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https://github.com/ParadiseSS13/Paradise.git
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Ported implants.
Compressed matter implant. Death alarm implant. Made explosive implant work like pre-merge: trigger on code phrase instead of host's death.
This commit is contained in:
@@ -18,25 +18,12 @@
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return 1
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proc/get_data()
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return
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trigger(emote, source as mob)
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return
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activate()
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return
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implanted(mob/source)
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return 1
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get_data()
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return "No information available"
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proc/hear(message, source as mob)
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return
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/obj/item/weapon/implant/tracking
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@@ -64,7 +51,7 @@ Implant Specifics:<BR>"}
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/obj/item/weapon/implant/explosive
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/obj/item/weapon/implant/dexplosive
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name = "explosive"
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desc = "And boom goes the weasel."
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@@ -95,6 +82,53 @@ Implant Specifics:<BR>"}
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if(src.imp_in)
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src.imp_in.gib()
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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name = "explosive implant"
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desc = "A military grade micro bio-explosive. Highly dangerous."
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var/phrase = "supercalifragilisticexpialidocious"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> Robust Corp RX-78 Intimidation Class Implant<BR>
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<b>Life:</b> Activates upon codephrase.<BR>
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<b>Important Notes:</b> Explodes<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact, electrically detonated explosive that detonates upon receiving a specially encoded signal or upon host death.<BR>
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<b>Special Features:</b> Explodes<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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hear_talk(mob/M as mob, msg)
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hear(msg)
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return
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hear(var/msg)
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world << "Implant heard: [msg]"
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = sanitize_simple(msg, replacechars)
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world << "Implant understood: [msg]"
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world << "Implant's phrase: [phrase]"
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if(findtext(msg,phrase))
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if(istype(imp_in, /mob/))
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var/mob/T = imp_in
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T.gib()
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explosion(get_turf(imp_in), 1, 3, 4, 6, 3)
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var/turf/t = get_turf(imp_in)
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if(t)
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t.hotspot_expose(3500,125)
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del(src)
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implanted(mob/source as mob)
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phrase = input("Choose activation phrase:") as text
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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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phrase = sanitize_simple(phrase, replacechars)
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usr.mind.store_memory("Explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate.", 0, 0)
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usr << "The implanted explosive implant in [source] can be activated by saying something containing the phrase ''[src.phrase]'', <B>say [src.phrase]</B> to attempt to activate."
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return 1
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/obj/item/weapon/implant/chem
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@@ -212,3 +246,86 @@ the implant may become unstable and either pre-maturely inject the subject or si
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source.mind.store_memory("A implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the pale emote, <B>say *pale</B> to attempt to activate."
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return 1
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/obj/item/weapon/implant/death_alarm
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name = "death alarm implant"
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desc = "An alarm which monitors host vital signs and transmits a radio message upon death."
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var/mobname = "Will Robinson"
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
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<b>Special Features:</b> Alerts crew to crewmember death.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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process()
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if (!implanted) return
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var/mob/M = imp_in
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if (M == null)
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world << "Are?.."
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var/area/t = get_area(M)
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if(isnull(M)) // If the mob got gibbed
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var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
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a.autosay("[mobname] has died-zzzzt in-in-in...", "[mobname]'s Death Alarm")
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del(a)
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processing_objects.Remove(src)
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else if(M.stat == 2)
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var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
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if(istype(t, /area/syndicate_station) || istype(t, /area/syndicate_mothership) || istype(t, /area/shuttle/syndicate_elite) )
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//give the syndies a bit of stealth
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a.autosay("[mobname] has died in Space!", "[mobname]'s Death Alarm")
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else
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a.autosay("[mobname] has died in [t.name]!", "[mobname]'s Death Alarm")
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del(a)
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processing_objects.Remove(src)
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implanted(mob/source as mob)
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mobname = source.real_name
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processing_objects.Add(src)
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return 1
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/obj/item/weapon/implant/compressed
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name = "compressed matter implant"
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desc = "Based on compressed matter technology, can store a single item."
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var/activation_emote = "sigh"
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var/obj/item/scanned = null
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get_data()
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var/dat = {"
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<b>Implant Specifications:</b><BR>
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<b>Name:</b> NanoTrasen \"Profit Margin\" Class Employee Lifesign Sensor<BR>
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<b>Life:</b> Activates upon death.<BR>
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<b>Important Notes:</b> Alerts crew to crewmember death.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a compact radio signaler that triggers when the host's lifesigns cease.<BR>
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<b>Special Features:</b> Alerts crew to crewmember death.<BR>
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<b>Integrity:</b> Implant will occasionally be degraded by the body's immune system and thus will occasionally malfunction."}
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return dat
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trigger(emote, mob/source as mob)
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if (src.scanned == null)
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return 0
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if (emote == src.activation_emote)
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source << "The air glows as \the [src.scanned.name] uncompresses."
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var/turf/t = get_turf(source)
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src.scanned.loc = t
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del src
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implanted(mob/source as mob)
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src.activation_emote = input("Choose activation emote:") in list("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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source.mind.store_memory("Freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate.", 0, 0)
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source << "The implanted freedom implant can be activated by using the [src.activation_emote] emote, <B>say *[src.activation_emote]</B> to attempt to activate."
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return 1
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@@ -116,3 +116,15 @@
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src.imp = new /obj/item/weapon/implant/loyalty( src )
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..()
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return
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/obj/item/weapon/implantcase/death_alarm
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name = "Glass Case- 'Death Alarm'"
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desc = "A case containing a death alarm implant."
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icon = 'items.dmi'
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icon_state = "implantcase-b"
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New()
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src.imp = new /obj/item/weapon/implant/death_alarm( src )
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..()
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return
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@@ -62,7 +62,7 @@
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/obj/item/weapon/implanter/explosive
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name = "implanter-explosive"
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name = "implanter (E)"
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/obj/item/weapon/implanter/explosive/New()
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src.imp = new /obj/item/weapon/implant/explosive( src )
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@@ -77,4 +77,39 @@
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src.imp = new /obj/item/weapon/implant/adrenalin(src)
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..()
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update()
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return
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return
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/obj/item/weapon/implanter/compressed
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name = "implanter (C)"
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icon_state = "cimplanter0"
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/obj/item/weapon/implanter/compressed/New()
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imp = new /obj/item/weapon/implant/compressed( src )
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..()
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update()
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return
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/obj/item/weapon/implanter/compressed/update()
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if (imp)
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var/obj/item/weapon/implant/compressed/c = imp
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if(!c.scanned)
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icon_state = "cimplanter0"
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else
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icon_state = "cimplanter1"
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else
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icon_state = "cimplanter2"
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return
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/obj/item/weapon/implanter/compressed/attack(mob/M as mob, mob/user as mob)
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var/obj/item/weapon/implant/compressed/c = imp
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if (!c) return
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if (c.scanned == null)
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user << "Please scan an object with the implanter first."
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return
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..()
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/obj/item/weapon/implanter/compressed/afterattack(atom/A, mob/user as mob)
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if(istype(A,/obj/item) && imp)
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imp:scanned = A
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A.loc.contents.Remove(A)
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update()
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