Revenant update, event weight tweaks

This commit is contained in:
Markolie
2015-08-17 22:08:25 +02:00
parent fe1fecca11
commit a15097f6fb
16 changed files with 162 additions and 344 deletions
+4 -3
View File
@@ -9,6 +9,7 @@
#define ASSIGNMENT_SECURITY "Security"
var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT_LEVEL_MODERATE = "Moderate", EVENT_LEVEL_MAJOR = "Major")
var/list/event_last_fired = list()
/datum/event_container
var/severity = -1
@@ -134,8 +135,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Vermin Infestation",/datum/event/infestation, 100, list(ASSIGNMENT_JANITOR = 100)),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Wallrot", /datum/event/wallrot, 0, list(ASSIGNMENT_ENGINEER = 30, ASSIGNMENT_GARDENER = 50)),
// NON-BAY EVENTS
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Cargo Bonus", /datum/event/cargo_bonus, 100),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Revenant", /datum/event/revenant, 50)
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Cargo Bonus", /datum/event/cargo_bonus, 100)
)
/datum/event_container/moderate
@@ -158,7 +158,6 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Spider Infestation", /datum/event/spider_infestation, 100, list(ASSIGNMENT_SECURITY = 30), 1),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ion_storm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Borer Infestation", /datum/event/borer_infestation, 20, list(ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 15), 1),
//new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
// NON-BAY EVENTS
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Mass Hallucination", /datum/event/mass_hallucination, 300),
@@ -172,6 +171,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Bluespace Anomaly", /datum/event/anomaly/anomaly_bluespace, 50, list(ASSIGNMENT_ENGINEER = 25)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Flux Anomaly", /datum/event/anomaly/anomaly_flux, 50, list(ASSIGNMENT_ENGINEER = 50)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Gravitational Anomaly", /datum/event/anomaly/anomaly_grav, 200),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Revenant", /datum/event/revenant, 150)
)
/datum/event_container/major
@@ -183,6 +183,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Viral Infection", /datum/event/viral_infection, 0, list(ASSIGNMENT_MEDICAL = 30), 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Blob", /datum/event/blob, 0, list(ASSIGNMENT_ENGINEER = 30), 1),
new /datum/event_meta(EVENT_LEVEL_MAJOR, "Meteor Wave", /datum/event/meteor_wave, 0, list(ASSIGNMENT_ENGINEER = 3), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MAJOR, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 30), 1),
)
-242
View File
@@ -1,242 +0,0 @@
/*
/proc/start_events()
//changed to a while(1) loop since they are more efficient.
//Moved the spawn in here to allow it to be called with advance proc call if it crashes.
//and also to stop spawn copying variables from the game ticker
spawn(3000)
while(1)
/*if(prob(50))//Every 120 seconds and prob 50 2-4 weak spacedusts will hit the station
spawn(1)
dust_swarm("weak")*/
if(!event)
//CARN: checks to see if random events are enabled.
if(config.allow_random_events)
hadevent = event()
else
Holiday_Random_Event()
else
event = 0
sleep(2400)
*/
var/list/event_last_fired = list()
//Always triggers an event when called, dynamically chooses events based on job population
var/global/list/possibleEvents = list()
/proc/spawn_dynamic_event()
if(!config.allow_random_events)
return
var/minutes_passed = world.time/600
var/list/active_with_role = number_active_with_role()
//var/engineer_count = number_active_with_role("Engineer")
//var/security_count = number_active_with_role("Security")
//var/medical_count = number_active_with_role("Medical")
//var/AI_count = number_active_with_role("AI")
//var/janitor_count = number_active_with_role("Janitor")
// Maps event names to event chances
// For each chance, 100 represents "normal likelihood", anything below 100 is "reduced likelihood", anything above 100 is "increased likelihood"
// Events have to be manually added to this proc to happen
//see:
// Code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events.dm
