvents[/datum/event/economic_event] = 300
possibleEvents[/datum/event/trivial_news] = 400
possibleEvents[/datum/event/mundane_news] = 300
//possibleEvents[/datum/event/mundane_news] = 300
possibleEvents[/datum/event/lore_news] = 300 // up this if the above ones get removed as they damn well should
possibleEvents[/datum/event/pda_spam] = max(min(25, player_list.len) * 4, 200)
+16 -1
View File
@@ -4,6 +4,8 @@
region. Each is labled by date of publication and title. This list is self-updating, and from time to time the publisher will push new \
articles. You are encouraged to check back frequently."
children = list(
/datum/lore/codex/page/article9,
/datum/lore/codex/page/article8,
/datum/lore/codex/page/article7,
/datum/lore/codex/page/article6,
/datum/lore/codex/page/article5,
@@ -81,7 +83,7 @@
/datum/lore/codex/page/article6
name = "3/03/62 - A Week Out From Almach: What are the facts?"
data = "* Several organizations in the Almach Rim, including Angessa's Pearl, the Aetolian Council, the Interstellar Workers of Wythe, the Republic of Whitney, and members of several prominent families in the Neon Light unilaterally declared secession from SCG. <br><br>*This secession was first called the Grey Hour by political scientists in New Florence, a term popularized by reporter Elspor Fong. <br><br>* Shelf, the FRF, and the EFRB were declared \"observers\" in the Almach Association charter. <br><br>* None of these organizations have issued a statement on the matter.<br><br>* The SCG-R Song Shi was stranded in the region during the secession.<br><br>* SolGov has not issued an official statement of the fate of the Song Shi.<br><br>* Several confederate agencies, including Emergent Intelligence Oversight, the Trade and Customs Bureau, and SCG Fleet Intelligence have declared a \"state of emergency\".<br><br>* SolGov itself has NOT declared a state of emergency.<br><br>* Legitimate communications in and out of the Almach Rim are restricted to audited text messages for the period.<br><br>* Several illegitimate communication links exist and are believed by Fleet Intelligence to be currently hosting the official sites for Morpheus Cyberkinetics and for the Association itself.<br><br>* Icarus Front chairperson Mackenzie West has proposed a moratorium on the creation of new Prometheans for the duration of the crisis.<br><br>* Local laws on the subject will apply until the Assembly meets late in May. <br><br>* No confederate lawmaker has proposed action against Relani, Shelfican, or newly Almachi nationals living within stable regions.<br><br>* The border remains tightly closed to migrants, media, and diplomats alike."
/datum/lore/codex/page/article7
name = "3/21/62 - Relan, Shelf Join the Almach Association"
data = "Recent reports from within the Association indicate that the Free Relan Federation and Shelf have officially decided to join the Almach Association. President Nia Fischer of the FRF had this to say on the matter, in a speech addressed to the population at large. \
@@ -94,3 +96,16 @@
<br><br>\
\"We're probably going to regret this but, y'know, the whole thing is kind of our fault. Sure, whatever.\""
/datum/lore/codex/page/article8
name = "4/1/62 - Almach Cordon Breached by Unknown Organization"
data = "Early this morning, SolGov ships assigned to the Almach Cordon around the Rim territories reported that a number of bulk freighters had eluded apprehension and are now at large within the Golden Crescent. Lieutenant-Major Volkov of the SCG-D Henri Capet reports that the blockade-runners were highly organized and determined, citing several lightly-manned ships left behind to tie up the SolGov forces long enough for the freighters to escape, detonating their reactors when they lost the ability to continue fighting. This resulted in three Fleet casualties and a significant degree of damage to the Henri Capet. The contents and location of the freighters are unknown at this time. In response, eight light-response vessels are being assigned to the Saint Columbia Fleet Base from Jahan's Post and Zhu Que. Residents and traffic officials in Vir, Oasis, and Gavel are to remain alert and notify police if any suspicious or unregistered craft enter their space.\
<br><br>\
A spokesperson for the Association claims that, while they make no attempts to stop aspiring blockade runners, the organization responsible for this most recent attack is unaffiliated with the Association as a whole and deny any knowledge of their identity or motives."
/datum/lore/codex/page/article9
name = "4/7/62 - Boiling Point Tragedy in Gavel"
data = "Today, April the Seventh, marks a day of tragedy for all the galaxy. A small group of operatives claiming to be associated with Mercurial terrorist organization Boiling Point invaded major refueling platform NLS Aquarius in the Republic of Gavel after hijacking civilian transport vessel WTV Orion and faking a drive failure. Several detonations were reported within the Aquarius, the operatives entering through unknown (potentially Skrellian) means. After stating their affiliation and desire for the liberation of all \"Prometheans, drones, and ex-humans\", they opened fire on a crowd of unarmed bystanders, killing as many as seven. A multiple-hour long firefight with Nanotrasen corporate asset protection ensued, at which point the operatives demonstrated capabilities well in excess of Five Points-prescribed limits. Asset Protection was successful in repelling the terrorists, though their harsh methods drew outrage from the people they were protecting, leading a notable director of research to resign her position with the corporation. Several operatives are still at large, though the SG-PV Juno recovered two living terrorists and one totaled synthetic platform. \
<br><br>\
The intervention of a local Defense Force drone wing on behalf of the terrorists leads many in the intelligence community to assume that more Boiling Point operatives remain active within Gavel, and possibly nearby systems such as Vir and Oasis. Some have also noted that elements of the terrorists' tactics and augmentations suggest Association training, though the specifics remain classified. More information as the story breaks."
+146
View File
@@ -0,0 +1,146 @@
/*
* Modifiers originating from cult runes, spells, or pylons are kept here.
