Updated xeno ability code.

Updated ninja ability code.
Misc ninja update.
Fixed chemistry reagent code for the ninja suit.

This final update could have been more awesome but whatever.
I've copy-pasted the ninja info on to SpiderOS for future reference.
It's been fun but now I must sayonara. Whatever that means. Oh, it means goodbye.
~Later~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1469 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
noisomehollow@lycos.com
2011-04-18 07:36:33 +00:00
parent 2cabf3edc6
commit 3abc38a2bc
10 changed files with 439 additions and 457 deletions
@@ -5,26 +5,29 @@ These are general powers. Specific powers are stored under the appropriate alien
/*Alien spit now works like a taser shot. It won't home in on the target but will act the same once it does hit.
Doesn't work on other aliens/AI.*/
/mob/living/carbon/alien/proc/powerc(X, Y)//Y is optional, checks for weed planting. X can be null.
if(stat)
src << "\green You must be conscious to do this."
return 0
else if(X&&toxloss < X)
src << "\green Not enough plasma stored."
return 0
else if(Y&&(!isturf(src.loc) || istype(src.loc, /turf/space)))
src << "\green Bad place for a garden!"
return 0
else return 1
/mob/living/carbon/alien/humanoid/verb/plant()
set name = "Plant Weeds (100)"
set desc = "Plants some alien weeds"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(!isturf(src.loc) || istype(src.loc, /turf/space))
src << "\green Bad place for garden!"
return
if(src.toxloss < 100)
src << "\green Not enough plasma stored."
return
src.toxloss -= 100
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] has planted some alien weeds!</B>"), 1)
var/obj/alien/weeds/W = new (src.loc)
W.Life()
if(powerc(100,1))
toxloss -= 100
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] has planted some alien weeds!</B>"), 1)
var/obj/alien/weeds/W = new (loc)
W.Life()
return
/mob/living/carbon/alien/humanoid/verb/call_to()
@@ -32,17 +35,11 @@ Doesn't work on other aliens/AI.*/
set desc = "Makes all nearby facehuggers follow you"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(src.toxloss >= 5)
src.toxloss -= 5
if(powerc(5))
toxloss -= 5
for(var/obj/alien/facehugger/F in range(8,src))
F.call_to(src)
emote("roar")
else
src << "\green Not enough plasma stored."
return
/mob/living/carbon/alien/humanoid/verb/whisp(mob/M as mob in oview())
@@ -50,22 +47,13 @@ Doesn't work on other aliens/AI.*/
set desc = "Whisper to someone"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
if (!msg)
return
if(src.toxloss >= 10)
src.toxloss -= 10
log_say("AlienWhisper: [key_name(src)]->[M.key] : [msg]")
M << "\green You hear a strange, alien voice in your head... \italic [msg]"
src << {"\green You said: "[msg]" to [M]"}
else
src << "\green Not enough plasma stored."
if(powerc(10))
toxloss -= 10
var/msg = sanitize(input("Message:", "Alien Whisper") as text|null)
if(msg)
log_say("AlienWhisper: [key_name(src)]->[M.key] : [msg]")
M << "\green You hear a strange, alien voice in your head... \italic [msg]"
src << {"\green You said: "[msg]" to [M]"}
return
/mob/living/carbon/alien/humanoid/verb/transfer_plasma(mob/living/carbon/alien/M as mob in oview())
@@ -73,44 +61,24 @@ Doesn't work on other aliens/AI.*/
set desc = "Transfer Plasma to another alien"
set category = "Alien"
if(!isalien(M))
return
if(src.stat)
src << "\green You must be conscious to do this."
return
if(!src.toxloss)
src << "\green You don't have any plasma."
return
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
if (!amount)
return
if (get_dist(src,M) <= 1)
if(src.toxloss >= amount)
M.toxloss += amount
src.toxloss -= amount
else
src << "\green Not enough plasma."
return
M << "\green [src] has transfered [amount] plasma to you."
src << {"\green You have trasferred [amount] plasma to [M]"}
else
src << "\green You need to be closer."
if(isalien(M))
var/amount = input("Amount:", "Transfer Plasma to [M]") as num
if (amount)
if(powerc(amount))
if (get_dist(src,M) <= 1)
M.toxloss += amount
toxloss -= amount
M << "\green [src] has transfered [amount] plasma to you."
src << {"\green You have trasferred [amount] plasma to [M]"}
else
src << "\green You need to be closer."
return
/*Xenos now have a proc and a verb for drenching stuff in acid. I couldn't get them to work right when combined so this was the next best solution.