// Code/WorkInProgress/Cael_Aislinn/Economy/Economy_Events_Mundane.dm
possibleEvents[/datum/event/economic_event] = 300
possibleEvents[/datum/event/trivial_news] = 400
possibleEvents[/datum/event/mundane_news] = 300
possibleEvents[/datum/event/cargo_bonus] = 100
possibleEvents[/datum/event/revenant] = 75
possibleEvents[/datum/event/pda_spam] = max(min(25, player_list.len) * 4, 200)
possibleEvents[/datum/event/money_lotto] = max(min(5, player_list.len), 50)
if(account_hack_attempted)
possibleEvents[/datum/event/money_hacker] = max(min(25, player_list.len) * 4, 200)
possibleEvents[/datum/event/mass_hallucination] = 200
possibleEvents[/datum/event/vent_clog] = 300
possibleEvents[/datum/event/anomaly/anomaly_grav] = 200
possibleEvents[/datum/event/wormholes] = 150
possibleEvents[/datum/event/carp_migration] = 20 + 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/dust] = 50 + 50 * active_with_role["Engineer"]
possibleEvents[/datum/event/dust/meaty] = 50 + 50 * active_with_role["Engineer"]
possibleEvents[/datum/event/rogue_drone] = 5 + 25 * active_with_role["Engineer"] + 25 * active_with_role["Security"]
possibleEvents[/datum/event/infestation] = 100 + 100 * active_with_role["Janitor"]
possibleEvents[/datum/event/communications_blackout] = 50 + 25 * active_with_role["AI"] + active_with_role["Scientist"] * 25
possibleEvents[/datum/event/ion_storm] = active_with_role["AI"] * 25 + active_with_role["Cyborg"] * 25 + active_with_role["Engineer"] * 10 + active_with_role["Scientist"] * 5
// possibleEvents[/datum/event/grid_check] = 25 + 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/electrical_storm] = 15 * active_with_role["Janitor"] + 5 * active_with_role["Engineer"]
possibleEvents[/datum/event/wallrot] = 30 * active_with_role["Engineer"] + 50 * active_with_role["Botanist"]
possibleEvents[/datum/event/borer_infestation] = 50 + 15 * active_with_role["Security"]
if(!spacevines_spawned)
possibleEvents[/datum/event/spacevine] = 10 + 5 * active_with_role["Engineer"]
if(minutes_passed >= 30) // Give engineers time to set up engine
possibleEvents[/datum/event/brand_intelligence] = 50 + 25 * active_with_role["Engineer"]
possibleEvents[/datum/event/anomaly/anomaly_pyro] = 100 + 60 * active_with_role["Engineer"]
possibleEvents[/datum/event/anomaly/anomaly_vortex] = 50 + 25 * active_with_role["Engineer"]
possibleEvents[/datum/event/anomaly/anomaly_bluespace] = 50 + 25 * active_with_role["Engineer"]
possibleEvents[/datum/event/anomaly/anomaly_flux] = 50 + 50 * active_with_role["Engineer"]
possibleEvents[/datum/event/meteor_wave] = 10 * active_with_role["Engineer"]
possibleEvents[/datum/event/blob] = 10 * active_with_role["Engineer"]
if(active_with_role["Medical"] > 0)
possibleEvents[/datum/event/radiation_storm] = active_with_role["Medical"] * 10
possibleEvents[/datum/event/viral_infection] = active_with_role["Medical"] * 10
possibleEvents[/datum/event/prison_break] = active_with_role["Security"] * 50
if(active_with_role["Security"] > 0)
if(!sent_spiders_to_station)
possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5
if(aliens_allowed && !sent_aliens_to_station)
possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5
/*if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)*/
possibleEvents[/datum/event/tear] = active_with_role["Security"] * 25
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
var/time_passed = world.time - event_last_fired[event_type]
var/full_recharge_after = 60 * 60 * 10 * 3 // 3 hours
var/weight_modifier = max(0, (full_recharge_after - time_passed) / 300)
possibleEvents[event_type] = max(possibleEvents[event_type] - weight_modifier, 0)
var/picked_event = pickweight(possibleEvents)
event_last_fired[picked_event] = world.time
// Debug code below here, very useful for testing so don't delete please.
var/debug_message = "Firing random event. "
for(var/V in active_with_role)
debug_message += "#[V]:[active_with_role[V]] "
debug_message += "||| "
for(var/V in possibleEvents)
debug_message += "[V]:[possibleEvents[V]]"
debug_message += "|||Picked:[picked_event]"
log_debug(debug_message)
if(!picked_event)
return
//The event will add itself to the MC's event list
//and start working via the constructor.
