mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
@@ -0,0 +1,315 @@
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//Revenants: based off of wraiths from Goon
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//"Ghosts" that are invisible and move like ghosts, cannot take damage while invsible
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//Don't hear deadchat and are NOT normal ghosts
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//Admin-spawn or random event
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/mob/living/simple_animal/revenant
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name = "revenant"
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desc = "A malevolent spirit."
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icon = 'icons/mob/mob.dmi'
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icon_state = "revenant_idle"
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incorporeal_move = 3
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invisibility = INVISIBILITY_OBSERVER
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health = 25
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maxHealth = 25
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see_in_dark = 255
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see_invisible = SEE_INVISIBLE_OBSERVER
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universal_understand = 1
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response_help = "passes through"
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response_disarm = "swings at"
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response_harm = "punches"
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minbodytemp = 0
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maxbodytemp = INFINITY
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harm_intent_damage = 5
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speak_emote = list("hisses", "spits", "growls")
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friendly = "touches"
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status_flags = 0
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wander = 0
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density = 0
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var/essence = 25 //The resource of revenants. Max health is equal to twice this amount
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var/essence_regen_cap = 25 //The regeneration cap of essence (go figure); regenerates every Life() tick up to this amount.
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var/essence_regen = 1 //If the revenant regenerates essence or not; 1 for yes, 0 for no
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var/essence_min = 1 //The minimum amount of essence a revenant can have; by default, it never drops below one
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var/strikes = 0 //How many times a revenant can die before dying for good
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var/revealed = 0 //If the revenant can take damage from normal sources.
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var/inhibited = 0 //If the revenant's abilities are blocked by a chaplain's power.
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/mob/living/simple_animal/revenant/Life()
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..()
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if(essence < essence_min)
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essence = essence_min
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if(strikes > 0)
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strikes--
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src << "<span class='boldannounce'>Your essence has dropped below critical levels. You barely manage to save yourself - [strikes ? "you can't keep this up!" : "next time, it's death."]</span>"
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else if(strikes <= 0)
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death()
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maxHealth = essence * 2
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if(!revealed)
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health = maxHealth //Heals to full when not revealed
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if(essence_regen && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
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essence++
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/mob/living/simple_animal/revenant/ex_act(severity)
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return 1 //Immune to the effects of explosions.
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/mob/living/simple_animal/revenant/ClickOn(var/atom/A, var/params) //Copypaste from ghost code - revenants can't interact with the world directly.
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if(client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["middle"])
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MiddleClickOn(A)
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return
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if(modifiers["shift"])
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ShiftClickOn(A)
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return
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if(modifiers["alt"])
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return
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if(world.time <= next_move)
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return
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A.attack_ghost(src)
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/mob/living/simple_animal/revenant/say(message)
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return 0 //Revenants cannot speak out loud.
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/mob/living/simple_animal/revenant/Stat()
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..()
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if(statpanel("Status"))
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stat(null, "Current essence: [essence]E")
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/mob/living/simple_animal/revenant/New()
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..()
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spawn(5)
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if(src.mind)
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src.mind.wipe_memory()
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src << 'sound/effects/ghost.ogg'
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src << "<br>"
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src << "<span class='deadsay'><font size=3><b>You are a revenant.</b></font></span>"
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src << "<b>Your formerly mundane spirit has been infused with alien energies and empowered into a revenant.</b>"
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src << "<b>You are not dead, not alive, but somewhere in between. You are capable of limited interaction with both worlds.</b>"
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src << "<b>You are invincible and invisible to everyone but other ghosts. Some abilities may change this.</b>"
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src << "<b>To function, you are to drain the life essence from humans. This essence is a resource and will power all of your abilities.</b>"
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src << "<b><i>You do not remember anything of your past lives, nor will you remember anything about this one after your death.</i></b>"
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src << "<b>Be sure to read the wiki page at http://nanotrasen.se/wiki/index.php/Revenant to learn more.</b>"
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var/datum/objective/revenant/objective = new
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objective.owner = src
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src.mind.objectives += objective
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src << "<b>Objective #1</b>: [objective.explanation_text]"
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var/datum/objective/revenantFluff/objective2 = new
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objective2.owner = src
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src.mind.objectives += objective2
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src << "<b>Objective #2</b>: [objective2.explanation_text]"
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ticker.mode.traitors |= src.mind //Necessary for announcing
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if(!src.giveSpells())
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message_admins("Revenant was created but has no mind. Trying again in five seconds.")