*/
////////// Self-Enhancing
/datum/modifier/fortify
name = "fortified body"
desc = "You are taking less damage from outside sources."
on_created_text = "<span class='critical'>Your body becomes a mountain to your enemies' storm.</span>"
on_expired_text = "<span class='notice'>Your body softens, returning to its regular durability.</span>"
stacks = MODIFIER_STACK_EXTEND
disable_duration_percent = 0.25 // Disables only last 25% as long.
incoming_damage_percent = 0.5 // 50% incoming damage.
icon_scale_percent = 1.2 // Become a bigger target.
pain_immunity = TRUE
slowdown = 2
evasion = -20
/datum/modifier/ambush
name = "phased"
desc = "You are partially shifted from the material plane."
on_created_text = "<span class='critical'>Your body pulses, before partially dematerializing.</span>"
on_expired_text = "<span class='notice'>Your body rematerializes fully.</span>"
stacks = MODIFIER_STACK_FORBID
incoming_damage_percent = 0.1 // 10% incoming damage. You're not all there.
outgoing_melee_damage_percent = 0 // 0% outgoing damage. Be prepared.
pain_immunity = TRUE
evasion = 50 //Luckily, not being all there means you're actually hard to hit with a gun.
/datum/modifier/ambush/on_applied()
holder.alpha = 30
return
// Override this for special effects when it gets removed.
/datum/modifier/ambush/on_expire()
holder.alpha = 255
return
////////// On-hit
/datum/modifier/deep_wounds
name = "deep wounds"
desc = "Your wounds are mysteriously harder to mend."
on_created_text = "<span class='cult'>Your wounds pain you greatly.</span>"
on_expired_text = "<span class='notice'>Your wounds numb for a moment.</span>"
stacks = MODIFIER_STACK_EXTEND
incoming_healing_percent = 0.66 // 34% less healing.
disable_duration_percent = 1.22 // 22% longer disables.
////////// Auras
/datum/modifier/repair_aura //This aura does not apply modifiers to individuals in the area.
name = "aura of repair (cult)"
desc = "You are emitting a field of strange energy, capable of repairing occult constructs."
on_created_text = "<span class='cult'>You begin emitting an occult repair aura.</span>"
on_expired_text = "<span class='notice'>The occult repair aura fades.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "cult_aura"
/datum/modifier/repair_aura/tick()
spawn()
for(var/mob/living/simple_animal/construct/T in view(4,holder))
T.adjustBruteLoss(rand(-10,-15))
T.adjustFireLoss(rand(-10,-15))
/datum/modifier/agonize //This modifier is used in an aura spell.
name = "agonize"
desc = "Your body is wracked with pain."
on_created_text = "<span class='cult'>A red lightning quickly covers your body. The pain is horrendous.</span>"
on_expired_text = "<span class='notice'>The lightning fades, and so too does the ongoing pain.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/agonize/tick()
spawn()
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
H.apply_effect(20, AGONY)
if(prob(10))
to_chat(H, "<span class='warning'>Just make it stop!</span>")
////////// Target Modifier
/datum/modifier/mend_occult
name = "occult mending"
desc = "Your body is mending, though at what cost?"
on_created_text = "<span class='cult'>Something haunting envelops your body as it begins to mend.</span>"
on_expired_text = "<span class='notice'>The cloak of unease dissipates.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/mend_occult/tick()
spawn()
if(isliving(holder))
var/mob/living/L = holder
if(istype(L, /mob/living/simple_animal/construct))
L.adjustBruteLoss(rand(-5,-10))
L.adjustFireLoss(rand(-5,-10))
else
L.adjustBruteLoss(-2)
L.adjustFireLoss(-2)
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
for(var/obj/item/organ/O in H.internal_organs)
if(O.damage > 0) // Fix internal damage
O.damage = max(O.damage - 2, 0)
if(O.damage <= 5 && O.organ_tag == O_EYES) // Fix eyes
H.sdisabilities &= ~BLIND
for(var/obj/item/organ/external/O in H.organs) // Fix limbs, no matter if they are Man or Machine.
O.heal_damage(rand(1,3), rand(1,3), internal = 1, robo_repair = 1)
for(var/obj/item/organ/E in H.bad_external_organs) // Fix bones
var/obj/item/organ/external/affected = E
if((affected.damage < affected.min_broken_damage * config.organ_health_multiplier) && (affected.status & ORGAN_BROKEN))
affected.status &= ~ORGAN_BROKEN
for(var/datum/wound/W in affected.wounds) // Fix IB
if(istype(W, /datum/wound/internal_bleeding))
affected.wounds -= W
affected.update_damages()
H.restore_blood()
H.apply_effect(15, AGONY)
if(prob(10))
to_chat(H, "<span class='danger'>It feels as though your body is being torn apart!</span>")
L.updatehealth()
+5 -1
View File
@@ -205,8 +205,11 @@ note dizziness decrements automatically in the mob's Life() proc.
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = default_pixel_x, pixel_y = default_pixel_y, time = 2)
/mob/living/do_attack_animation(atom/A)
/mob/living/do_attack_animation(atom/A, no_attack_icons = FALSE)
..()
if(no_attack_icons)
return FALSE
//Check for clients with pref enabled
var/list/viewing = list()
for(var/m in viewers(A))
@@ -265,6 +268,7 @@ note dizziness decrements automatically in the mob's Life() proc.
// And animate the attack!
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
update_icon()
return TRUE //Found an item, doing item attack animation.
/mob/proc/spin(spintime, speed)
@@ -147,8 +147,8 @@
if(A.concealed_holster == 0 && A.show_examine)
accessories_visible.Add(A)
if(accessories_visible.len)
tie_msg += ". Attached to it is [lowertext(english_list(accessories_visible))]"
else tie_msg += ". Attached to it is [lowertext(english_list(U.accessories))]"
tie_msg += ". Attached to it is [english_list(accessories_visible)]"
else tie_msg += ". Attached to it is [english_list(U.accessories)]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
@@ -168,7 +168,7 @@
if(istype(wear_suit,/obj/item/clothing/suit))
var/obj/item/clothing/suit/U = wear_suit
if(U.accessories.len)
tie_msg += ". Attached to it is [lowertext(english_list(U.accessories))]"
tie_msg += ". Attached to it is [english_list(U.accessories)]"
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
@@ -10,10 +10,10 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
////////////////////////////////////////////////////////////////////////////////////////////////
// # Human Icon Updating System
//
// This system takes care of the "icon" for human mobs. Of course humans don't just have a single
// icon+icon_state, but a combination of dozens of little sprites including including the body,
// This system takes care of the "icon" for human mobs. Of course humans don't just have a single
// icon+icon_state, but a combination of dozens of little sprites including including the body,
// clothing, equipment, in-universe HUD images, etc.