new picked_event
//moved this to proc/check_event()
/*var/chance = possibleEvents[picked_event]
var/base_chance = 0.4
switch(player_list.len)
if(5 to 10)
base_chance = 0.6
if(11 to 15)
base_chance = 0.7
if(16 to 20)
base_chance = 0.8
if(21 to 25)
base_chance = 0.9
if(26 to 30)
base_chance = 1.0
if(30 to 100000)
base_chance = 1.1
// Trigger the event based on how likely it currently is.
if(!prob(chance * eventchance * base_chance / 100))
return 0*/
/*switch(picked_event)
if("Meteor")
command_announcement.Announce("Meteors have been detected on collision course with the station.", "Meteor Alert", new_sound = 'sound/AI/meteors.ogg')
spawn(100)
meteor_wave(10)
spawn_meteors()
spawn(700)
meteor_wave(10)
spawn_meteors()
if("Space Ninja")
//Handled in space_ninja.dm. Doesn't announce arrival, all sneaky-like.
space_ninja_arrival()
if("Radiation")
high_radiation_event()
if("Virus")
viral_outbreak()
if("Alien")
alien_infestation()
if("Prison Break")
prison_break()
if("Carp")
carp_migration()
if("Lights")
lightsout(1,2)
if("Appendicitis")
appendicitis()
if("Ion Storm")
IonStorm()
if("Spacevine")
spacevine_infestation()
if("Communications")
communications_blackout()
if("Grid Check")
grid_check()
if("Meteor")
meteor_shower()*/
return 1
// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes)
// with a specific role.
// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn.
/proc/number_active_with_role()
var/list/active_with_role = list()
active_with_role["Engineer"] = 0
active_with_role["Medical"] = 0
active_with_role["Security"] = 0
active_with_role["Scientist"] = 0
active_with_role["AI"] = 0
active_with_role["Cyborg"] = 0
active_with_role["Janitor"] = 0
active_with_role["Botanist"] = 0
active_with_role["Any"] = player_list.len
for(var/mob/M in player_list)
if(!M.mind || !M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
continue
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "engineering robot module")
active_with_role["Engineer"]++
if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer"))
active_with_role["Engineer"]++
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "medical robot module")
active_with_role["Medical"]++
if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor"))
active_with_role["Medical"]++
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "security robot module")
active_with_role["Security"]++
if(M.mind.assigned_role in security_positions)
active_with_role["Security"]++
if(M.mind.assigned_role in list("Research Director", "Scientist"))
active_with_role["Scientist"]++
if(M.mind.assigned_role == "AI")
active_with_role["AI"]++
if(M.mind.assigned_role == "Cyborg")
active_with_role["Cyborg"]++
if(M.mind.assigned_role == "Janitor")
active_with_role["Janitor"]++
if(M.mind.assigned_role == "Botanist")
active_with_role["Botanist"]++
return active_with_role
+51
View File
@@ -361,3 +361,54 @@
if(P.client)
players++
return players
// Returns how many characters are currently active(not logged out, not AFK for more than 10 minutes)
// with a specific role.
// Note that this isn't sorted by department, because e.g. having a roboticist shouldn't make meteors spawn.