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spawn(50)
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if(!src.giveSpells())
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message_admins("Revenant still has no mind. Deleting...")
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qdel(src)
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/mob/living/simple_animal/revenant/proc/giveSpells()
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if(src.mind)
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src.mind.spell_list += new /obj/effect/proc_holder/spell/wizard/targeted/revenant_harvest
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src.mind.spell_list += new /obj/effect/proc_holder/spell/wizard/targeted/revenant_transmit
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src.mind.spell_list += new /obj/effect/proc_holder/spell/wizard/aoe_turf/revenant_light
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src.mind.spell_list += new /obj/effect/proc_holder/spell/wizard/aoe_turf/revenantDefile
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return 1
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return 0
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/mob/living/simple_animal/revenant/death()
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if(strikes)
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return 0 //Impossible to die with strikes still active
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..(1)
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src << "<span class='userdanger'><b>NO! No... it's too late, you can feel yourself fading...</b></span>"
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notransform = 1
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revealed = 1
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invisibility = 0
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playsound(src, 'sound/effects/screech.ogg', 100, 1)
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visible_message("<span class='warning'>[src] lets out a waning screech as violet mist swirls around its dissolving body!</span>")
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icon_state = "revenant_draining"
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for(var/i = alpha, i > 0, i -= 10)
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sleep(0.1)
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alpha = i
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visible_message("<span class='danger'>[src]'s body breaks apart into blue dust.</span>")
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new /obj/item/weapon/ectoplasm/revenant(get_turf(src))
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ghostize()
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qdel(src)
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return
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/mob/living/simple_animal/revenant/attackby(obj/item/W, mob/living/user, params)
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..()
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if(istype(W, /obj/item/weapon/nullrod))
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visible_message("<span class='warning'>[src] violently flinches!</span>", \
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"<span class='boldannounce'>The null rod invokes agony in you! You feel your essence draining away!</span>")
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essence -= 25 //hella effective
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inhibited = 1
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spawn(30)
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inhibited = 0
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/mob/living/simple_animal/revenant/proc/castcheck(var/essence_cost)
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var/mob/living/simple_animal/revenant/user = usr
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if(!istype(user) || !user)
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return
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var/turf/T = get_turf(usr)
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if(istype(T, /turf/simulated/wall))
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user << "<span class='warning'>You cannot use abilities from inside of a wall.</span>"
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return 0
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if(!user.change_essence_amount(essence_cost, 1))
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user << "<span class='warning'>You lack the essence to use that ability.</span>"
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return 0
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if(user.inhibited)
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user << "<span class='warning'>Your powers have been suppressed by holy energies!</span>"
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return 0
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return 1
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/mob/living/simple_animal/revenant/proc/change_essence_amount(var/essence_amt, var/silent = 0, var/source = null)
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var/mob/living/simple_animal/revenant/user = usr
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if(!istype(usr) || !usr)
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return
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if(user.essence + essence_amt <= 0)
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return
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user.essence += essence_amt
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user.essence = Clamp(user.essence, 0, INFINITY)
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if(!silent)
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if(essence_amt > 0)
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user << "<span class='notice'>Gained [essence_amt]E from [source].</span>"
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else
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user << "<span class='danger'>Lost [essence_amt]E from [source].</span>"
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return 1
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/mob/living/simple_animal/revenant/proc/reveal(var/time, var/stun)
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var/mob/living/simple_animal/revenant/R = usr
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if(!istype(usr) || !usr)
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return
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R.revealed = 1
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R.invisibility = 0
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if(stun)
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R.notransform = 1
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R << "<span class='warning'>You have been revealed [stun ? "and cannot move" : ""].</span>"
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spawn(time)
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R.revealed = 0
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R.invisibility = INVISIBILITY_OBSERVER
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if(stun)
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R.notransform = 0
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R << "<span class='notice'>You are once more concealed [stun ? "and can move again" : ""].</span>"
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/datum/objective/revenant
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var/targetAmount = 100
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/datum/objective/revenant/New()
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targetAmount = rand(100,200)
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explanation_text = "Absorb [targetAmount] points of essence."