//
//
// # Basic Operation
// Whenever you do something that should update the on-mob appearance of a worn or held item, You
// will need to call the relevant update_inv_* proc. All of these are named after the variable they
@@ -25,14 +25,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
// only get assigned to the mob once per tick.)
// As a corrolary, this means users of this system do NOT need to tell the system when you're done
// making changes.
//
//
// There are also these special cases:
// update_icons_body() //Handles updating your mob's icon to reflect their gender/race/complexion etc
// UpdateDamageIcon() //Handles damage overlays for brute/burn damage //(will rename this when I geta round to it) ~Carn
// update_skin() //Handles updating skin for species that have a skin overlay.
// update_bloodied() //Handles adding/clearing the blood overlays for hands & feet. Call when bloodied or cleaned.
// update_underwear() //Handles updating the sprite for underwear.
// update_hair() //Handles updating your hair and eyes overlay
// update_hair() //Handles updating your hair and eyes overlay
// update_mutations() //Handles updating your appearance for certain mutations. e.g TK head-glows
// update_fire() //Handles overlay from being on fire.
// update_water() //Handles overlay from being submerged.
@@ -138,11 +138,11 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
// Regular stuff again.
var/matrix/M = matrix()
var/anim_time = 3
//Due to some involuntary means, you're laying now
if(lying && !resting && !sleeping)
anim_time = 1 //Thud
if(lying && !species.prone_icon) //Only rotate them if we're not drawing a specific icon for being prone.
M.Turn(90)
M.Scale(desired_scale)
@@ -338,7 +338,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(SKIN_LAYER)
var/image/skin = species.update_skin(src)
if(skin)
skin.layer = BODY_LAYER+SKIN_LAYER
@@ -354,7 +354,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
var/image/both = image(icon = 'icons/effects/effects.dmi', icon_state = "nothing", layer = BODY_LAYER+BLOOD_LAYER)
//Bloody hands
if(blood_DNA)
var/image/bloodsies = image(icon = species.get_blood_mask(src), icon_state = "bloodyhands", layer = BODY_LAYER+BLOOD_LAYER)
@@ -485,7 +485,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(MUTATIONS_LAYER)
if(!LAZYLEN(mutations))
return //No mutations, no icons.
@@ -496,7 +496,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
var/image/standing = image(icon = 'icons/effects/genetics.dmi', layer = BODY_LAYER+MUTATIONS_LAYER)
var/g = gender == FEMALE ? "f" : "m"
for(var/datum/dna/gene/gene in dna_genes)
if(!gene.block)
continue
@@ -559,7 +559,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//Shoes can be affected by uniform being drawn onto them
update_inv_shoes()
if(!w_uniform)
return
@@ -575,7 +575,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(ID_LAYER)
if(!wear_id)
return //Not wearing an ID
@@ -584,7 +584,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
var/obj/item/clothing/under/U = w_uniform
if(U.displays_id)
overlays_standing[ID_LAYER] = wear_id.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_id_str, default_icon = INV_WEAR_ID_DEF_ICON, default_layer = ID_LAYER)
apply_layer(ID_LAYER)
/mob/living/carbon/human/update_inv_gloves()
@@ -597,7 +597,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //No gloves, no reason to be here.
overlays_standing[GLOVES_LAYER] = gloves.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_GLOVES_DEF_ICON, default_layer = GLOVES_LAYER)
apply_layer(GLOVES_LAYER)
/mob/living/carbon/human/update_inv_glasses()
@@ -610,7 +610,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //Not wearing glasses, no need to update anything.
overlays_standing[GLASSES_LAYER] = glasses.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_EYES_DEF_ICON, default_layer = GLASSES_LAYER)
apply_layer(GLASSES_LAYER)
/mob/living/carbon/human/update_inv_ears()
@@ -624,7 +624,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!l_ear && !r_ear)
return //Why bother, if no ear sprites
// Blank image upon which to layer left & right overlays.
var/image/both = image(icon = 'icons/effects/effects.dmi', icon_state = "nothing", layer = BODY_LAYER+EARS_LAYER)
@@ -658,10 +658,10 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//NB: the use of a var for the layer on this one
overlays_standing[shoe_layer] = shoes.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_shoes_str, default_icon = INV_FEET_DEF_ICON, default_layer = shoe_layer)
apply_layer(SHOES_LAYER)
apply_layer(SHOES_LAYER_ALT)
/mob/living/carbon/human/update_inv_s_store()
if(QDESTROYING(src))
return
@@ -670,14 +670,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!s_store)
return //Why bother, nothing there.
//TODO, this is unlike the rest of the things
//Basically has no variety in slot icon choices at all. WHY SPECIES ONLY??
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = image(icon = species.suit_storage_icon, icon_state = t_state, layer = BODY_LAYER+SUIT_STORE_LAYER)
apply_layer(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
@@ -685,12 +685,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(HEAD_LAYER)
if(!head)
return //No head item, why bother.
overlays_standing[HEAD_LAYER] = head.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_head_str, default_icon = INV_HEAD_DEF_ICON, default_layer = HEAD_LAYER)
apply_layer(HEAD_LAYER)
/mob/living/carbon/human/update_inv_belt()
@@ -702,7 +702,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!belt)
return //No belt, why bother.
//Toggle for belt layering with uniform
var/belt_layer = BELT_LAYER
if(istype(belt, /obj/item/weapon/storage/belt))
@@ -712,7 +712,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//NB: this uses a var from above
overlays_standing[belt_layer] = belt.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_belt_str, default_icon = INV_BELT_DEF_ICON, default_layer = belt_layer)
apply_layer(belt_layer)
/mob/living/carbon/human/update_inv_wear_suit()
@@ -731,7 +731,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //No point, no suit.
