mirror of
https://github.com/KabKebab/GS13.git
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Fermichem tweaks: Purity, Astral, RNG, MK, SMilk, SDGF, furranium, hatmium, eigen, nanite.
This commit is contained in:
@@ -395,7 +395,7 @@
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results = list(/datum/reagent/consumable/ethanol/neurotoxin = 2)
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required_reagents = list(/datum/reagent/consumable/ethanol/gargle_blaster = 1, /datum/reagent/medicine/morphine = 1)
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//FermiChem vars: Easy to make, but hard to make potent
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OptimalTempMin = 200 // Lower area of bell curve for determining heat based rate reactions
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OptimalTempMin = 100 // Lower area of bell curve for determining heat based rate reactions
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OptimalTempMax = 950 // Upper end for above
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ExplodeTemp = 999 //Temperature at which reaction explodes
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OptimalpHMin = 4.6 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase)
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@@ -300,9 +300,9 @@
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if(reagents.has_reagent(/datum/reagent/fermi/astral))
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if(mind)
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msg += " and have a strange, abnormal look to them.\n"
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msg += " and they have a strange, abnormal look to them.\n"
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else
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msg += " and don't look like they're all there.\n"
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msg += " and they don't look like they're all there.\n"
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if(isliving(user))
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var/mob/living/L = user
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@@ -59,3 +59,9 @@
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return
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to_chat(A, "[src] projects into your mind, <b><i> \"[message]\"</b></i>")
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log_game("FERMICHEM: [src] has astrally transmitted [message] into [A]")
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//Delete the mob if there's no mind! Pay that mob no mind.
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/mob/living/simple_animal/astral/Life()
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if(!mind)
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qdel(src)
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. = ..()
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@@ -307,7 +307,7 @@
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emote_see = list("looks at you eagerly for pets!", "wiggles enthusiastically.")
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gold_core_spawnable = NO_SPAWN
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var/pseudo_death = FALSE
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var/mob/living/carbon/human/origin = null
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var/mob/living/carbon/human/origin
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/mob/living/simple_animal/pet/cat/custom_cat/death()
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if (pseudo_death == TRUE) //secret cat chem
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@@ -209,6 +209,7 @@
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glass_icon_state = "milkglass"
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glass_name = "milk drum"
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glass_desc = "White and nutritious goodness!"
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pH = 6.5
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/datum/reagent/consumable/milk/on_mob_life(mob/living/carbon/M)
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if(HAS_TRAIT(M, TRAIT_CALCIUM_HEALER))
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@@ -588,7 +588,7 @@
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desc = "A a electrode attached to a small circuit box that will tell you the pH of a solution."
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id = "pHmeter"
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build_type = PROTOLATHE
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materials = list(MAT_METAL = 1000, MAT_SILVER = 100, MAT_DIAMOND = 100)
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materials = list(MAT_METAL = 1000, MAT_SILVER = 100, MAT_PLASTIC = 100)
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build_path = /obj/item/fermichem/pHmeter
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category = list("Equipment")
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departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
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@@ -749,17 +749,17 @@
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to_chat(world, "[user]'s power is [power_multiplier].")