The first proc defines the acid throw function while the other two work in the game itself. Probably a good idea to revise this later.
I kind of like the right click only--the window version can get a little confusing. Perhaps something telling the alien they need to right click?
/N*/
/obj/proc/acid()
usr.toxloss -= 200
var/obj/alien/acid/A = new(src.loc)
A.target = src
for(var/mob/M in viewers(src, null))
@@ -122,45 +90,36 @@ I kind of like the right click only--the window version can get a little confusi
set desc = "Drench an object in acid, destroying it over time."
set category = "Alien"
var/obj/A
if(src.stat)
src << "\green You must be conscious to do this."
return
var/list/xeno_target
xeno_target = list("ABORT COMMAND")
for(var/obj/O in view(1))
if(!O.unacidable)
xeno_target.Add(O)
A = input("Corrode which target?", "Targets", A) in xeno_target
if(A == "ABORT COMMAND")
return
if(src.toxloss < 200)
src << "\green Not enough plasma."
return
if(A in view(1))//Another check to see if the item is in range. So the alien does not run off with the window open.
A.acid()
else
src << "\green Target is too far away."
return
if(powerc(200))//Check 1.
var/list/xeno_target
xeno_target = list("Abort Command")
for(var/obj/O in view(1))
if(!O.unacidable)
xeno_target.Add(O)
var/obj/A
A = input("Corrode which target?", "Targets", A) in xeno_target
if(!A == "Abort Command")
if(powerc(200))//Check 2.
if(A in view(1))//Check 3.
toxloss -= 200
A.acid()
else
src << "\green Target is too far away."
return
/mob/living/carbon/alien/humanoid/verb/corrode(obj/O as anything in oview(1)) //If they right click to corrode, an error will flash if its an invalid target./N
set name = "Corrode with Acid (200)"
set desc = "Drench an object in acid, destroying it over time."
set category = "Alien"
if(!istype(O, /obj))
return
if(src.stat)
src << "\green You must be conscious to do this."
return
if(src.toxloss < 200)
src << "\green Not enough plasma."
return
if(O.unacidable) //So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
src << "\green Cannot destroy this object."
return
else
O.acid()
if(istype(O, /obj))
if(powerc(200))
if(!O.unacidable)
toxloss -= 200
O.acid()
else//So the aliens don't destroy energy fields/singularies/other aliens/etc with their acid.
src << "\green You cannot destroy this object."
return
/mob/living/carbon/alien/humanoid/verb/ventcrawl() // -- TLE
set name = "Crawl through Vent"
@@ -169,61 +128,59 @@ I kind of like the right click only--the window version can get a little confusi
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
if(src.stat)
src << "\green You must be conscious to do this."
return
var/vent_found = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
if(powerc())
var/vent_found = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
if(!v.welded)
vent_found = v
if(vent_found)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == loc)
continue
if(temp_vent.welded)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
if(vent.welded)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in viewers(src, null))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
var/list/huggers = list()
for(var/obj/alien/facehugger/F in view(3, src))
if(istype(F, /obj/alien/facehugger))
huggers.Add(F)
loc = vent_found
if(!vent_found)
src << "\green You must be standing on or beside an open air vent to enter it."
return
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == src.loc)
continue
if(temp_vent.welded)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != src.loc.z)
continue
if(vent.welded)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = src.loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(src.loc != startloc)
src << "\green You need to remain still while entering a vent."
return
var/obj/machinery/atmospherics/unary/vent_pump/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in viewers(src, null))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
var/list/huggers = list()
for(var/obj/alien/facehugger/F in view(3, src))
if(istype(F, /obj/alien/facehugger))
huggers.Add(F)
for(var/obj/alien/facehugger/F in huggers)
F.loc = vent_found
var/travel_time = get_dist(loc, target_vent.loc)
src.loc = vent_found
for(var/obj/alien/facehugger/F in huggers)
F.loc = vent_found
var/travel_time = get_dist(src.loc, target_vent.loc)
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
if(!target_vent.welded)
for(var/mob/O in hearers(target_vent, null))
O.show_message("You hear something crawling trough the ventilation pipes.")