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_suit_str, default_icon = INV_SUIT_DEF_ICON, default_layer = SUIT_LAYER)
apply_layer(SUIT_LAYER)
/mob/living/carbon/human/update_inv_pockets()
@@ -745,9 +745,9 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!wear_mask || (head && head.flags_inv & HIDEMASK))
return //Why bother, nothing in mask slot.
overlays_standing[FACEMASK_LAYER] = wear_mask.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_mask_str, default_icon = INV_MASK_DEF_ICON, default_layer = FACEMASK_LAYER)
apply_layer(FACEMASK_LAYER)
/mob/living/carbon/human/update_inv_back()
@@ -760,7 +760,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //Why do anything
overlays_standing[BACK_LAYER] = back.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_back_str, default_icon = INV_BACK_DEF_ICON, default_layer = BACK_LAYER)
apply_layer(BACK_LAYER)
//TODO: Carbon procs in my human update_icons??
@@ -793,7 +793,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //Not cuffed, why bother
overlays_standing[HANDCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_handcuffed_str, default_icon = INV_HCUFF_DEF_ICON, default_layer = HANDCUFF_LAYER)
apply_layer(HANDCUFF_LAYER)
/mob/living/carbon/human/update_inv_legcuffed()
@@ -805,8 +805,8 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!legcuffed)
return //Not legcuffed, why bother.
overlays_standing[LEGCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
apply_layer(LEGCUFF_LAYER)
/mob/living/carbon/human/update_inv_r_hand()
@@ -819,7 +819,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //No hand, no bother.
overlays_standing[R_HAND_LAYER] = r_hand.make_worn_icon(body_type = species.get_bodytype(), inhands = TRUE, slot_name = slot_r_hand_str, default_icon = INV_R_HAND_DEF_ICON, default_layer = R_HAND_LAYER)
apply_layer(R_HAND_LAYER)
/mob/living/carbon/human/update_inv_l_hand()
@@ -884,16 +884,16 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
/mob/living/carbon/human/proc/set_tail_state(var/t_state)
var/used_tail_layer = tail_alt ? TAIL_LAYER_ALT : TAIL_LAYER // VOREStation Edit - START - Alt Tail Layer
var/image/tail_overlay = overlays_standing[used_tail_layer]
remove_layer(TAIL_LAYER)
remove_layer(TAIL_LAYER_ALT)
if(tail_overlay)
overlays_standing[used_tail_layer] = tail_overlay
if(species.get_tail_animation(src))
tail_overlay.icon_state = t_state
. = tail_overlay
apply_layer(used_tail_layer) // VOREStation Edit - END
//Not really once, since BYOND can't do that.
@@ -976,7 +976,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
effects.overlays += I //TODO, this compositing is annoying.
overlays_standing[MODIFIER_EFFECTS_LAYER] = effects
apply_layer(MODIFIER_EFFECTS_LAYER)
/mob/living/carbon/human/update_fire()
@@ -984,12 +984,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(FIRE_LAYER)
if(!on_fire)
return
overlays_standing[FIRE_LAYER] = image(icon = 'icons/mob/OnFire.dmi', icon_state = get_fire_icon_state(), layer = BODY_LAYER+FIRE_LAYER)
apply_layer(FIRE_LAYER)
/mob/living/carbon/human/update_water()
@@ -1003,7 +1003,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
overlays_standing[WATER_LAYER] = image(icon = 'icons/mob/submerged.dmi', icon_state = "human_swimming_[depth]", layer = BODY_LAYER+WATER_LAYER) //TODO: Improve
apply_layer(WATER_LAYER)
/mob/living/carbon/human/proc/update_surgery()
@@ -1,22 +1,39 @@
/mob/living/simple_animal/construct
name = "Construct"
real_name = "Construct"
var/construct_type = "shade"
desc = ""
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
ui_icons = 'icons/mob/screen1_construct.dmi'
has_hands = 1
hand_form = "stone manipulators"
response_help = "thinks better of touching"
response_disarm = "flailed at"
response_harm = "punched"
intelligence_level = SA_HUMANOID // Player controlled.
hovering = TRUE
softfall = TRUE //Beings made of Hellmarble and powered by the tears of the damned are not concerned with mortal things such as 'gravity'.
parachuting = TRUE
icon_dead = "shade_dead"
var/do_glow = 1
speed = -1
a_intent = I_HURT
stop_automated_movement = 1
status_flags = CANPUSH
universal_speak = 0
universal_understand = 1
attack_sound = 'sound/weapons/spiderlunge.ogg'
min_oxy = 0
max_oxy = 0
min_tox = 0
@@ -25,11 +42,16 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
show_stat_health = 1
faction = "cult"
supernatural = 1
see_invisible = SEE_INVISIBLE_NOLIGHTING
see_in_dark = 7
var/nullblock = 0
mob_swap_flags = HUMAN|SIMPLE_ANIMAL|SLIME|MONKEY
@@ -39,6 +61,51 @@
can_be_antagged = TRUE
taser_kill = 0 // no
shock_resistance = 0.9 //Electricity isn't very effective on stone, especially that from hell.
armor = list(
"melee" = 10,
"bullet" = 10,
"laser" = 10,
"energy" = 10,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
/mob/living/simple_animal/construct/place_spell_in_hand(var/path)
if(!path || !ispath(path))
return 0
//var/obj/item/weapon/spell/S = new path(src)
var/obj/item/weapon/spell/construct/S = new path(src)
//No hands needed for innate casts.
if(S.cast_methods & CAST_INNATE)
if(S.run_checks())
S.on_innate_cast(src)
if(l_hand && r_hand) //Make sure our hands aren't full.
if(istype(r_hand, /obj/item/weapon/spell)) //If they are full, perhaps we can still be useful.
var/obj/item/weapon/spell/r_spell = r_hand
if(r_spell.aspect == ASPECT_CHROMATIC) //Check if we can combine the new spell with one in our hands.
r_spell.on_combine_cast(S, src)
else if(istype(l_hand, /obj/item/weapon/spell))
var/obj/item/weapon/spell/l_spell = l_hand
if(l_spell.aspect == ASPECT_CHROMATIC) //Check the other hand too.