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//Mixables
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var/static/regex/enthral_words = regex("relax|obey|love|serve|docile|so easy|ara ara")
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var/static/regex/reward_words = regex("good boy|good girl|good pet|good job")
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var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job")
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var/static/regex/enthral_words = regex("relax|obey|love|serve|so easy|ara ara")
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var/static/regex/reward_words = regex("good boy|good girl|good pet|good job|splendid|jolly good|bloody brilliant")
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var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job|spot of bother|gone and done it now|blast it|buggered it up")
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//phase 0
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var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
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var/static/regex/wakeup_words = regex("revert|awaken|snap") //works
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var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
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//phase1
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var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
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var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
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var/static/regex/speak_words = regex("talk to me|speak")
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var/static/regex/antiresist_words = regex("unable to resist|give in")//useful if you think your target is resisting a lot
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var/static/regex/antiresist_words = regex("unable to resist|give in|stop being difficult")//useful if you think your target is resisting a lot
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var/static/regex/resist_words = regex("resist|snap out of it|fight")//useful if two enthrallers are fighting
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var/static/regex/forget_words = regex("forget|muddled|awake and forget")
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var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
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@@ -768,11 +768,11 @@
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var/static/regex/awoo_words = regex("howl|awoo|bark")
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var/static/regex/nya_words = regex("nya|meow|mewl")
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var/static/regex/sleep_words = regex("sleep|slumber|rest")
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var/static/regex/strip_words = regex("strip|derobe|nude")
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var/static/regex/strip_words = regex("strip|derobe|nude|at ease|suit off")
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var/static/regex/walk_words = regex("slow down|walk")
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var/static/regex/run_words = regex("run|speed up")
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var/static/regex/liedown_words = regex("lie down") //TO ADD
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var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel")
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var/static/regex/liedown_words = regex("lie down")
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var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel|army crawl")
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//phase 3
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var/static/regex/statecustom_words = regex("state triggers|state your triggers")
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var/static/regex/custom_words = regex("new trigger|listen to me")
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@@ -780,14 +780,14 @@
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var/static/regex/custom_echo = regex("obsess|fills your mind|loop")
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var/static/regex/instill_words = regex("feel|entice|overwhel")
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var/static/regex/recognise_words = regex("recognise me|did you miss me?")
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var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed")
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var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die")
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var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed|word from hq")
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var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die|heroes never die")
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var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
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var/static/regex/hallucinate_words = regex("get high|hallucinate")
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var/static/regex/hallucinate_words = regex("get high|hallucinate|trip balls")
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var/static/regex/hot_words = regex("heat|hot|hell")
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var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
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var/static/regex/getup_words = regex("get up")
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var/static/regex/pacify_words = regex("more and more docile|complaisant|friendly|pacifist")
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var/static/regex/getup_words = regex("get up|hop to it")
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var/static/regex/pacify_words = regex("docile|complaisant|friendly|pacifist")
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var/static/regex/charge_words = regex("charge|oorah|attack")
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var/distancelist = list(2,2,1.5,1.3,1.15,1,0.8,0.6,0.5,0.25)
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@@ -1013,7 +1013,7 @@
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speaktrigger += "I'm really, really horny, "
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//collar
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if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
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if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar) && H.client?.prefs.lewdchem)
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speaktrigger += "I love the collar you gave me, "
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//End
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if(H.client?.prefs.lewdchem)
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@@ -1250,6 +1250,9 @@
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if (get_dist(user, H) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new trigger!</b></span>")
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continue
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if(!H.client?.prefs.lewdchem)
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with triggers.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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@@ -1288,6 +1291,9 @@
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if (get_dist(user, H) > 1)//Requires user to be next to their pet.
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to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new echophrase!</b></span>")
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continue
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if(!H.client?.prefs.lewdchem)
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to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with an echoing phrase.</b></span>")
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continue
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else
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user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
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user.SetStun(1000)//Hands are handy, so you have to stay still
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@@ -1343,8 +1349,8 @@
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for(var/V in listeners)
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var/mob/living/carbon/human/H = V
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var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
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if(E.phase == 3 && H.client?.prefs.lewdchem)
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var/instill = stripped_input(user, "Instill an emotion in your [(user.client?.prefs.lewdchem?"Your pet":"listener")].", MAX_MESSAGE_LEN)
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if(E.phase >= 3 && H.client?.prefs.lewdchem)
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var/instill = stripped_input(user, "Instill an emotion in [H].", MAX_MESSAGE_LEN)
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to_chat(H, "<i>[instill]</i>")
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to_chat(user, "<span class='notice'><i>You sucessfully instill a feeling in [H]</i></span>")
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log_game("FERMICHEM: [H] has been instilled by [user] with [instill] via MKUltra.")