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..()
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/datum/objective/revenant/check_completion()
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if(!istype(owner.current, /mob/living/simple_animal/revenant) || !owner.current)
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return 0
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var/mob/living/simple_animal/revenant/R = owner.current
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if(!R || R.stat == DEAD)
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return 0
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var/essenceAccumulated = R.essence
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if(essenceAccumulated < targetAmount)
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return 0
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return 1
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/datum/objective/revenantFluff
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/datum/objective/revenantFluff/New()
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var/list/explanationTexts = list("Attempt to make your presence unknown to the crew.", \
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"Collaborate with existing antagonists aboard the station to gain essence.", \
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"Remain nonlethal and only absorb bodies that have already died.", \
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"Use your environments to eliminate isolated people.", \
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"If there is a chaplain aboard the station, ensure they are killed.", \
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"Hinder the crew without killing them.")
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explanation_text = pick(explanationTexts)
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..()
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/datum/objective/revenantFluff/check_completion()
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return 1
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/obj/item/weapon/ectoplasm/revenant
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name = "glimmering residue"
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desc = "A pile of fine blue dust. Small tendrils of violet mist swirl around it."
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icon = 'icons/effects/effects.dmi'
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icon_state = "revenantEctoplasm"
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w_class = 2
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var/reforming = 0
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var/reformed = 0
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/obj/item/weapon/ectoplasm/revenant/New()
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..()
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reforming = 1
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spawn(1800) //3 minutes
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if(src && reforming)
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return reform()
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if(src && !reforming)
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visible_message("<span class='warning'>[src] settles down and seems lifeless.</span>")
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return
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/obj/item/weapon/ectoplasm/revenant/attack_hand(mob/user)
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if(reformed)
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user << "<span class='warning'>[src] keeps slipping out of your hands, you can't get a hold on it!</span>"
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return
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..()
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/obj/item/weapon/ectoplasm/revenant/attack_self(mob/user)
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if(!reforming)
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return ..()
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user.visible_message("<span class='notice'>[user] scatters [src] in all directions.</span>", \
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"<span class='notice'>You scatter [src] across the area. The particles slowly fade away.</span>")
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user.drop_item()
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qdel(src)
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/obj/item/weapon/ectoplasm/revenant/throw_impact(atom/hit_atom)
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..()
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visible_message("<span class='notice'>[src] breaks into particles upon impact, which fade away to nothingness.</span>")
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qdel(src)
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/obj/item/weapon/ectoplasm/revenant/examine(mob/user)
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..()
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if(reforming)
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user << "<span class='warning'>It is shifting and distorted. It would be wise to destroy this.</span>"
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else if(!reforming)
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user << "<span class='notice'>It seems inert.</span>"
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/obj/item/weapon/ectoplasm/revenant/proc/reform()
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if(!reforming || !src)
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return
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message_admins("Revenant ectoplasm was left undestroyed for 3 minutes and has reformed into a new revenant.")
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loc = get_turf(src) //In case it's in a backpack or someone's hand
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visible_message("<span class='boldannounce'>[src] suddenly rises into the air before fading away.</span>")
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var/mob/living/simple_animal/revenant/R = new(get_turf(src))
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qdel(src)
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var/list/candidates = get_candidates(BE_REVENANT)
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if(!candidates.len)
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message_admins("No candidates were found for the new revenant. Oh well!")
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return 0
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var/client/C = pick(candidates)
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var/key_of_revenant = C.key
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if(!key_of_revenant)
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message_admins("No ckey was found for the new revenant. Oh well!")
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return 0
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var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
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player_mind.active = 1
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player_mind.transfer_to(R)
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player_mind.assigned_role = "revenant"
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player_mind.special_role = "Revenant"
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ticker.mode.traitors |= player_mind
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message_admins("[key_of_revenant] has been made into a revenant by reforming ectoplasm.")
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log_game("[key_of_revenant] was spawned as a revenant by reforming ectoplasm.")
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return 1
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@@ -0,0 +1,188 @@
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//Harvest Essence: The bread and butter of the revenant. The basic way of harvesting additional essence.
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/obj/effect/proc_holder/spell/wizard/targeted/revenant_harvest
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name = "Harvest (0E)"
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desc = "Siphons the lingering spectral essence from a human, empowering yourself."