spawn(round(travel_time/2))//give sound warning to anyone near the target vent
if(!target_vent.welded)
for(var/mob/O in hearers(target_vent, null))
O.show_message("You hear something crawling trough the ventilation pipes.")
spawn(travel_time)
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
target_vent = vent_found //travel back. No additional time required.
src << "\red The vent you were heading to appears to be welded."
src.loc = target_vent.loc
for(var/obj/alien/facehugger/F in huggers)
F.loc = src.loc
spawn(travel_time)
if(target_vent.welded)//the vent can be welded while alien scrolled through the list or travelled.
target_vent = vent_found //travel back. No additional time required.
src << "\red The vent you were heading to appears to be welded."
loc = target_vent.loc
for(var/obj/alien/facehugger/F in huggers)
F.loc = loc
else
src << "\green You need to remain still while entering a vent."
else
src << "\green You must be standing on or beside an open air vent to enter it."
return
@@ -22,48 +22,33 @@
set desc = "Produce an interal egg sac capable of spawning children"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(!src.toxloss)
src << "\green You don't have any plasma."
return
if(src.toxloss >= 500)
src.toxloss -= 500
src << "\green You begin to evolve."
if(powerc(500))
toxloss -= 500
src << "\green You begin to evolve!"
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] begins to twist and contort!</B>"), 1)
var/mob/living/carbon/alien/humanoid/queen/Q = new (src.loc)
var/mob/living/carbon/alien/humanoid/queen/Q = new (loc)
Q.mind = new//Mind initialize stuff.
Q.mind.current = Q
Q.mind.assigned_role = "Alien"
Q.mind.special_role = "Queen"
Q.mind.key = src.key
if(src.client)
src.client.mob = Q
Q.mind.key = key
if(client)
client.mob = Q
del(src)
else
src << "\green Not enough plasma."
return
/mob/living/carbon/alien/humanoid/drone/verb/resinwall() // -- TLE
set name = "Shape Resin Wall (100)"
set desc = "Produce a wall of resin that blocks entry and line of sight"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(!src.toxloss)
src << "\green You don't have any plasma."
if(src.toxloss >= 100)
src.toxloss -= 100
if(powerc(100))
toxloss -= 100
src << "\green You begin to shape a wall of resin."
for(var/mob/O in viewers(src, null))
O.show_message(text("\red <B>[src] vomits up a thick purple substance and begins to shape it!</B>"), 1)
//var/obj/alien/resin/R = new(src.loc)
new /obj/alien/resin(src.loc)
else
src << "\green Not enough plasma."
new /obj/alien/resin(loc)
return
@@ -165,20 +165,16 @@
set desc = "Makes you invisible for 15 seconds"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(src.toxloss >= 50)
src.toxloss -= 50
src.alien_invis = 1.0
if(powerc(50))
toxloss -= 50
alien_invis = 1.0
src << "\green You are now invisible."
for(var/mob/O in oviewers(src, null))
O.show_message(text("\red <B>[src] fades into the surroundings!</B>"), 1)
spawn(150)
src.alien_invis = 0.0
src << "\green You are no longer invisible."
else
src << "\green Not enough plasma stored"
if(!isnull(src))//Don't want the game to runtime error when the mob no-longer exists.
alien_invis = 0.0
src << "\green You are no longer invisible."
return
/mob/living/carbon/alien/humanoid/hunter/verb/regurgitate()
@@ -186,17 +182,13 @@
set desc = "Empties the contents of your stomach"
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(src.stomach_contents.len)
for(var/mob/M in src)
if(M in src.stomach_contents)
src.stomach_contents.Remove(M)
M.loc = src.loc
M.paralysis += 10
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] hurls out the contents of their stomach.</B>"), 1)
if(powerc())
if(stomach_contents.len)
for(var/mob/M in src)
if(M in stomach_contents)
stomach_contents.Remove(M)
M.loc = loc
M.paralysis += 10
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] hurls out the contents of their stomach!</B>"), 1)
return
@@ -166,41 +166,36 @@
set desc = "Spits neurotoxin at someone, paralyzing them for a short time."