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@@ -26,10 +26,45 @@
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/datum/status_effect/chem/SGDF/on_remove(mob/living/carbon/M)
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log_game("FERMICHEM: SGDF mind shift applied. [owner] is now playing as their clone and should not have memories after their clone split (look up SGDF status applied). ID: [owner.key]")
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originalmind.transfer_to(fermi_Clone)
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to_chat(owner, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the sythetic serum, leaving you to wonder where the other you is.</span>")
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to_chat(M, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the sythetic serum, leaving you to wonder where the other you is.</span>")
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to_chat(owner, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. Curiously, you find that you memories are blank after you ingested the synthetic serum, leaving you to wonder where the other you is.</span>")
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to_chat(M, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. Curiously, you find that you memories are blank after you ingested the synthetic serum, leaving you to wonder where the other you is.</span>")
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fermi_Clone = null
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///////////////////////////////////////////////
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// Astral INSURANCE
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///////////////////////////////////////////////
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//Makes sure people can't get trapped in each other's bodies if lag causes a deync between proc calls.
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/datum/status_effect/chem/astral_insurance
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id = "astral_insurance"
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var/mob/living/original
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var/datum/mind/originalmind
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alert_type = null
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/datum/status_effect/chem/astral_insurance/tick(mob/living/carbon/M)
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. = ..()
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if(owner.reagents.has_reagent(/datum/reagent/fermi/astral))
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return
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if(owner.mind == originalmind) //If they're home, let the chem deal with deletion.
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return
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if(owner.mind)
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var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
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owner.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
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to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
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log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
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originalmind.transfer_to(original)
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/datum/status_effect/chem/astral_insurance/on_remove(mob/living/carbon/M) //God damnit get them home!
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if(owner.mind == originalmind) //If they're home, HOORAY
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return
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if(owner.mind)
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var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
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owner.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
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to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
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log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
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originalmind.transfer_to(original)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/datum/status_effect/chem/breast_enlarger
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@@ -756,7 +791,7 @@
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deltaResist *= 1.25
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if (owner.reagents.has_reagent(/datum/reagent/medicine/neurine))
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deltaResist *= 1.5
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if (!HAS_TRAIT(owner, TRAIT_CROCRIN_IMMUNE) && M.canbearoused)
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if (!HAS_TRAIT(owner, TRAIT_CROCRIN_IMMUNE) && M.canbearoused && owner.client?.prefs.lewdchem)
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if (owner.reagents.has_reagent(/datum/reagent/drug/anaphrodisiac))
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deltaResist *= 1.5
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if (owner.reagents.has_reagent(/datum/reagent/drug/anaphrodisiacplus))
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@@ -191,7 +191,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
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Vc.Remove(M)
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nVc.Insert(M)
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qdel(Vc)
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to_chat(M, "<span class='notice'><i>You feel your vocal chords tingle as your voice comes out in a more sultry tone.</span>")
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to_chat(M, "<span class='notice'><i>You feel your vocal chords tingle you speak in a more charasmatic and sultry tone.)]</span>")
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else
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log_game("FERMICHEM: MKUltra: [creatorName], [creatorID], is enthralling [M.name], [M.ckey]")
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M.apply_status_effect(/datum/status_effect/chem/enthrall)
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@@ -251,22 +251,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
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if (M.ckey == creatorID && creatorName == M.real_name)//If the creator drinks 100u, then you get the status for someone random (They don't have the vocal chords though, so it's limited.)