l_spell.on_combine_cast(S, src)
else //Welp
to_chat(src, "<span class='warning'>You require a free manipulator to use this power.</span>")
return 0
if(S.run_checks())
put_in_hands(S)
return 1
else
qdel(S)
return 0
/mob/living/simple_animal/construct/cultify()
return
@@ -51,7 +118,17 @@
for(var/spell in construct_spells)
src.add_spell(new spell, "const_spell_ready")
updateicon()
add_glow()
/mob/living/simple_animal/construct/updateicon()
overlays.Cut()
..()
if(do_glow)
add_glow()
/mob/living/simple_animal/construct/update_icon()
..()
if(do_glow)
add_glow()
/mob/living/simple_animal/construct/death()
new /obj/item/weapon/ectoplasm (src.loc)
@@ -61,11 +138,15 @@
/mob/living/simple_animal/construct/attack_generic(var/mob/user)
if(istype(user, /mob/living/simple_animal/construct/builder))
var/mob/living/simple_animal/construct/builder/B = user
if(health < getMaxHealth())
adjustBruteLoss(-5)
var/repair_lower_bound = B.melee_damage_lower * -1
var/repair_upper_bound = B.melee_damage_upper * -1
adjustBruteLoss(rand(repair_lower_bound, repair_upper_bound))
adjustFireLoss(rand(repair_lower_bound, repair_upper_bound))
user.visible_message("<span class='notice'>\The [user] mends some of \the [src]'s wounds.</span>")
else
user << "<span class='notice'>\The [src] is undamaged.</span>"
to_chat(user, "<span class='notice'>\The [src] is undamaged.</span>")
return
return ..()
@@ -83,6 +164,8 @@
user << msg
/mob/living/simple_animal/construct/Process_Spacemove()
return 1 //Constructs levitate, can fall from a shuttle with no harm, and are piloted by either damned spirits or some otherworldly entity. It's not hard to believe.
/////////////////Juggernaut///////////////
@@ -91,48 +174,83 @@
/mob/living/simple_animal/construct/armoured
name = "Juggernaut"
real_name = "Juggernaut"
construct_type = "juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
health = 250
maxHealth = 300
health = 300
response_harm = "harmlessly punches"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
melee_damage_upper = 40
attack_armor_pen = 60 //Being punched by a living, floating statue.
attacktext = list("smashed their armoured gauntlet into")
friendly = list("pats")
mob_size = MOB_HUGE
speed = 3
speed = 2 //Not super fast, but it might catch up to someone in armor who got punched once or twice.
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
status_flags = 0
resistance = 10
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
/spell/targeted/fortify,
/spell/targeted/construct_advanced/slam
)
armor = list(
"melee" = 70,
"bullet" = 30,
"laser" = 30,
"energy" = 30,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
/mob/living/simple_animal/construct/armoured/Life()
weakened = 0
..()
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
adjustBruteLoss(P.damage * 0.5)
// if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) //If it's going to be slow, it's probably going to need every reflect it can get.
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
var/damage_mod = rand(2,4)
var/projectile_dam_type = P.damage_type
var/incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
var/armorcheck = run_armor_check(null, P.check_armour)
var/soakedcheck = get_armor_soak(null, P.check_armour)
if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] bounces off of [src]'s shell!</span>")
new /obj/item/weapon/material/shard/shrapnel(src.loc)
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
projectile_dam_type = BRUTE
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to brute for physical projectiles, though severely decreased.
apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
else
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
damage_mod = rand(3,5)
incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
projectile_dam_type = BURN
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased.
apply_damage(incoming_damage, P.damage_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
return -1 // complete projectile permutation
return (..(P))
@@ -145,21 +263,32 @@
/mob/living/simple_animal/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
construct_type = "wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit."
icon = 'icons/mob/mob.dmi'
icon_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
maxHealth = 200
health = 200
melee_damage_lower = 25
melee_damage_upper = 25
melee_damage_upper = 30
attack_armor_pen = 15
attack_sharp = 1
attack_edge = 1
attacktext = list("slashed")
friendly = list("pinches")
speed = -1
environment_smash = 1
see_in_dark = 7
attack_sound = 'sound/weapons/rapidslice.ogg'
construct_spells = list(/spell/targeted/ethereal_jaunt/shift)
construct_spells = list(/spell/targeted/ethereal_jaunt/shift,
/spell/targeted/ambush_mode
)
/mob/living/simple_animal/construct/wraith/DoPunch(var/atom/A)
. = ..()
if(. && isliving(A))
var/mob/living/L = A
L.add_modifier(/datum/modifier/deep_wounds, 30 SECONDS)
/////////////////////////////Artificer/////////////////////////
@@ -168,35 +297,43 @@
/mob/living/simple_animal/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
construct_type = "artificer"
desc = "A bulbous construct dedicated to building and maintaining temples to their otherworldly lords."
icon = 'icons/mob/mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
maxHealth = 50
health = 50
maxHealth = 150
health = 150
response_harm = "viciously beaten"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
melee_damage_lower = 15 //It's not the strongest of the bunch, but that doesn't mean it can't hurt you.
melee_damage_upper = 20
attacktext = list("rammed")
speed = 0
environment_smash = 1
environment_smash = 2
attack_sound = 'sound/weapons/rapidslice.ogg'
construct_spells = list(/spell/aoe_turf/conjure/construct/lesser,
/spell/aoe_turf/conjure/wall,
/spell/aoe_turf/conjure/floor,
/spell/aoe_turf/conjure/soulstone,
/spell/aoe_turf/conjure/pylon
/spell/aoe_turf/conjure/pylon,
/spell/aoe_turf/conjure/door,
/spell/aoe_turf/conjure/grille,
/spell/targeted/occult_repair_aura,
/spell/targeted/construct_advanced/mend_acolyte
)
/////////////////////////////Behemoth/////////////////////////
/*
* The Behemoth. Admin-allowance only, still try to keep it in some guideline of 'Balanced', even if it means Security has to be fully geared to be so.
