mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
You have unlocked: Greedier mode! (#22884)
* You have unlocked: Greedier mode! * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update debuffs.dm * Apply suggestions from code review Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
This commit is contained in:
co-authored by
Luc
Henri215
Contrabang
parent
e7b396eddf
commit
ed8406d707
@@ -1119,3 +1119,172 @@
|
||||
if(new_filter)
|
||||
animate(get_filter("ray"), offset = 10, time = 10 SECONDS, loop = -1)
|
||||
animate(offset = 0, time = 10 SECONDS)
|
||||
|
||||
#define DEFAULT_MAX_CURSE_COUNT 5
|
||||
|
||||
/// Status effect that gives the target miscellanous debuffs while throwing a status alert and causing them to smoke from the damage they're incurring.
|
||||
/// Purposebuilt for cursed slot machines.
|
||||
/datum/status_effect/cursed
|
||||
id = "cursed"
|
||||
alert_type = /obj/screen/alert/status_effect/cursed
|
||||
/// The max number of curses a target can incur with this status effect.
|
||||
var/max_curse_count = DEFAULT_MAX_CURSE_COUNT
|
||||
/// The amount of times we have been "applied" to the target.
|
||||
var/curse_count = 0
|
||||
/// Raw probability we have to deal damage this tick.
|
||||
var/damage_chance = 10
|
||||
/// Are we currently in the process of sending a monologue?
|
||||
var/monologuing = FALSE
|
||||
/// The hand we are branded to.
|
||||
var/obj/item/organ/external/branded_hand = null
|
||||
|
||||
/datum/status_effect/cursed/on_apply()
|
||||
RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(on_stat_changed))
|
||||
RegisterSignal(owner, COMSIG_MOB_DEATH, PROC_REF(on_death))
|
||||
RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_USE, PROC_REF(check_curses))
|
||||
RegisterSignal(owner, COMSIG_CURSED_SLOT_MACHINE_LOST, PROC_REF(update_curse_count))
|
||||
RegisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON, PROC_REF(clear_curses))
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/cursed/Destroy()
|
||||
UnregisterSignal(SSdcs, COMSIG_GLOB_CURSED_SLOT_MACHINE_WON)
|
||||
branded_hand = null
|
||||
return ..()
|
||||
|
||||
/// Checks the number of curses we have and returns information back to the slot machine. `max_curse_amount` is set by the slot machine itself.
|
||||
/datum/status_effect/cursed/proc/check_curses(mob/user, max_curse_amount)
|
||||
SIGNAL_HANDLER
|
||||
if(curse_count >= max_curse_amount)
|
||||
return SLOT_MACHINE_USE_CANCEL
|
||||
|
||||
if(monologuing)
|
||||
to_chat(owner, "<span class='warning'>Your arm is resisting your attempts to pull the lever!</span>") // listening to kitschy monologues to postpone your powergaming is the true curse here.
|
||||
return SLOT_MACHINE_USE_POSTPONE
|
||||
|
||||
/// Handles the debuffs of this status effect and incrementing the number of curses we have.
|
||||
/datum/status_effect/cursed/proc/update_curse_count()
|
||||
SIGNAL_HANDLER
|
||||
curse_count++
|
||||
|
||||
linked_alert?.update_appearance() // we may have not initialized it yet
|
||||
|
||||
addtimer(CALLBACK(src, PROC_REF(handle_after_effects), 1 SECONDS)) // give it a second to let the failure sink in before we exact our toll
|
||||
|
||||
/// Makes a nice lorey message about the curse level we're at. I think it's nice
|
||||
/datum/status_effect/cursed/proc/handle_after_effects()
|
||||
if(QDELETED(src))
|
||||
return
|
||||
|
||||
monologuing = TRUE
|
||||
var/list/messages = list()
|
||||
switch(curse_count)
|
||||
if(1) // basically your first is a "freebie" that will still require urgent medical attention and will leave you smoking forever but could be worse tbh
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/human_owner = owner
|
||||
playsound(human_owner, 'sound/weapons/sear.ogg', 50, TRUE)
|
||||
var/obj/item/organ/external/affecting = human_owner.get_active_hand()
|
||||
branded_hand = affecting
|
||||
|
||||
messages += "<span class='boldwarning'>Your hand burns, and you quickly let go of the lever! You feel a little sick as the nerves deaden in your hand...</span>"
|
||||
messages += "<span class='boldwarning'>Some smoke appears to be coming out of your hand now, but it's not too bad...</span>"
|
||||
messages += "<span class='boldwarning'>Fucking stupid machine.</span>"
|
||||
|
||||
if(2)
|
||||
messages += "<span class='boldwarning'>The machine didn't burn you this time, it must be some arcane work of the brand recognizing a source...</span>"
|
||||
messages += "<span class='boldwarning'>Blisters and boils start to appear over your skin. Each one hissing searing hot steam out of its own pocket...</span>"
|
||||
messages += "<span class='boldwarning'>You understand that the machine tortures you with its simplistic allure. It can kill you at any moment, but it derives a sick satisfaction at forcing you to keep going.</span>"
|
||||
messages += "<span class='boldwarning'>If you could get away from here, you might be able to live with some medical supplies. Is it too late to stop now?</span>"