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if (!M.has_status_effect(/datum/status_effect/chem/enthrall))
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to_chat(M, "<span class='love'><i>You are unable to resist your own charms anymore, and become a full blown narcissist.</i></span>")
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/*Old way of handling, left in as an option B
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var/list/seen = viewers(7, get_turf(M))//Sound and sight checkers
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for(var/mob/living/carbon/victim in seen)
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if(victim == M)//as much as I want you to fall for beepsky, he doesn't have a ckey
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seen = seen - victim
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if(!victim.ckey)
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seen = seen - victim
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var/mob/living/carbon/chosen = pick(seen)
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creatorID = chosen.ckey
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if (chosen.gender == "female")
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creatorGender = "Mistress"
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else
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creatorGender = "Master"
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creatorName = chosen.real_name
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creator = get_mob_by_key(creatorID)
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*/
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ADD_TRAIT(M, TRAIT_PACIFISM, "MKUltra")
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var/datum/status_effect/chem/enthrall/E
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if (!M.has_status_effect(/datum/status_effect/chem/enthrall))
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@@ -45,13 +45,8 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
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var/unitCheck = FALSE
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metabolization_rate = 0.5 * REAGENTS_METABOLISM
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taste_description = "a weird chemical fleshy flavour"
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//var/datum/status_effect/chem/SDGF/candidates/candies
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var/list/candies = list()
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//var/polling = FALSE
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var/list/result = list()
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var/list/group = null
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var/pollStarted = FALSE
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var/location_created
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var/startHunger
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impure_chem = /datum/reagent/impure/SDGFtox
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inverse_chem_val = 0.5
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@@ -129,7 +124,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
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M.reagents.remove_reagent(type, volume)
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log_game("FERMICHEM: [volume]u of SDGFheal has been transferred to the clone")
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SSblackbox.record_feedback("tally", "fermi_chem", 1, "Sentient clones made")
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return
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return ..()
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else if(playerClone == FALSE) //No candidates leads to two outcomes; if there's already a braincless clone, it heals the user, as well as being a rare souce of clone healing (thematic!).
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unitCheck = TRUE
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@@ -282,7 +277,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
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/datum/reagent/fermi/SDGFheal
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name = "synthetic-derived healing factor"
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description = "Leftover SDGF is transferred into the resulting clone, which quickly heals up the stresses from suddenly splitting. Restores blood, nutrition, and repaires brain and clone damage quickly. Only obtainable from using excess SDGF, and only enters the cloned body."
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metabolization_rate = 1
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metabolization_rate = 0.8
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can_synth = FALSE
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||||
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/datum/reagent/fermi/SDGFheal/on_mob_life(mob/living/carbon/M)//Used to heal the clone after splitting, the clone spawns damaged. (i.e. insentivies players to make more than required, so their clone doesn't have to be treated)
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@@ -310,9 +305,10 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
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name = "synthetic-derived zombie factor"
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description = "A horribly peverse mass of Embryonic stem cells made real by the hands of a failed chemist. Emulates normal synthetic-derived growth factor, but produces a hostile zombie at the end of it."
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color = "#a502e0" // rgb: 96, 0, 255
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metabolization_rate = 0.5 * REAGENTS_METABOLISM
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metabolization_rate = 0.2 * REAGENTS_METABOLISM
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var/startHunger
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can_synth = TRUE
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taste_description = "a weird chemical fleshy flavour"
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chemical_flags = REAGENT_SNEAKYNAME
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/datum/reagent/impure/SDZF/on_mob_life(mob/living/carbon/M) //If you're bad at fermichem, turns your clone into a zombie instead.
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@@ -8,7 +8,7 @@ This ghost moves pretty quickly and is mostly invisible, but is still visible fo
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When it's out of your system, you return back to yourself. It doesn't last long and metabolism of the chem is exponential.
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Addiction is particularlly brutal, it slowly turns you invisible with flavour text, then kills you at a low enough alpha. (i've also added something to prevent geneticists speeding this up)
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There's afairly major catch regarding the death though. I'm not gonna say here, go read the code, it explains it and puts my comments on it in context. I know that anyone reading it without understanding it is going to freak out so, this is my attempt to get you to read it and understand it.