/proc/number_active_with_role()
var/list/active_with_role = list()
active_with_role["Engineer"] = 0
active_with_role["Medical"] = 0
active_with_role["Security"] = 0
active_with_role["Scientist"] = 0
active_with_role["AI"] = 0
active_with_role["Cyborg"] = 0
active_with_role["Janitor"] = 0
active_with_role["Botanist"] = 0
active_with_role["Any"] = player_list.len
for(var/mob/M in player_list)
if(!M.mind || !M.client || M.client.inactivity > 10 * 10 * 60) // longer than 10 minutes AFK counts them as inactive
continue
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "engineering robot module")
active_with_role["Engineer"]++
if(M.mind.assigned_role in list("Chief Engineer", "Station Engineer"))
active_with_role["Engineer"]++
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "medical robot module")
active_with_role["Medical"]++
if(M.mind.assigned_role in list("Chief Medical Officer", "Medical Doctor"))
active_with_role["Medical"]++
if(istype(M, /mob/living/silicon/robot) && M:module && M:module.name == "security robot module")
active_with_role["Security"]++
if(M.mind.assigned_role in security_positions)
active_with_role["Security"]++
if(M.mind.assigned_role in list("Research Director", "Scientist"))
active_with_role["Scientist"]++
if(M.mind.assigned_role == "AI")
active_with_role["AI"]++
if(M.mind.assigned_role == "Cyborg")
active_with_role["Cyborg"]++
if(M.mind.assigned_role == "Janitor")
active_with_role["Janitor"]++
if(M.mind.assigned_role == "Botanist")
active_with_role["Botanist"]++
return active_with_role
+7 -5
View File
@@ -3,8 +3,10 @@
endWhen = 1
/datum/event/falsealarm/announce()
var/datum/event/E = pick(possibleEvents)
var/datum/event/Event = new E
message_admins("False Alarm: [Event]")
Event.announce() //just announce it like it's happening
Event.kill() //do not process this event - no starts, no ticks, no ends
var/weight = pick(EVENT_LEVEL_MUNDANE,EVENT_LEVEL_MUNDANE,EVENT_LEVEL_MUNDANE,EVENT_LEVEL_MODERATE,EVENT_LEVEL_MODERATE,EVENT_LEVEL_MAJOR)
var/datum/event_container/container = event_manager.event_containers[weight]
var/datum/event/E = container.acquire_event()
var/datum/event/Event = new E
message_admins("False Alarm: [Event]")
Event.announce() //just announce it like it's happening
Event.kill() //do not process this event - no starts, no ticks, no ends
@@ -30,7 +30,7 @@
min_n2 = 0
max_n2 = 0
var/dead = 0
unsuitable_atoms_damage = 15
unsuitable_atmos_damage = 15
faction = list("alien")
status_flags = CANPUSH
minbodytemp = 0
@@ -8,7 +8,7 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
unsuitable_atmos_damage = 15
faction = list("mining")
environment_smash = 2
minbodytemp = 0
@@ -27,7 +27,7 @@
max_co2 = 5
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
unsuitable_atmos_damage = 15
speak_emote = list("yarrs")
var/corpse = /obj/effect/landmark/mobcorpse/pirate
var/weapon1 = /obj/item/weapon/melee/energy/sword/pirate
@@ -36,4 +36,4 @@
maxbodytemp = 370
heat_damage_per_tick = 15 //amount of damage applied if animal's body temperature is higher than maxbodytemp
cold_damage_per_tick = 10 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
unsuitable_atoms_damage = 10
unsuitable_atmos_damage = 10
@@ -29,7 +29,7 @@
max_co2 = 5
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
unsuitable_atmos_damage = 15
faction = list("russian")
status_flags = CANPUSH
@@ -30,7 +30,7 @@
max_co2 = 5
min_n2 = 0
max_n2 = 0
unsuitable_atoms_damage = 15
unsuitable_atmos_damage = 15
faction = list("syndicate")
status_flags = CANPUSH
@@ -12,26 +12,28 @@
invisibility = INVISIBILITY_OBSERVER
health = 25
maxHealth = 25
see_in_dark = 255
see_invisible = SEE_INVISIBLE_OBSERVER
universal_understand = 1
response_help = "passes through"
response_disarm = "swings at"
response_harm = "punches"
unsuitable_atmos_damage = 0
minbodytemp = 0
maxbodytemp = INFINITY
harm_intent_damage = 5
speak_emote = list("hisses", "spits", "growls")
harm_intent_damage = 0
friendly = "touches"
status_flags = 0
wander = 0
density = 0
flying = 1
anchored = 1
var/essence = 25 //The resource of revenants. Max health is equal to twice this amount
var/essence = 25 //The resource of revenants. Max health is equal to three times this amount
var/essence_regen_cap = 25 //The regeneration cap of essence (go figure); regenerates every Life() tick up to this amount.
var/essence_regen = 1 //If the revenant regenerates essence or not; 1 for yes, 0 for no
var/essence_regenerating = 1 //If the revenant regenerates essence or not; 1 for yes, 0 for no
var/essence_regen_amount = 2 //How much essence regenerates
var/essence_min = 1 //The minimum amount of essence a revenant can have; by default, it never drops below one
var/strikes = 0 //How many times a revenant can die before dying for good
var/essence_accumulated = 0 //How much essence the revenant has stolen
var/revealed = 0 //If the revenant can take damage from normal sources.
var/inhibited = 0 //If the revenant's abilities are blocked by a chaplain's power.