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panel = "Revenant Abilities"
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charge_max = 100 //Short cooldown
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clothes_req = 0
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range = 5
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var/essence_drained = 0
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var/draining
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var/list/drained_mobs = list() //Cannot harvest the same mob twice
|
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/obj/effect/proc_holder/spell/wizard/targeted/revenant_harvest/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
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if(!user.castcheck(0))
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charge_counter = charge_max
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return
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for(var/mob/living/carbon/human/target in targets)
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spawn(0)
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if(draining)
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user << "<span class='warning'>You are already siphoning the essence of a soul!</span>"
|
||||
return
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if(target in drained_mobs)
|
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user << "<span class='warning'>[target]'s soul is dead and empty.</span>"
|
||||
return
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if(target.stat != DEAD)
|
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user << "<span class='notice'>This being's soul is too strong to harvest.</span>"
|
||||
if(prob(10))
|
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target << "You feel as if you are being watched."
|
||||
return
|
||||
draining = 1
|
||||
essence_drained = 1
|
||||
user << "<span class='notice'>You search for the still-living soul of [target].</span>"
|
||||
sleep(10)
|
||||
if(target.ckey)
|
||||
user << "<span class='notice'>Their soul burns with intelligence.</span>"
|
||||
essence_drained += 3
|
||||
sleep(20)
|
||||
switch(essence_drained)
|
||||
if(1 to 2)
|
||||
user << "<span class='info'>[target] will not yield much essence. Still, every bit counts.</span>"
|
||||
if(3 to 4)
|
||||
user << "<span class='info'>[target] will yield an average amount of essence.</span>"
|
||||
if(5 to INFINITY)
|
||||
user << "<span class='info'>Such a feast! [target] will yield much essence to you.</span>"
|
||||
sleep(30)
|
||||
if(!in_range(user, target))
|
||||
user << "<span class='warning'>You are not close enough to siphon [target]'s soul. The link has been broken.</span>"
|
||||
draining = 0
|
||||
return
|
||||
if(!target.stat)
|
||||
user << "<span class='warning'>They are now powerful enough to fight off your draining.</span>"
|
||||
target << "<span class='boldannounce'>You feel something tugging across your body before subsiding.</span>"
|
||||
user << "<span class='danger'>You begin siphoning essence from [target]'s soul. You can not move while this is happening.</span>"
|
||||
if(target.stat != DEAD)
|
||||
target << "<span class='warning'>You feel a horribly unpleasant draining sensation as your grip on life weakens...</span>"
|
||||
user.icon_state = "revenant_draining"
|
||||
user.notransform = 1
|
||||
user.revealed = 1
|
||||
user.invisibility = 0
|
||||
target.visible_message("<span class='warning'>[target] suddenly rises slightly into the air, their skin turning an ashy gray.</span>")
|
||||
target.Beam(user,icon_state="drain_life",icon='icons/effects/effects.dmi',time=80)
|
||||
target.death(0)
|
||||
target.visible_message("<span class='warning'>[target] gently slumps back onto the ground.</span>")
|
||||
user.icon_state = "revenant_idle"
|
||||
user.change_essence_amount(essence_drained * 5, 0, target)
|
||||
user << "<span class='info'>[target]'s soul has been considerably weakened and will yield no more essence for the time being.</span>"
|
||||
user.revealed = 0
|
||||
user.notransform = 0
|
||||
user.invisibility = INVISIBILITY_OBSERVER
|
||||
drained_mobs.Add(target)
|
||||
draining = 0
|
||||
|
||||
|
||||
//Transmit: the revemant's only direct way to communicate. Sends a single message silently to a single mob for 5E.
|
||||
/obj/effect/proc_holder/spell/wizard/targeted/revenant_transmit
|
||||
name = "Transmit (5E)"
|
||||
desc = "Telepathically transmits a message to the target."
|
||||
panel = "Revenant Abilities (Locked)"
|
||||
charge_max = 50
|
||||
clothes_req = 0
|
||||
range = -1
|
||||
include_user = 1
|
||||
var/locked = 1
|
||||
|
||||
/obj/effect/proc_holder/spell/wizard/targeted/revenant_transmit/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
|
||||
if(!user.castcheck(-5))
|
||||
charge_counter = charge_max
|
||||
return
|
||||
if(locked)
|
||||
usr << "<span class='info'>You have unlocked Transmit!</span>"
|
||||
locked = 0
|
||||
charge_counter = charge_max
|
||||
panel = "Revenant Abilities"
|
||||
range = 7
|
||||
include_user = 0
|
||||
return
|
||||
for(var/mob/living/M in targets)
|
||||
spawn(0)
|
||||
var/msg = stripped_input(usr, "What do you wish to tell [M]?", null, "")
|
||||
if(!msg)
|
||||
charge_counter = charge_max
|
||||
return
|
||||
usr << "<span class='info'><b>You transmit to [M]:</b> [msg]</span>"
|
||||
M << "<span class='deadsay'><b>A strange voice resonates in your head...</b></span><i> [msg]</I>"
|
||||
|
||||
|
||||
//Overload Light: Breaks a light that's online and sends out lightning bolts to all nearby people.
