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Ports Anti-magic from TG. (#27560)
* the rest of the fucking owl * OK hands need work but otherwise good * fuck time out fix vampire after * temporary codersprite do not merge this lmao * codersprite up * pause, time out * deploy the antimagic * Update code/__HELPERS/trait_helpers.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> * Update code/datums/status_effects/buffs.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/gamemodes/wizard/magic_tarot.dm Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Signed-off-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -366,12 +366,17 @@
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var/insignia_type = /obj/item/mod/module/insignia
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/// Additional module we add, as a treat.
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var/additional_module
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/// Inquisitorial module, as we have reached that point.
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var/inquisitorial_module
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/obj/item/mod/control/pre_equipped/responsory/Initialize(mapload, new_theme, new_skin, new_core)
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applied_modules.Insert(1, insignia_type)
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if(additional_module)
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applied_modules += additional_module
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default_pins += additional_module
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if(inquisitorial_module)
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applied_modules += inquisitorial_module
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return ..()
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/obj/item/mod/control/pre_equipped/responsory/commander
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@@ -410,9 +415,10 @@
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insignia_type = /obj/item/mod/module/insignia/chaplain
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additional_module = /obj/item/mod/module/injector
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/// Diffrent look, as well as magic proof on TG. We don't have the magic proof stuff here, but it's perfect for inqusitors. Or if you want to give your ERT a fancy look.
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/// Diffrent look, as well as magic proof. It's perfect for inqusitors. Or if you want to give your ERT a fancy look. At this time, the other ones are unused, and frankly I don't like the idea of antimagic gamma.
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/obj/item/mod/control/pre_equipped/responsory/inquisitory
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applied_skin = "inquisitory"
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inquisitorial_module = /obj/item/mod/module/anti_magic
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/obj/item/mod/control/pre_equipped/responsory/inquisitory/commander
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insignia_type = /obj/item/mod/module/insignia/commander
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@@ -527,6 +527,24 @@
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/obj/item/mod/module/energy_shield/gamma
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shield_icon = "shield-old"
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///Magic Nullifier - Protects you from magic.
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/obj/item/mod/module/anti_magic
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name = "MOD magic nullifier module"
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desc = "A series of obsidian rods installed into critical points around the suit, \
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vibrated at a certain low frequency to enable them to resonate. \
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This creates a low-range, yet strong, magic nullification field around the user, \
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aided by a full replacement of the suit's normal coolant with holy water. \
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Spells will spall right off this field, though it'll do nothing to help others believe you about all this."
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icon_state = "magic_nullifier"
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removable = FALSE
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incompatible_modules = list(/obj/item/mod/module/anti_magic)
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/obj/item/mod/module/anti_magic/on_suit_activation()
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ADD_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, "[UID(src)]")
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/obj/item/mod/module/anti_magic/on_suit_deactivation(deleting = FALSE)
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REMOVE_TRAIT(mod.wearer, TRAIT_ANTIMAGIC, "[UID(src)]")
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/obj/item/mod/module/anomaly_locked/teslawall
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name = "MOD arc-shield module" // temp
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desc = "A module that uses a flux core to project an unstable protective shield." //change
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