@@ -39,20 +41,20 @@
..()
if(essence < essence_min)
essence = essence_min
if(strikes > 0)
strikes--
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>"
else if(strikes <= 0)
Die()
maxHealth = essence * 2
if(essence_regenerating && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence += essence_regen_amount
if(essence > essence_regen_cap)
essence = essence_regen_cap
maxHealth = essence * 3
if(!revealed)
health = maxHealth //Heals to full when not revealed
if(essence_regen && !inhibited && essence < essence_regen_cap) //While inhibited, essence will not regenerate
essence++
/mob/living/simple_animal/revenant/ex_act(severity)
return 1 //Immune to the effects of explosions.
/mob/living/simple_animal/revenant/blob_act()
return 1 //blah blah blobs aren't in tune with the spirit world, or something.
/mob/living/simple_animal/revenant/ClickOn(var/atom/A, var/params) //Copypaste from ghost code - revenants can't interact with the world directly.
if(client.buildmode)
build_click(src, client.buildmode, params, A)
@@ -83,6 +85,7 @@
..()
if(statpanel("Status"))
stat(null, "Current essence: [essence]E")
stat(null, "Stolen essence: [essence_accumulated]E")
/mob/living/simple_animal/revenant/New()
..()
@@ -99,11 +102,11 @@
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>"
src << "<b>Be sure to read the wiki page at http://nanotrasen.se/wiki/index.php/Revenant to learn more.</b>"
var/datum/objective/revenant/objective = new
objective.owner = src
objective.owner = src.mind
src.mind.objectives += objective
src << "<b>Objective #1</b>: [objective.explanation_text]"
var/datum/objective/revenantFluff/objective2 = new
objective2.owner = src
objective2.owner = src.mind
src.mind.objectives += objective2
src << "<b>Objective #2</b>: [objective2.explanation_text]"
ticker.mode.traitors |= src.mind //Necessary for announcing
@@ -119,13 +122,11 @@
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_harvest
src.mind.spell_list += new /obj/effect/proc_holder/spell/targeted/revenant_transmit
src.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/revenant_light
src.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/revenantDefile
src.mind.spell_list += new /obj/effect/proc_holder/spell/aoe_turf/revenant_defile
return 1
return 0
/mob/living/simple_animal/revenant/Die()
if(strikes)
return 0 //Impossible to die with strikes still active
..()
src << "<span class='userdanger'><b>NO! No... it's too late, you can feel yourself fading...</b></span>"
notransform = 1
@@ -145,16 +146,15 @@
/mob/living/simple_animal/revenant/attackby(obj/item/W, mob/living/user, params)
..()
if(istype(W, /obj/item/weapon/nullrod))
visible_message("<span class='warning'>[src] violently flinches!</span>", \
"<span class='boldannounce'>The null rod invokes agony in you! You feel your essence draining away!</span>")
"<span class='boldannounce'>As the null rod passes through you, you feel your essence draining away!</span>")
essence -= 25 //hella effective
inhibited = 1
spawn(30)
inhibited = 0
..()
/mob/living/simple_animal/revenant/proc/castcheck(var/essence_cost)
var/mob/living/simple_animal/revenant/user = usr
@@ -168,12 +168,10 @@
user << "<span class='warning'>You lack the essence to use that ability.</span>"
return 0
if(user.inhibited)
user << "<span class='warning'>Your powers have been suppressed by holy energies!</span>"
user << "<span class='warning'>Your powers have been suppressed by nulling energy!</span>"
return 0
return 1
/mob/living/simple_animal/revenant/proc/change_essence_amount(var/essence_amt, var/silent = 0, var/source = null)
var/mob/living/simple_animal/revenant/user = usr
if(!istype(usr) || !usr)
@@ -181,7 +179,10 @@
if(user.essence + essence_amt <= 0)
return
user.essence += essence_amt
user.essence = Clamp(user.essence, 0, INFINITY)
user.essence = max(0, user.essence)
if(essence_amt > 0)
user.essence_accumulated += essence_amt
user.essence_accumulated = max(0, user.essence_accumulated)
if(!silent)