|
||||
/obj/effect/proc_holder/spell/wizard/aoe_turf/revenant_light
|
||||
name = "Overload Light (25E)"
|
||||
desc = "Directs a large amount of essence into an electrical light, causing an impressive light show."
|
||||
panel = "Revenant Abilities (Locked)"
|
||||
charge_max = 300
|
||||
clothes_req = 0
|
||||
range = 1
|
||||
var/locked = 1
|
||||
|
||||
/obj/effect/proc_holder/spell/wizard/aoe_turf/revenant_light/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
|
||||
if(!user.castcheck(-25))
|
||||
charge_counter = charge_max
|
||||
return
|
||||
if(locked)
|
||||
user << "<span class='info'>You have unlocked Overload Light!</span>"
|
||||
panel = "Revenant Abilities"
|
||||
locked = 0
|
||||
range = 5
|
||||
charge_counter = charge_max
|
||||
return
|
||||
for(var/turf/T in targets)
|
||||
spawn(0)
|
||||
for(var/obj/machinery/light/L in T.contents)
|
||||
spawn(0)
|
||||
if(!L.on)
|
||||
return
|
||||
L.visible_message("<span class='warning'><b>\The [L] suddenly flares brightly and begins to spark!</span>")
|
||||
sleep(20)
|
||||
for(var/mob/living/M in orange(4, L))
|
||||
if(M == user)
|
||||
return
|
||||
M.Beam(L,icon_state="lightning",icon='icons/effects/effects.dmi',time=5)
|
||||
M.electrocute_act(25, "[L.name]")
|
||||
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
||||
user.reveal(50, 1)
|
||||
|
||||
|
||||
//Defile: Corrupts nearby stuff, unblesses floor tiles.
|
||||
/obj/effect/proc_holder/spell/wizard/aoe_turf/revenantDefile
|
||||
name = "Defile (30E)"
|
||||
desc = "Twists and corrupts certain nearby objects. Also dispels holy auras on floors, but not salt lines."
|
||||
panel = "Revenant Abilities (Locked)"
|
||||
charge_max = 300
|
||||
clothes_req = 0
|
||||
range = 1
|
||||
var/locked = 1
|
||||
|
||||
/obj/effect/proc_holder/spell/wizard/aoe_turf/revenantDefile/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
|
||||
if(!user.castcheck(-30))
|
||||
charge_counter = charge_max
|
||||
return
|
||||
if(locked)
|
||||
user << "<span class='info'>You have unlocked Defile!</span>"
|
||||
panel = "Revenant Abilities"
|
||||
locked = 0
|
||||
range = 4
|
||||
charge_counter = charge_max
|
||||
return
|
||||
for(var/turf/T in targets)
|
||||
spawn(0)
|
||||
if(T.flags & NOJAUNT)
|
||||
T.flags -= NOJAUNT
|
||||
for(var/obj/machinery/bot/secbot/secbot in T.contents) //Not including ED-209
|
||||
secbot.emagged = 2
|
||||
secbot.Emag(null)
|
||||
for(var/obj/machinery/bot/cleanbot/cleanbot in T.contents)
|
||||
cleanbot.emagged = 2
|
||||
cleanbot.Emag(null)
|
||||
for(var/mob/living/carbon/human/human in T.contents)
|
||||
human << "<span class='warning'>You suddenly feel tired.</span>"
|
||||
human.adjustStaminaLoss(25)
|
||||
for(var/mob/living/silicon/robot/robot in T.contents)
|
||||
robot.visible_message("<span class='warning'>[robot] lets out an alarm!</span>", \
|
||||
"<span class='boldannounce'>01001111 01010110 01000101 01010010 01001100 01001111 01000001 01000100</span>") //Translates to "OVERLOAD"
|
||||
robot << 'sound/misc/interference.ogg'
|
||||
playsound(robot, 'sound/machines/warning-buzzer.ogg', 50, 1)
|
||||
for(var/obj/structure/window/window in T.contents)
|
||||
window.hit(rand(10,50))
|
||||
for(var/obj/machinery/light/light in T.contents)
|
||||
light.flicker() //spooky
|
||||
user.reveal(30, 1)
|
||||
@@ -0,0 +1,67 @@
|
||||
#define REVENANT_SPAWN_THRESHOLD 10
|
||||
|
||||
/datum/event/revenant
|
||||
var/key_of_revenant
|
||||
|
||||
|
||||
/datum/event/revenant/proc/get_revenant(var/end_if_fail = 0)
|
||||
var/deadMobs = 0
|
||||
for(var/mob/M in dead_mob_list)
|
||||
deadMobs++
|
||||
if(deadMobs < REVENANT_SPAWN_THRESHOLD)
|
||||
message_admins("Random event attempted to spawn a revenant, but there were only [deadMobs]/[REVENANT_SPAWN_THRESHOLD] dead mobs.")