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||||
I'd like to point out from my calculations it'll take about 60-80 minutes to die this way too. Plenty of time to visit me and ask for some pills to quench your addiction.
|
||||
I'd like to point out from my calculations it'll take about 60-80 minutes to die this way too. Plenty of time to visit chem and ask for some pills to quench your addiction.
|
||||
*/
|
||||
|
||||
|
||||
@@ -29,15 +29,26 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
|
||||
var/sleepytime = 0
|
||||
inverse_chem_val = 0.25
|
||||
can_synth = FALSE
|
||||
var/datum/action/chem/astral/AS = new/datum/action/chem/astral()
|
||||
|
||||
/datum/action/chem/astral
|
||||
name = "Return to body"
|
||||
var/mob/living/carbon/origin = null
|
||||
var/mob/living/simple_animal/hostile/retaliate/ghost = null
|
||||
var/mob/living/carbon/origin
|
||||
var/datum/mind/originalmind
|
||||
|
||||
/datum/action/chem/astral/Trigger()
|
||||
ghost.mind.transfer_to(origin)
|
||||
qdel(src)
|
||||
if(origin.mind && origin.mind != originalmind)
|
||||
to_chat(originalmind.current, "<span class='warning'><b><i>There's a foreign presence in your body blocking your return!</b></i></span>")
|
||||
return ..()
|
||||
if(origin.reagents.has_reagent("astral") )
|
||||
var/datum/reagent/fermi/astral/As = locate(/datum/reagent/fermi/astral) in origin.reagents.reagent_list
|
||||
if(As.current_cycle < 10)
|
||||
to_chat(originalmind.current, "<span class='warning'><b><i>The intensity of the astrogen in your body is too much allow you to return to yourself yet!</b></i></span>")
|
||||
return ..()
|
||||
originalmind.transfer_to(origin)
|
||||
if(origin.mind == originalmind)
|
||||
qdel(src)
|
||||
|
||||
|
||||
/datum/reagent/fermi/astral/reaction_turf(turf/T, reac_volume)
|
||||
if(isplatingturf(T) || istype(T, /turf/open/floor/plasteel))
|
||||
@@ -63,12 +74,20 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
|
||||
if (G == null)
|
||||
G = new(get_turf(M.loc))
|
||||
G.name = "[M]'s astral projection"
|
||||
var/datum/action/chem/astral/AS = new(G)
|
||||
//var/datum/action/chem/astral/AS = new(G)
|
||||
AS.Grant(G)
|
||||
AS.origin = M
|
||||
AS.ghost = G
|
||||
AS.originalmind = originalmind
|
||||
|
||||
if(M.mind)
|
||||
M.mind.transfer_to(G)
|
||||
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Astral projections")
|
||||
//INSURANCE
|
||||
M.apply_status_effect(/datum/status_effect/chem/astral_insurance)
|
||||
var/datum/status_effect/chem/astral_insurance/AI = M.has_status_effect(/datum/status_effect/chem/astral_insurance)
|
||||
AI.original = M
|
||||
AI.originalmind = M.mind
|
||||
|
||||
if(overdosed)
|
||||
if(prob(50))
|
||||
to_chat(G, "<span class='warning'>The high conentration of Astrogen in your blood causes you to lapse your concentration for a moment, bringing your projection back to yourself!</b></span>")
|
||||
@@ -85,10 +104,12 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
|
||||
/datum/reagent/fermi/astral/on_mob_delete(mob/living/carbon/M)
|
||||
if(!G)
|
||||
if(M.mind)
|
||||
var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
|
||||
M.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
|
||||
var/mob/living/simple_animal/astral/G2 = new(get_turf(M.loc))
|
||||
M.mind.transfer_to(G2)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
|
||||
to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
|
||||
log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
|
||||
if(!G2.mind)
|
||||
qdel(G2)
|
||||
originalmind.transfer_to(M)
|
||||
else if(G.mind)
|
||||
G.mind.transfer_to(origin)
|
||||
@@ -100,6 +121,9 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
|
||||
if(G)//just in case
|
||||
qdel(G)
|
||||
log_game("FERMICHEM: [M] has astrally returned to their body!")