if(essence_amt > 0)
user << "<span class='notice'>Gained [essence_amt]E from [source].</span>"
@@ -189,8 +190,6 @@
user << "<span class='danger'>Lost [essence_amt]E from [source].</span>"
return 1
/mob/living/simple_animal/revenant/proc/reveal(var/time, var/stun)
var/mob/living/simple_animal/revenant/R = usr
if(!istype(usr) || !usr)
@@ -199,20 +198,20 @@
R.invisibility = 0
if(stun)
R.notransform = 1
R << "<span class='warning'>You have been revealed [stun ? "and cannot move" : ""].</span>"
R << "<span class='warning'>You have been revealed[stun ? " and cannot move" : ""].</span>"
spawn(time)
R.revealed = 0
R.invisibility = INVISIBILITY_OBSERVER
if(stun)
R.notransform = 0
R << "<span class='notice'>You are once more concealed [stun ? "and can move again" : ""].</span>"
R << "<span class='notice'>You are once more concealed[stun ? " and can move again" : ""].</span>"
/datum/objective/revenant
var/targetAmount = 100
/datum/objective/revenant/New()
targetAmount = rand(100,200)
explanation_text = "Absorb [targetAmount] points of essence."
explanation_text = "Absorb [targetAmount] points of essence from humans."
..()
/datum/objective/revenant/check_completion()
@@ -221,8 +220,8 @@
var/mob/living/simple_animal/revenant/R = owner.current
if(!R || R.stat == DEAD)
return 0
var/essenceAccumulated = R.essence
if(essenceAccumulated < targetAmount)
var/essence_stolen = R.essence_accumulated
if(essence_stolen < targetAmount)
return 0
return 1
@@ -254,7 +253,7 @@
/obj/item/weapon/ectoplasm/revenant/New()
..()
reforming = 1
spawn(1800) //3 minutes
spawn(600) //1 minutes
if(src && reforming)
return reform()
if(src && !reforming)
@@ -290,7 +289,7 @@
/obj/item/weapon/ectoplasm/revenant/proc/reform()
if(!reforming || !src)
return
message_admins("Revenant ectoplasm was left undestroyed for 3 minutes and has reformed into a new revenant.")
message_admins("Revenant ectoplasm was left undestroyed for 1 minute and has reformed into a new revenant.")
loc = get_turf(src) //In case it's in a backpack or someone's hand
visible_message("<span class='boldannounce'>[src] suddenly rises into the air before fading away.</span>")
var/mob/living/simple_animal/revenant/R = new(get_turf(src))
@@ -5,7 +5,7 @@
panel = "Revenant Abilities"
charge_max = 100 //Short cooldown
clothes_req = 0
range = 5
range = 1
var/essence_drained = 0
var/draining
var/list/drained_mobs = list() //Cannot harvest the same mob twice
@@ -18,22 +18,29 @@
spawn(0)
if(draining)
user << "<span class='warning'>You are already siphoning the essence of a soul!</span>"
charge_counter = charge_max
return
if(target in drained_mobs)
user << "<span class='warning'>[target]'s soul is dead and empty.</span>"
charge_counter = charge_max
return
if(target.stat != DEAD)
if(!target.stat)
user << "<span class='notice'>This being's soul is too strong to harvest.</span>"
if(prob(10))
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>"
essence_drained = 2
user << "<span class='notice'>You search for the soul of [target].</span>"
sleep(10)
if(target.ckey)
user << "<span class='notice'>Their soul burns with intelligence.</span>"
essence_drained += 3
essence_drained += 2
if(target.stat != DEAD)
user << "<span class='notice'>Their soul blazes with life!</span>"
essence_drained += 2
else
user << "<span class='notice'>Their soul is weak and faltering.</span>"
sleep(20)
switch(essence_drained)
if(1 to 2)
@@ -50,23 +57,19 @@
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>"
return //hey, wait a minute...
user << "<span class='danger'>You begin siphoning essence from [target]'s soul.</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
user.reveal(65,1)
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.Beam(user,icon_state="drain_life",icon='icons/effects/effects.dmi',time=60)
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
@@ -106,25 +109,29 @@
//Overload Light: Breaks a light that's online and sends out lightning bolts to all nearby people.