|
||||
return
|
||||
key_of_revenant = null
|
||||
if(!key_of_revenant)
|
||||
var/list/candidates = get_candidates(BE_REVENANT)
|
||||
if(!candidates.len)
|
||||
if(end_if_fail)
|
||||
return 0
|
||||
return find_revenant()
|
||||
var/client/C = pick(candidates)
|
||||
key_of_revenant = C.key
|
||||
if(!key_of_revenant)
|
||||
if(end_if_fail)
|
||||
return 0
|
||||
return find_revenant()
|
||||
var/datum/mind/player_mind = new /datum/mind(key_of_revenant)
|
||||
player_mind.active = 1
|
||||
var/list/spawn_locs = list()
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if(isturf(L.loc))
|
||||
switch(L.name)
|
||||
if("revenantspawn")
|
||||
spawn_locs += L.loc
|
||||
if(!spawn_locs) //If we can't find any revenant spawns, try the carp spawns
|
||||
for(var/obj/effect/landmark/L in landmarks_list)
|
||||
if(isturf(L.loc))
|
||||
switch(L.name)
|
||||
if("carpspawn")
|
||||
spawn_locs += L.loc
|
||||
if(!spawn_locs) //If we can't find either, just spawn the revenant at the player's location
|
||||
spawn_locs += get_turf(player_mind.current)
|
||||
if(!spawn_locs) //If we can't find THAT, then just retry
|
||||
return find_revenant()
|
||||
var/mob/living/simple_animal/revenant/revvie = new /mob/living/simple_animal/revenant/(pick(spawn_locs))
|
||||
player_mind.transfer_to(revvie)
|
||||
player_mind.assigned_role = "revenant"
|
||||
player_mind.special_role = "Revenant"
|
||||
ticker.mode.traitors |= player_mind
|
||||
message_admins("[key_of_revenant] has been made into a revenant by an event.")
|
||||
log_game("[key_of_revenant] was spawned as a revenant by an event.")
|
||||
return 1
|
||||
|
||||
|
||||
/datum/event/revenant/start()
|
||||
get_revenant()
|
||||
|
||||
|
||||
/datum/event/revenant/proc/find_revenant()
|
||||
message_admins("An event failed to spawn a revenant. Retrying momentarily...")
|
||||
spawn(50)
|
||||
if(get_revenant(1))
|
||||
message_admins("[key_of_revenant] has been spawned as a revenant.")
|
||||
log_game("[key_of_revenant] was spawned as a revenant by an event.")
|
||||
return 0
|
||||
message_admins("No candidates were available for becoming a revenant.")
|
||||
return kill()
|
||||
@@ -440,6 +440,16 @@
|
||||
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,L.dir)
|
||||
L.loc = get_step(L, direct)
|
||||
L.dir = direct
|
||||
if(3) //Incorporeal move, but blocked by holy-watered tiles
|
||||
var/turf/simulated/floor/stepTurf = get_step(L, direct)
|
||||
if(stepTurf.flags & NOJAUNT)
|
||||
L << "<span class='warning'>Holy energies block your path.</span>"
|
||||
L.notransform = 1
|
||||
spawn(2)
|
||||
L.notransform = 0
|
||||
else
|
||||
L.loc = get_step(L, direct)
|
||||
L.dir = direct
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user