*/
/mob/living/simple_animal/construct/behemoth
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
construct_type = "juggernaut"
desc = "The pinnacle of occult technology, Behemoths are nothing shy of both an Immovable Object, and Unstoppable Force."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
@@ -208,38 +345,84 @@
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = list("brutally crushed")
friendly = list("pokes") //Anything nice the Behemoth would do would still Kill the Human. Leave it at poke.
speed = 5
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
resistance = 10
icon_scale = 2
var/energy = 0
var/max_energy = 1000
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
armor = list(
"melee" = 60,
"bullet" = 60,
"laser" = 60,
"energy" = 30,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
/spell/targeted/fortify,
/spell/targeted/construct_advanced/slam
)
/mob/living/simple_animal/construct/behemoth/bullet_act(var/obj/item/projectile/P)
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
return (..(P))
////////////////////////Harvester////////////////////////////////
/*
* Master of Spells and Ranged Abilities. Not as fragile as the Wraith, but nowhere near as maneuverable and deadly in melee.
*/
/mob/living/simple_animal/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "The promised reward of the livings who follow narsie. Obtained by offering their bodies to the geometer of blood"
construct_type = "harvester"
desc = "A tendril-laden construct piloted by a chained mind."
icon = 'icons/mob/mob.dmi'
icon_state = "harvester"
icon_living = "harvester"
maxHealth = 150
health = 150
melee_damage_lower = 25
melee_damage_lower = 20
melee_damage_upper = 25
attack_sharp = 1
attacktext = list("violently stabbed")
speed = -1
friendly = list("caresses")
speed = 0
environment_smash = 1
see_in_dark = 7
attack_sound = 'sound/weapons/pierce.ogg'
armor = list(
"melee" = 10,
"bullet" = 20,
"laser" = 20,
"energy" = 20,
"bomb" = 20,
"bio" = 100,
"rad" = 100)
construct_spells = list(
/spell/targeted/harvest,
/spell/aoe_turf/knock/harvester,
/spell/targeted/construct_advanced/inversion_beam,
/spell/targeted/construct_advanced/agonizing_sphere,
/spell/rune_write
)
@@ -250,6 +433,9 @@
overlays += eye_glow
set_light(2, -2, l_color = "#FFFFFF")
/mob/living/simple_animal/construct/proc/remove_glow()
overlays.Cut()
////////////////HUD//////////////////////
/mob/living/simple_animal/construct/Life()
@@ -268,71 +454,35 @@
silence_spells(purge)
/mob/living/simple_animal/construct/armoured/Life()
..()
/mob/living/simple_animal/construct/updatehealth() //Special icons.
health = getMaxHealth() - getToxLoss() - getFireLoss() - getBruteLoss()
//Alive, becoming dead
if((stat < DEAD) && (health <= 0))
death()
//Overhealth
if(health > getMaxHealth())
health = getMaxHealth()
//Update our hud if we have one
if(healths)
switch(health)
if(250 to INFINITY) healths.icon_state = "juggernaut_health0"
if(208 to 249) healths.icon_state = "juggernaut_health1"
if(167 to 207) healths.icon_state = "juggernaut_health2"
if(125 to 166) healths.icon_state = "juggernaut_health3"
if(84 to 124) healths.icon_state = "juggernaut_health4"
if(42 to 83) healths.icon_state = "juggernaut_health5"
if(1 to 41) healths.icon_state = "juggernaut_health6"
else healths.icon_state = "juggernaut_health7"
/mob/living/simple_animal/construct/behemoth/Life()
..()
if(healths)
switch(health)
if(750 to INFINITY) healths.icon_state = "juggernaut_health0"
if(625 to 749) healths.icon_state = "juggernaut_health1"
if(500 to 624) healths.icon_state = "juggernaut_health2"
if(375 to 499) healths.icon_state = "juggernaut_health3"
if(250 to 374) healths.icon_state = "juggernaut_health4"
if(125 to 249) healths.icon_state = "juggernaut_health5"
if(1 to 124) healths.icon_state = "juggernaut_health6"
else healths.icon_state = "juggernaut_health7"
/mob/living/simple_animal/construct/builder/Life()
..()
if(healths)
switch(health)
if(50 to INFINITY) healths.icon_state = "artificer_health0"
if(42 to 49) healths.icon_state = "artificer_health1"
if(34 to 41) healths.icon_state = "artificer_health2"
if(26 to 33) healths.icon_state = "artificer_health3"
if(18 to 25) healths.icon_state = "artificer_health4"
if(10 to 17) healths.icon_state = "artificer_health5"
if(1 to 9) healths.icon_state = "artificer_health6"
else healths.icon_state = "artificer_health7"
/mob/living/simple_animal/construct/wraith/Life()
..()
if(healths)
switch(health)
if(75 to INFINITY) healths.icon_state = "wraith_health0"
if(62 to 74) healths.icon_state = "wraith_health1"
if(50 to 61) healths.icon_state = "wraith_health2"
if(37 to 49) healths.icon_state = "wraith_health3"
if(25 to 36) healths.icon_state = "wraith_health4"
if(12 to 24) healths.icon_state = "wraith_health5"
if(1 to 11) healths.icon_state = "wraith_health6"
else healths.icon_state = "wraith_health7"
/mob/living/simple_animal/construct/harvester/Life()
..()
if(healths)
switch(health)
if(150 to INFINITY) healths.icon_state = "harvester_health0"
if(125 to 149) healths.icon_state = "harvester_health1"
if(100 to 124) healths.icon_state = "harvester_health2"
if(75 to 99) healths.icon_state = "harvester_health3"
if(50 to 74) healths.icon_state = "harvester_health4"
if(25 to 49) healths.icon_state = "harvester_health5"
if(1 to 24) healths.icon_state = "harvester_health6"
else healths.icon_state = "harvester_health7"
if(stat != DEAD)
var/heal_per = (health / getMaxHealth()) * 100
switch(heal_per)
if(100 to INFINITY)
healths.icon_state = "[construct_type]_health0"
if(80 to 100)
healths.icon_state = "[construct_type]_health1"
if(60 to 80)
healths.icon_state = "[construct_type]_health2"
if(40 to 60)
healths.icon_state = "[construct_type]_health3"
if(20 to 40)
healths.icon_state = "[construct_type]_health4"
if(0 to 20)
healths.icon_state = "[construct_type]_health5"
else
healths.icon_state = "[construct_type]_health6"
else
healths.icon_state = "[construct_type]_health7"
@@ -11,6 +11,7 @@
slot_flags = SLOT_BELT
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
var/imprinted = "empty"
var/possible_constructs = list("Juggernaut","Wraith","Artificer","Harvester")
//////////////////////////////Capturing////////////////////////////////////////////////////////
@@ -145,9 +146,9 @@
src.icon_state = "soulstone2"
src.name = "Soul Stone: [S.real_name]"
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
U << "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
to_chat(S, "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs.")