/obj/effect/proc_holder/spell/aoe_turf/revenant_light
name = "Overload Light (25E)"
desc = "Directs a large amount of essence into an electrical light, causing an impressive light show."
name = "Overload Light (30E)"
desc = "Directs a large amount of essence into nearby electrical lights, causing lights to shock those nearby."
panel = "Revenant Abilities (Locked)"
charge_max = 300
charge_max = 200
clothes_req = 0
range = 1
var/locked = 1
/obj/effect/proc_holder/spell/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>"
if(!user.castcheck(-30))
charge_counter = charge_max
return
user << "<span class='info'>You have unlocked Overload Lights!</span>"
name = "Overload Lights (20E)"
panel = "Revenant Abilities"
locked = 0
range = 5
charge_counter = charge_max
return
if(!user.castcheck(-20))
charge_counter = charge_max
return
for(var/turf/T in targets)
spawn(0)
for(var/obj/machinery/light/L in T.contents)
@@ -132,57 +139,68 @@
if(!L.on)
return
L.visible_message("<span class='warning'><b>\The [L] suddenly flares brightly and begins to spark!</span>")
sleep(20)
sleep(10)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(4, 1, L)
s.start()
sleep(10)
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]")
var/datum/effect/effect/system/spark_spread/z = new /datum/effect/effect/system/spark_spread
z.set_up(4, 1, M)
z.start()
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
user.reveal(50, 1)
user.reveal(80)
//Defile: Corrupts nearby stuff, unblesses floor tiles.
/obj/effect/proc_holder/spell/aoe_turf/revenantDefile
name = "Defile (30E)"
/obj/effect/proc_holder/spell/aoe_turf/revenant_defile
name = "Defile (40E)"
desc = "Twists and corrupts certain nearby objects. Also dispels holy auras on floors, but not salt lines."
panel = "Revenant Abilities (Locked)"
charge_max = 300
charge_max = 200
clothes_req = 0
range = 1
var/locked = 1
/obj/effect/proc_holder/spell/aoe_turf/revenantDefile/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(!user.castcheck(-30))
charge_counter = charge_max
return
/obj/effect/proc_holder/spell/aoe_turf/revenant_defile/cast(list/targets, var/mob/living/simple_animal/revenant/user = usr)
if(locked)
if(!user.castcheck(-40))
charge_counter = charge_max
return
user << "<span class='info'>You have unlocked Defile!</span>"
name = "Defile (20E)"
panel = "Revenant Abilities"
locked = 0
range = 4
charge_counter = charge_max
return
if(!user.castcheck(-20))
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/obj/machinery/bot/bot in T.contents)
bot.locked = 0
bot.open = 1
bot.emagged = 2
bot.Emag(null)
for(var/mob/living/carbon/human/human in T.contents)
human << "<span class='warning'>You suddenly feel tired.</span>"
human.adjustStaminaLoss(25)
human.adjustStaminaLoss(50)
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'
robot.emp_act(2)
playsound(robot, 'sound/machines/warning-buzzer.ogg', 50, 1)
for(var/obj/structure/window/window in T.contents)
window.hit(rand(10,50))
window.hit(rand(50,200))
for(var/obj/machinery/light/light in T.contents)
light.flicker() //spooky
user.reveal(30, 1)
user.reveal(100)
@@ -50,7 +50,7 @@
var/max_co2 = 5
var/min_n2 = 0
var/max_n2 = 0
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
var/unsuitable_atmos_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
@@ -218,7 +218,7 @@
fire_alert = 0
if(!atmos_suitable)
adjustBruteLoss(unsuitable_atoms_damage)
adjustBruteLoss(unsuitable_atmos_damage)
return 1
/mob/living/simple_animal/Bumped(AM as mob|obj)