WOLOLO cleanup

Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.

Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
This commit is contained in:
FalseIncarnate
2016-08-12 21:29:18 -04:00
parent 8028695077
commit 8d15e683a6
4 changed files with 39 additions and 30 deletions
+7 -7
View File
@@ -1538,21 +1538,21 @@
var/list/implanters
var/ref = "\ref[missionary.mind]"
if(!(missionary.mind in ticker.mode:implanter))
ticker.mode:implanter[ref] = list()
implanters = ticker.mode:implanter[ref]
if(!(missionary.mind in ticker.mode.implanter))
ticker.mode.implanter[ref] = list()
implanters = ticker.mode.implanter[ref]
implanters.Add(src)
ticker.mode.implanted.Add(src)
ticker.mode.implanted[src] = missionary.mind
//ticker.mode:implanter[missionary.mind] += src
ticker.mode:implanter[ref] = implanters
//ticker.mode.implanter[missionary.mind] += src
ticker.mode.implanter[ref] = implanters
ticker.mode.traitors += src
special_role = "traitor"
to_chat(current, "<span class='warning'><B>You're now a loyal zealot of [missionary.name]!</B> You now must lay down your life to protect them and assist in their goals at any cost.</span>")
var/datum/objective/protect/mindslave/MS = new
MS.owner = src
MS.target = missionary:mind
MS.explanation_text = "Obey every order from and protect [missionary:real_name], the [missionary:mind:assigned_role=="MODE" ? (missionary:mind:special_role) : (missionary:mind:assigned_role)]."
MS.target = missionary.mind
MS.explanation_text = "Obey every order from and protect [missionary.real_name], the [missionary.mind.assigned_role=="MODE" ? (missionary.mind.special_role) : (missionary.mind.assigned_role)]."
objectives += MS
for(var/datum/objective/objective in objectives)
to_chat(current, "<B>Objective #1</B>: [objective.explanation_text]")
@@ -471,7 +471,7 @@
if(robes) //delink on destruction
robes.linked_staff = null
robes = null
..()
return ..()
/obj/item/weapon/nullrod/missionary_staff/attack_self(mob/user)
if(robes) //as long as it is linked, sec can't try to meta by stealing your staff and seeing if they get the link error message
@@ -516,15 +516,14 @@
return
if(missionary in viewers(target)) //missionary must maintain line of sight to target, but the target doesn't necessary need to be able to see the missionary
do_convert(target, missionary)
return
else
to_chat(missionary, "<span class='warning'>You lost sight of the target before they could be converted!</span>")
faith -= 25 //they escaped, so you only lost a little faith (to prevent spamming)
return
else //the do_after failed, probably because you moved or dropped the staff
to_chat(missionary, "<span class='warning'>Your concentration was broken!</span>")
/obj/item/weapon/nullrod/missionary_staff/proc/do_convert(mob/living/carbon/human/target, mob/living/carbon/human/missionary)
var/convert_duration = 6000 //10 min
if(!target || !istype(target) || !missionary || !istype(missionary))
return
if(ismindslave(target) || target.mind.zealot_master) //mindslaves and zealots override the staff because the staff is just a temporary mindslave
@@ -534,7 +533,8 @@
if(isloyal(target))
if(prob(20)) //loyalty implants typically overpower this, but you CAN get lucky and convert still (20% chance of success)
faith -= 125 //yes, this puts it negative. it's gonna take longer to recharge if you manage to convert a one of these people to balance the new power you gained through them
to_chat(missionary, "<span class='notice'>Through sheer willpower, you overcome their closed mind and rally [target] to your cause! You may need a bit longer than usual before your faith is fully recharged...</span>")
to_chat(missionary, "<span class='notice'>Through sheer willpower, you overcome their closed mind and rally [target] to your cause! You may need a bit longer than usual before your faith is fully recharged, and they won't remain loyal to you for long ...</span>")
convert_duration = 3000 //5 min, because the loyalty implant will attempt to counteract the subversion
else //80% chance to fail
faith -= 75
to_chat(missionary, "<span class='warning'>Your faith is strong, but their mind remains closed to your ideals. Your resolve helps you retain a bit of faith though.</span>")
@@ -564,11 +564,21 @@
missionary.say("WOLOLO!")