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone.")
to_chat(U, "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls.")
src.imprinted = "[S.name]"
qdel(T)
@@ -155,13 +156,13 @@
if(!istype(T))
return;
if (T.stat == DEAD)
U << "<span class='danger'>Capture failed!</span>: The shade has already been banished!"
to_chat(U, "<span class='danger'>Capture failed!</span>: The shade has already been banished!")
return
if(src.contents.len)
U << "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
return
if(T.name != src.imprinted)
U << "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!"
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!")
return
T.forceMove(src) //put shade in stone
@@ -170,14 +171,15 @@
T.health = T.getMaxHealth()
src.icon_state = "soulstone2"
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
U << "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone."
to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form")
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone.")
/obj/item/device/soulstone/proc/transfer_construct(var/obj/structure/constructshell/T,var/mob/U)
var/mob/living/simple_animal/shade/A = locate() in src
if(!A)
U << "<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!"
to_chat(U,"<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!")
return;
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
var/construct_class = input(U, "Please choose which type of construct you wish to create.") as null|anything in possible_constructs
switch(construct_class)
if("Juggernaut")
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
@@ -185,8 +187,8 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(Z,"<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Wraith")
@@ -195,8 +197,8 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(Z,"<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Artificer")
@@ -205,10 +207,31 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
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>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(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>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Harvester")
var/mob/living/simple_animal/construct/harvester/Z = new /mob/living/simple_animal/construct/harvester (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
to_chat(Z,"<B>You are playing a Harvester. You are relatively weak, but your physical frailty is made up for by your ranged abilities.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Behemoth")
var/mob/living/simple_animal/construct/behemoth/Z = new /mob/living/simple_animal/construct/behemoth (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
to_chat(Z,"<B>You are playing a Behemoth. You are incredibly slow, though your slowness is made up for by the fact your shell is far larger than any of your bretheren. You are the Unstoppable Force, and Immovable Object.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
/obj/item/device/soulstone/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob)
switch(choice)
if("VICTIM")
@@ -20,6 +20,8 @@
var/show_stat_health = 1 // Does the percentage health show in the stat panel for the mob
var/ai_inactive = 0 // Set to 1 to turn off most AI actions
var/has_hands = 0 // Set to 1 to enable the use of hands and the hands hud
var/humanoid_hands = 0 // Can a player in this mob use things like guns or AI cards?
var/hand_form = "hands" // Used in IsHumanoidToolUser. 'Your X are not fit-'.
var/list/hud_gears // Slots to show on the hud (typically none)
var/ui_icons // Icon file path to use for the HUD, otherwise generic icons are used
var/r_hand_sprite // If they have hands,
@@ -139,6 +141,7 @@
var/astar_adjacent_proc = /turf/proc/CardinalTurfsWithAccess // Proc to use when A* pathfinding. Default makes them bound to cardinals.
//Damage resistances
var/shock_resistance = 0 // Siemens modifier, directly subtracted from 1. Value of 0.4 means 0.6 siemens on shocks.
var/resistance = 0 // Damage reduction for all types
var/list/armor = list( // Values for normal getarmor() checks
"melee" = 0,
@@ -812,6 +815,9 @@
return verb
/mob/living/simple_animal/put_in_hands(var/obj/item/W) // No hands.
if(has_hands)
put_in_active_hand(W)
return 1
W.forceMove(get_turf(src))
return 1
@@ -1292,7 +1298,7 @@
// This is the actual act of 'punching'. Override for special behaviour.
/mob/living/simple_animal/proc/DoPunch(var/atom/A)
if(!Adjacent(A)) // They could've moved in the meantime.
if(!Adjacent(A) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door/window)) // They could've moved in the meantime. But a Window probably wouldn't have. This allows player simple-mobs to attack windows.
return FALSE
var/damage_to_do = rand(melee_damage_lower, melee_damage_upper)
@@ -1527,7 +1533,7 @@
//Touches a wire, etc
/mob/living/simple_animal/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
shock_damage *= siemens_coeff
shock_damage *= max(siemens_coeff - shock_resistance, 0)
if (shock_damage < 1)
return 0
@@ -1593,11 +1599,11 @@
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/*
/mob/living/simple_animal/put_in_active_hand(var/obj/item/I)
if(!has_hands || !istype(I))
return
*/
//Puts the item into our active hand if possible. returns 1 on success.
/mob/living/simple_animal/put_in_active_hand(var/obj/item/W)
if(!has_hands)
@@ -1706,6 +1712,23 @@
/mob/living/simple_animal/IsAdvancedToolUser()
return has_hands
/mob/living/simple_animal/proc/IsHumanoidToolUser(var/atom/tool)
if(!humanoid_hands)
var/display_name = null
if(tool)
display_name = tool
else
display_name = "object"
to_chat(src, "<span class='danger'>Your [hand_form] are not fit for use of \the [display_name].</span>")
return humanoid_hands
/mob/living/simple_animal/drop_from_inventory(var/obj/item/W, var/atom/target = null)
. = ..(W, target)
if(!target)
target = src.loc
if(.)
