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Ninja Greentext Fix
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@@ -229,6 +229,39 @@ datum/mind
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// text += "<br>All the changelings are dead! Restart in [round((changeling.TIME_TO_GET_REVIVED-(world.time-changeling.changelingdeathtime))/10)] seconds."
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sections["changeling"] = text
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/** NINJA ***/
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text = "ninja"
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if (ticker.mode.config_tag=="ninja")
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text = uppertext(text)
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text = "<i><b>[text]</b></i>: "
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if (src in ticker.mode.ninjas)
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text += "<b>YES</b>|<a href='?src=\ref[src];ninja=clear'>no</a>"
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text += "<br><a href='?src=\ref[src];ninja=outpost'>To outpost</a>, <a href='?src=\ref[src];common=undress'>undress</a>, <a href='?src=\ref[src];ninja=dressup'>dress up</a>."
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//if (objectives.len==0)
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//text += "<br>Objectives are empty! <a href='?src=\ref[src];wizard=autoobjectives'>Randomize!</a>"
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else
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text += "<a href='?src=\ref[src];ninja=ninja'>yes</a>|<b>NO</b>"
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sections["ninja"] = text
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/** CHANGELING ***/
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text = "changeling"
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if (ticker.mode.config_tag=="changeling" || ticker.mode.config_tag=="traitorchan")
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text = uppertext(text)
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text = "<i><b>[text]</b></i>: "
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if (src in ticker.mode.changelings)
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text += "<b>YES</b>|<a href='?src=\ref[src];changeling=clear'>no</a>"
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if (objectives.len==0)
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text += "<br>Objectives are empty! <a href='?src=\ref[src];changeling=autoobjectives'>Randomize!</a>"
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if( changeling && changeling.absorbed_dna.len && (current.real_name != changeling.absorbed_dna[1]) )
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text += "<br><a href='?src=\ref[src];changeling=initialdna'>Transform to initial appearance.</a>"
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else
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text += "<a href='?src=\ref[src];changeling=changeling'>yes</a>|<b>NO</b>"
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// var/datum/game_mode/changeling/changeling = ticker.mode
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// if (istype(changeling) && changeling.changelingdeath)
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// text += "<br>All the changelings are dead! Restart in [round((changeling.TIME_TO_GET_REVIVED-(world.time-changeling.changelingdeathtime))/10)] seconds."
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sections["changeling"] = text
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/** VAMPIRE ***/
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text = "vampire"
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if (ticker.mode.config_tag=="vampire")
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@@ -751,6 +784,27 @@ datum/mind
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ticker.mode.forge_wizard_objectives(src)
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usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
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else if (href_list["ninja"])
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current.hud_updateflag |= (1 << SPECIALROLE_HUD)
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switch(href_list["ninja"])
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if("clear")
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if(src in ticker.mode.ninjas)
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ticker.mode.ninjas -= src
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special_role = null
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current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a Ninja!</B></FONT>"
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log_admin("[key_name_admin(usr)] has de-ninja'ed [current].")
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if("ninja")
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if(!(src in ticker.mode.ninjas))
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ticker.mode.ninjas += src
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special_role = "Ninja"
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current << "<B>\blue Your mind awakens, your true potential is realized! You are a <i>Space Ninja</i>!</B>"
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log_admin("[key_name_admin(usr)] has ninja'ed [current].")
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if("outpost")
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current.loc = pick(ninjastart)
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if("dressup")
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current:equip_space_ninja()
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else if (href_list["changeling"])
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current.hud_updateflag |= (1 << SPECIALROLE_HUD)
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switch(href_list["changeling"])
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@@ -38,7 +38,19 @@ ________________________________________________________________________________
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for(var/reagent_id in reagent_list)
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reagent_id == "uranium" ? reagents.add_reagent(reagent_id, r_maxamount+(a_boost*a_transfer)) : reagents.add_reagent(reagent_id, r_maxamount)//It will take into account uranium used for adrenaline boosting.
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cell = new/obj/item/weapon/cell/high//The suit should *always* have a battery because so many things rely on it.
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cell.charge = 9000//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
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cell.charge = 9990//Starting charge should not be higher than maximum charge. It leads to problems with recharging.
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cell.maxcharge = 10000 // Due to Ponies' overhaul Ninjas began starting with a 15000 energy cell. This should fix that issue.
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/*switch(s_rank) In preparation for Ninja overhaul, differeing starting charge levels for each rank of Ninja.
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if("Initiate")
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cell.charge = 7490
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cell.maxcharge = 7500
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if("Assassin")
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cell.charge = 9990
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cell.maxcharge = 10000
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if("Master")
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cell.maxcharge = 15000
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cell.charge = 14990*/
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/obj/item/clothing/suit/space/space_ninja/Destroy()
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if(affecting)//To make sure the window is closed.
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@@ -452,7 +452,8 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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if(ishuman(M))
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log_admin("[key_name(src)] turned [M.key] into a Space Ninja.")
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spawn(10)
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M:create_mind_space_ninja()
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M.mind.assigned_role = "MODE"
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M.mind.special_role = "Ninja"
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M:equip_space_ninja(1)
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if(istype(M:wear_suit, /obj/item/clothing/suit/space/space_ninja))
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M:wear_suit:randomize_param()
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@@ -521,7 +522,8 @@ As such, it's hard-coded for now. No reason for it not to be, really.
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mind.assigned_role = "MODE"
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mind.special_role = "Ninja"
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//ticker.mode.ninjas |= mind
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ticker.mode.ninjas += mind
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return 1
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/mob/living/carbon/human/proc/equip_space_ninja(safety=0)//Safety in case you need to unequip stuff for existing characters.
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@@ -43,6 +43,7 @@
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var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
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var/a_transfer = 20.0//How much reagent is transferred when injecting.
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var/r_maxamount = 80.0//How much reagent in total there is.
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//var/s_rank = "Master" The three ranks are "Initiate", "Assassin", and "Master". Master is the base case.
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//Support function variables.
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var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
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