missionary << sound('sound/misc/wololo.ogg', 0, 1, 25)
var/obj/item/clothing/under/jumpsuit = null
if(target.w_uniform)
target.w_uniform.color = team_color
jumpsuit = target.w_uniform
jumpsuit.color = team_color
target.update_inv_w_uniform(0,0)
log_admin("[ckey(missionary.key)] has converted [ckey(target.key)] as a zealot.")
spawn(6000) //10 minutes of zealotry before you return to normal (there has to be a better way than this, but I can't think of one that doesn't involve a self-deleting implant/tumor off hand)
target.mind.remove_zealot()
log_admin("[ckey(target.key)] has deconverted and is no longer a zealot of [ckey(missionary.key)].")
addtimer(src, "do_deconvert", convert_duration, FALSE, target, missionary, jumpsuit) //deconverts after the timer expires
/obj/item/weapon/nullrod/missionary_staff/proc/do_deconvert(mob/living/carbon/human/target, mob/living/carbon/human/missionary, obj/item/clothing/under/jumpsuit)
if(!target || !istype(target)) //if we didn't supply a target (or a non-human target), stop here
return 0
if(jumpsuit)
jumpsuit.color = initial(jumpsuit.color)
target.update_inv_w_uniform(0,0)
target.mind.remove_zealot()
log_admin("[ckey(target.key)] has deconverted and is no longer a zealot of [ckey(missionary.key)].")
@@ -45,21 +45,21 @@
return -1
H.implanting = 1
to_chat(H, "<span class='notice'>You feel completely loyal to [user.name].</span>")
if(!(user.mind in ticker.mode:implanter))
ticker.mode:implanter[ref] = list()
implanters = ticker.mode:implanter[ref]
if(!(user.mind in ticker.mode.implanter))
ticker.mode.implanter[ref] = list()
implanters = ticker.mode.implanter[ref]
implanters.Add(H.mind)
ticker.mode.implanted.Add(H.mind)
ticker.mode.implanted[H.mind] = user.mind
//ticker.mode:implanter[user.mind] += H.mind
ticker.mode:implanter[ref] = implanters
//ticker.mode.implanter[user.mind] += H.mind
ticker.mode.implanter[ref] = implanters
ticker.mode.traitors += H.mind
H.mind.special_role = "traitor"
to_chat(H, "<span class='warning'><B>You're now completely loyal to [user.name]!</B> You now must lay down your life to protect them and assist in their goals at any cost.</span>")
var/datum/objective/protect/mindslave/MS = new
MS.owner = H.mind
MS.target = user:mind
MS.explanation_text = "Obey every order from and protect [user:real_name], the [user:mind:assigned_role=="MODE" ? (user:mind:special_role) : (user:mind:assigned_role)]."
MS.target = user.mind
MS.explanation_text = "Obey every order from and protect [user.real_name], the [user.mind.assigned_role=="MODE" ? (user.mind.special_role) : (user.mind.assigned_role)]."
H.mind.objectives += MS
for(var/datum/objective/objective in H.mind.objectives)
to_chat(H, "<B>Objective #1</B>: [objective.explanation_text]")
+7 -8
View File
@@ -889,12 +889,12 @@
if(linked_staff) //delink on destruction
linked_staff.robes = null
linked_staff = null
..()
processing_objects -= src //probably is cleared in a parent call already, but just in case we're gonna do it here
return ..()
/obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/equipped(mob/living/carbon/human/H, slot)
if(!istype(H) || slot != slot_wear_suit)
if(src in processing_objects)
processing_objects -= src
processing_objects -= src
return
else
processing_objects |= src
@@ -903,12 +903,12 @@
if(!linked_staff) //if we don't have a linked staff, the rest of this is useless
return
var/mob/living/carbon/human/H = loc
if(!istype(H)) //if we somehow try to process while not on a human, remove ourselves from processing and return
if(!ishuman(loc)) //if we somehow try to process while not on a human, remove ourselves from processing and return
processing_objects -= src
return
var/mob/living/carbon/human/H = loc
if(linked_staff.faith >= 100) //if the linked staff is fully recharged, do nothing
return
@@ -919,5 +919,4 @@
linked_staff.faith += 5
if(linked_staff.faith >= 100) //if this charge puts the staff at or above full, notify the wearer
to_chat(H, "<span class='notice'>Faith renewed; ready to convert new followers.</span>")
return
to_chat(H, "<span class='notice'>Faith renewed; ready to convert new followers.</span>")