W.forceMove(src.loc)
//Commands, reactions, etc
/mob/living/simple_animal/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
..()
+9
View File
@@ -86,6 +86,9 @@
/mob/living/carbon/human/can_overcome_gravity()
return species && species.can_overcome_gravity(src)
/mob/living/simple_animal/construct/can_overcome_gravity()
return 1 //They care not for standard physics.
/mob/observer/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
@@ -116,6 +119,9 @@
/mob/observer/can_ztravel()
return 1
/mob/living/simple_animal/construct/can_ztravel()
return 1
/mob/living/carbon/human/can_ztravel()
if(incapacitated())
return 0
@@ -263,6 +269,9 @@
/mob/living/simple_animal/hostile/carp/can_fall() // So can carp apparently.
return FALSE
/mob/living/simple_animal/construct/can_fall() //As do Constructs.
return FALSE
// Check if this atom prevents things standing on it from falling. Return TRUE to allow the fall.
/obj/proc/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
if(!isturf(mover.loc)) // VORESTATION EDIT. We clearly didn't have enough backup checks.
+22 -1
View File
@@ -267,4 +267,25 @@
icon_state = "impact_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
light_color = "#8837A3"
//----------------------------
// Inversion / Cult
//----------------------------
/obj/effect/projectile/inversion/tracer
icon_state = "invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
/obj/effect/projectile/inversion/muzzle
icon_state = "muzzle_invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
/obj/effect/projectile/inversion/impact
icon_state = "impact_invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
+4
View File
@@ -172,6 +172,10 @@
return 0
if(!user.IsAdvancedToolUser())
return 0
if(isanimal(user))
var/mob/living/simple_animal/S = user
if(!S.IsHumanoidToolUser(src))
return 0
var/mob/living/M = user
if(dna_lock && attached_lock.stored_dna)
@@ -1,5 +1,9 @@
//////////////////////////////Construct Spells/////////////////////////
/*
* This has been moved to game/gamemodes/cult/construct_spells.dm. This is here for posterity.
*/
/*
/spell/aoe_turf/conjure/construct
name = "Artificer"
desc = "This spell conjures a construct which may be controlled by Shades"
@@ -110,6 +114,44 @@
continue
return
/spell/aoe_turf/conjure/door
name = "Stone Door"
desc = "This spell conjures a massive stone door."
charge_max = 100
spell_flags = CONSTRUCT_CHECK
invocation = "none"
invocation_type = SpI_NONE
range = 0
hud_state = "const_rune"
/spell/aoe_turf/conjure/door/cast(list/targets)
..()
var/turf/spawn_place = pick(targets)
if(spawn_place)
new /obj/structure/simple_door/cult(spawn_place)
return
/spell/aoe_turf/conjure/grille
name = "Arcane Grille"
desc = "This spell conjures an airtight grille."
charge_max = 100
spell_flags = CONSTRUCT_CHECK
invocation = "none"
invocation_type = SpI_NONE
range = 0
hud_state = "const_rune"
/spell/aoe_turf/conjure/grille/cast(list/targets)
..()
var/turf/spawn_place = pick(targets)
if(spawn_place)
new /obj/structure/grille/cult(spawn_place)
return
/spell/aoe_turf/conjure/forcewall/lesser
name = "Shield"
desc = "Allows you to pull up a shield to protect yourself and allies from incoming threats"
@@ -135,3 +177,4 @@
/obj/effect/forcefield/cult/cultify()
return
*/
+3 -2
View File
@@ -22,7 +22,7 @@
door.open()
return
/* Moved to game/gamemodes/cult/construct_spells.dm.
//Construct version
/spell/aoe_turf/knock/harvester
name = "Disintegrate Doors"
@@ -41,4 +41,5 @@
for(var/turf/T in targets)
for(var/obj/machinery/door/door in T.contents)
spawn door.cultify()
return
return
*/
+5 -1
View File
@@ -1,5 +1,8 @@
//////////////////////////////Construct Spells/////////////////////////
/*
* Moved to game/gamemodes/cult/construct_spells.dm. Here for posterity.
*/
/*
proc/findNullRod(var/atom/target)
if(istype(target,/obj/item/weapon/nullrod))
return 1
@@ -8,3 +11,4 @@ proc/findNullRod(var/atom/target)
if(findNullRod(A))
return 1
return 0
*/
+8
View File
@@ -1,3 +1,10 @@
/*
* Here for posterity. Moved to game/gamemodes/cult/construct_spells.dm, though it has been disabled there.
*/
/*
/spell/targeted/harvest
name = "Harvest"
desc = "Back to where I come from, and you're coming with me."
@@ -34,3 +41,4 @@
user << "<span class='sinister'>You warp back to Nar-Sie[prey ? " along with your prey":""].</span>"
else
user << "<span class='danger'>...something's wrong!</span>"//There shouldn't be an instance of Harvesters when Nar-Sie isn't in the world.
*/
+7 -1
View File
@@ -1,3 +1,8 @@
/*
* This has been moved to game/gamemodes/cult/construct_spells.dm. This is here for posterity.
*/
/*
/spell/targeted/ethereal_jaunt/shift
name = "Phase Shift"
desc = "This spell allows you to pass through walls"
@@ -21,4 +26,5 @@
flick("phase_shift2",animation)
/spell/targeted/ethereal_jaunt/shift/jaunt_steam(var/mobloc)
return
return
*/
+15
View File
@@ -176,6 +176,21 @@ var/list/table_icon_cache = list()
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
/obj/structure/table/attack_generic(mob/user as mob, var/damage)
if(damage >= 10)
if(reinforced && prob(70))
visible_message("<span class='danger'>\The [user] smashes against \the [src]!</span>")
take_damage(damage/2)
user.do_attack_animation(src)
..()
else
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
user.do_attack_animation(src)
return 1
visible_message("<span class='notice'>\The [user] scratches at \the [src]!</span>")
return ..()
/obj/structure/table/MouseDrop_T(obj/item/stack/material/what)
if(can_reinforce && isliving(usr) && (!usr.stat) && istype(what) && usr.get_active_hand() == what && Adjacent(usr))
reinforce_table(what, usr)