set category = "Alien"
if(src.stat)
src << "\green You must be conscious to do this."
return
if(istype(target, /mob/living/carbon/alien))
src << "\green Your allies are not a valid target."
return
if(src.toxloss >= 50)
src << "\green You spit neurotoxin at [target]."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [src] spits neurotoxin at [target]!"
src.toxloss -= 50
var/turf/T = usr.loc
var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
if(powerc(50))
if(!isalien(target))
toxloss -= 50
src << "\green You spit neurotoxin at [target]."
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << "\red [src] spits neurotoxin at [target]!"
//I'm not motivated enough to revise this. Prjectile code in general needs update.
var/turf/T = loc
var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
if(!U || !T)
return
while(U && !istype(U,/turf))
U = U.loc
if(!istype(T, /turf))
return
if (U == T)
usr.bullet_act(PROJECTILE_DART, src, src.get_organ_target())
return
if(!istype(U, /turf))
return
if(!U || !T)
return
while(U && !istype(U,/turf))
U = U.loc
if(!istype(T, /turf))
return
if (U == T)
usr.bullet_act(PROJECTILE_DART, src, src.get_organ_target())
return
if(!istype(U, /turf))
return
var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
A.process()
else
src << "\green Not enough plasma stored."
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
//
A.process()
else
src << "\green Your allies are not a valid target."
return
@@ -646,7 +646,7 @@
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has punched []!</B>", M, src), 1)
if (damage > 8)//Regular humans have a very small chance of weakening an alien.
if (damage > 9||prob(5))//Regular humans have a very small chance of weakening an alien.
if (src.weakened < 10)
src.weakened = rand(1,5)
for(var/mob/O in viewers(M, null))
@@ -167,15 +167,9 @@
set desc = "Plants an egg"
set category = "Alien"
if(src.stat)
src << "You must be concious to do this"
return
if(src.toxloss >= 200)
src.toxloss -= 200
if(powerc(50,1))//Can't plant eggs on spess tiles. That's silly.
toxloss -= 200
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] has laid an egg!</B>"), 1)
new /obj/alien/egg(src.loc)
else
src << "\green Not enough plasma stored"
new /obj/alien/egg(loc)
return
@@ -2,47 +2,54 @@
set name = "Crawl through Vent"
set desc = "Enter an air vent and appear at a random one."
set category = "Alien"
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
// return
var/vent_found = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
vent_found = 1
if(!vent_found)
src << "You must be standing on or beside an air vent to enter it."
return
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == src.loc)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != src.loc.z)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
var/obj/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("<B>[] scrambles into the ventillation ducts!</B>", src)
src.loc = target_vent.loc
if(powerc())
var/vent_found = 0
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
vent_found = 1
if(!vent_found)
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.loc == loc)
continue
vents.Add(temp_vent)
var/list/choices = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
if(vent.loc.z != loc.z)
continue
var/atom/a = get_turf_loc(vent)
choices.Add(a.loc)
var/turf/startloc = loc
var/obj/selection = input("Select a destination.", "Duct System") in choices
var/selection_position = choices.Find(selection)
if(loc==startloc)
var/obj/target_vent = vents[selection_position]
if(target_vent)
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("<B>[] scrambles into the ventillation ducts!</B>", src)
loc = target_vent.loc
else
src << "\green You need to remain still while entering a vent."
else
src << "\green You must be standing on or beside an air vent to enter it."
return
/mob/living/carbon/alien/larva/verb/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Alien"
if (src.layer != TURF_LAYER)
src.layer = TURF_LAYER
if (layer != TURF_LAYER)
layer = TURF_LAYER
src << text("\green You are now hiding.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))
O << text("<B>[] scurries to the ground!</B>", src)
else
src.layer = MOB_LAYER
layer = MOB_LAYER
src << text("\green You have stopped hiding.")
for(var/mob/O in oviewers())
if ((O.client && !( O.blinded )))