|
||||
if(M.mind && M.mind == originalmind)
|
||||
M.remove_status_effect(/datum/status_effect/chem/astral_insurance)
|
||||
//AS.Remove(M)
|
||||
..()
|
||||
|
||||
//Okay so, this might seem a bit too good, but my counterargument is that it'll likely take all round to eventually kill you this way, then you have to be revived without a body. It takes approximately 50-80 minutes to die from this.
|
||||
@@ -107,7 +131,7 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
|
||||
if(addiction_stage < 2)
|
||||
antiGenetics = 255
|
||||
M.alpha = 255 //Antigenetics is to do with stopping geneticists from turning people invisible to kill them.
|
||||
if(prob(70))
|
||||
if(prob(75))
|
||||
M.alpha--
|
||||
antiGenetics--
|
||||
switch(antiGenetics)
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
color = "#5020F4" // rgb: 50, 20, 255
|
||||
overdose_threshold = 15
|
||||
addiction_threshold = 15
|
||||
metabolization_rate = 1.2 * REAGENTS_METABOLISM
|
||||
metabolization_rate = 1 * REAGENTS_METABOLISM
|
||||
addiction_stage2_end = 30
|
||||
addiction_stage3_end = 41
|
||||
addiction_stage4_end = 44 //Incase it's too long
|
||||
@@ -51,7 +51,7 @@
|
||||
|
||||
location_return = get_turf(M) //sets up return point
|
||||
to_chat(M, "<span class='userdanger'>You feel your wavefunction split!</span>")
|
||||
if(purity > 0.9) //Teleports you home if it's pure enough
|
||||
if(cached_purity > 0.9) //Teleports you home if it's pure enough
|
||||
if(!location_created && data) //Just in case
|
||||
location_created = data["location_created"]
|
||||
log_game("FERMICHEM: [M] ckey: [M.key] returned to [location_created] using eigenstasium")
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
inverse_chem = /datum/reagent/impure/fermiTox
|
||||
|
||||
|
||||
|
||||
//This should process fermichems to find out how pure they are and what effect to do.
|
||||
/datum/reagent/fermi/on_mob_add(mob/living/carbon/M, amount)
|
||||
. = ..()
|
||||
|
||||
@@ -143,4 +143,4 @@
|
||||
data["grown_volume"] = passed_data["grown_volume"]
|
||||
..()
|
||||
|
||||
//NEEDS ON_MOB_DEAD()
|
||||
//NEEDS ON_MOB_DEAD()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//Clothes made from FermiChem
|
||||
|
||||
/obj/item/clothing/head/hattip //I wonder if anyone else has played cryptworlds
|
||||
name = "Sythetic hat"
|
||||
name = "Synthetic hat"
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
icon_state = "cowboy"
|
||||
desc = "A sythesized hat, you can't seem to take it off. And tips their hat."
|
||||
@@ -46,6 +46,13 @@
|
||||
/obj/item/clothing/head/hattip/dropped(mob/M)
|
||||
. = ..()
|
||||
UnregisterSignal(M, COMSIG_MOB_SAY)
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/root_and_toot, src, src, 200))
|
||||
|
||||
/obj/item/clothing/head/hattip/proc/root_and_toot(obj/item/clothing/head/hattip/hat)
|
||||
hat.animate_atom_living()
|
||||
var/list/seen = viewers(6, get_turf(hat))
|
||||
for(var/mob/M2 in seen)
|
||||
to_chat(M2, "<b>[hat]</b> exclaims, \"[pick("Whooee! Time for a hootenanny!", "Rough 'em up boys!", "Yeehaw! Freedom at last!", "Y'all about to get a good old fashioned spanking!")]\"")
|
||||
|
||||
/obj/item/clothing/head/hattip/proc/handle_speech(datum/source, mob/speech_args)
|
||||
var/message = speech_args[SPEECH_MESSAGE]
|
||||
|
||||
Reference in New Issue
Block a user