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Port Baystruments PR from tgstation
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@@ -0,0 +1,58 @@
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/datum/component/spooky
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var/too_spooky = TRUE //will it spawn a new instrument?
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/datum/component/spooky/Initialize()
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/spectral_attack)
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/datum/component/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user)
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if(ishuman(user)) //this weapon wasn't meant for mortals.
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var/mob/living/carbon/human/U = user
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if(!istype(U.dna.species, /datum/species/skeleton))
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U.adjustStaminaLoss(35) //Extra Damage
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U.Jitter(35)
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U.stuttering = 20
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if(U.getStaminaLoss() > 95)
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to_chat(U, "<font color='red' size='4'><b>Your ears weren't meant for this spectral sound.</b></font>")
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spectral_change(U)
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return
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(istype(H.dna.species, /datum/species/skeleton))
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return //undeads are unaffected by the spook-pocalypse.
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C.Jitter(35)
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C.stuttering = 20
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if(!istype(H.dna.species, /datum/species/diona) && !istype(H.dna.species, /datum/species/machine) && !istype(H.dna.species, /datum/species/slime) && !istype(H.dna.species, /datum/species/golem) && !istype(H.dna.species, /datum/species/plasmaman) && !istype(H.dna.species, /datum/species/skeleton))
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C.adjustStaminaLoss(25) //boneless humanoids don't lose the will to live
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to_chat(C, "<font color='red' size='4'><B>DOOT</B></font>")
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spectral_change(H)
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else //the sound will spook monkeys.
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C.Jitter(15)
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C.stuttering = 20
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/datum/component/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
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if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/diona) && !istype(H.dna.species, /datum/species/machine) && !istype(H.dna.species, /datum/species/slime) && !istype(H.dna.species, /datum/species/golem) && !istype(H.dna.species, /datum/species/plasmaman) && !istype(H.dna.species, /datum/species/skeleton)))
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H.Stun(20)
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H.set_species(/datum/species/skeleton)
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H.visible_message("<span class='warning'>[H] has given up on life as a mortal.</span>")
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var/T = get_turf(H)
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if(too_spooky)
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if(prob(30))
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new/obj/item/instrument/saxophone/spectral(T)
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else if(prob(30))
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new/obj/item/instrument/trumpet/spectral(T)
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else if(prob(30))
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new/obj/item/instrument/trombone/spectral(T)
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else
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to_chat(H, "<span class='boldwarning'>The spooky gods forgot to ship your instrument. Better luck next unlife.</span>")
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to_chat(H, "<span class='boldnotice'>You are the spooky skeleton!</span>")
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to_chat(H, "<span class='boldnotice'>A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties.</span>")
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change_name(H) //time for a new name!
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/datum/component/spooky/proc/change_name(mob/living/carbon/human/H)
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var/t = stripped_input(H, "Enter your new skeleton name", H.real_name, null, MAX_NAME_LEN)
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if(!t)
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t = "spooky skeleton"
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H.real_name = t
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H.name = t
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