|
||||
messages += "<span class='boldwarning'>As you shut your eyes to dwell on this conundrum, the brand surges in pain. You shudder to think what might happen if you go unconscious.</span>"
|
||||
|
||||
if(3)
|
||||
owner.emote("cough")
|
||||
messages += "<span class='boldwarning'>Your throat becomes to feel like it's slowly caking up with sand and dust. You eject the contents of the back of your throat onto your sleeve.</span>"
|
||||
messages += "<span class='boldwarning'>It is sand. Crimson red. You've never felt so thirsty in your life, yet you don't trust your own hand to carry the glass to your lips.</span>"
|
||||
messages += "<span class='boldwarning'>You get the sneaking feeling that if someone else were to win, that it might clear your curse too. Saving your life is a noble cause.</span>"
|
||||
messages += "<span class='boldwarning'>Of course, you might have to not speak on the nature of this machine, in case they scamper off to leave you to die.</span>"
|
||||
messages += "<span class='boldwarning'>Is it truly worth it to condemn someone to this fate to cure the manifestation of your own hedonistic urges? You'll have to decide quickly.</span>"
|
||||
|
||||
if(4)
|
||||
messages += "<span class='boldwarning'>A migraine swells over your head as your thoughts become hazy. Your hand desperately inches closer towards the slot machine for one final pull...</span>"
|
||||
messages += "<span class='boldwarning'>The ultimate test of mind over matter. You can jerk your own muscle back in order to prevent a terrible fate, but your life already is worth so little now.</span>"
|
||||
messages += "<span class='boldwarning'>This is what they want, is it not? To witness your failure against itself? The compulsion carries you forward as a sinking feeling of dread fills your stomach.</span>"
|
||||
messages += "<span class='boldwarning'>Paradoxically, where there is hopelessness, there is elation. Elation at the fact that there's still enough power in you for one more pull.</span>"
|
||||
messages += "<span class='boldwarning'>Your legs desperately wish to jolt away on the thought of running away from this wretched machination, but your own arm remains complacent in the thought of seeing spinning wheels.</span>"
|
||||
messages += "<span class='userdanger'>The toll has already been exacted. There is no longer death on 'your' terms. Is your dignity worth more than your life?</span>"
|
||||
|
||||
if(5 to INFINITY)
|
||||
if(max_curse_count != DEFAULT_MAX_CURSE_COUNT) // this probably will only happen through admin schenanigans letting people stack up infinite curses or something
|
||||
to_chat(owner, "<span class='userdanger'>Do you <i>still</i> think you're in control?</span>")
|
||||
return
|
||||
|
||||
to_chat(owner, "Why couldn't I get one more try?!")
|
||||
owner.gib()
|
||||
qdel(src)
|
||||
return
|
||||
for(var/message in messages)
|
||||
to_chat(owner, message)
|
||||
sleep(3 SECONDS) // yes yes a bit fast but it can be a lot of text and i want the whole thing to send before the cooldown on the slot machine might expire
|
||||
monologuing = FALSE
|
||||
|
||||
/// Cleans ourselves up and removes our curses. Meant to be done in a "positive" way, when the curse is broken. Directly use qdel otherwise.
|
||||
/datum/status_effect/cursed/proc/clear_curses()
|
||||
SIGNAL_HANDLER
|
||||
|
||||
owner.visible_message(
|
||||
"<span class='warning'>The smoke slowly clears from [owner.name]...</span>",
|
||||
"<span class='notice'>Your skin finally settles down and your throat no longer feels as dry... The brand disappearing confirms that the curse has been lifted.</span>",)
|
||||
qdel(src)
|
||||
|
||||
/// If our owner's stat changes, rapidly surge the damage chance.
|
||||
/datum/status_effect/cursed/proc/on_stat_changed()
|
||||
SIGNAL_HANDLER
|
||||
if(owner.stat == CONSCIOUS || owner.stat == DEAD) // reset on these two states
|
||||
damage_chance = initial(damage_chance)
|
||||
return
|
||||
|
||||
to_chat(owner, "<span class='userdanger'>As your body crumbles, you feel the curse of the slot machine surge through your body!</span>")
|
||||
damage_chance += 75 //ruh roh raggy
|
||||
|
||||
/// If our owner dies without getting gibbed, we gib them, because fuck you baltamore
|
||||
/datum/status_effect/cursed/proc/on_death(mob/living/source, gibbed)
|
||||
SIGNAL_HANDLER
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
if(gibbed)
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
INVOKE_ASYNC(H, TYPE_PROC_REF(/mob, gib))
|
||||
|
||||
/datum/status_effect/cursed/tick()
|
||||
if(curse_count <= 1)
|
||||
return // you get one "freebie" (single damage) to nudge you into thinking this is a bad idea before the house begins to win.
|
||||
|
||||
// the house won.
|
||||
var/ticked_coefficient = rand(15, 40) * 2 / 100
|
||||
var/effective_percentile_chance = ((curse_count == 2 ? 1 : curse_count) * damage_chance * ticked_coefficient)
|
||||
|
||||
if(prob(effective_percentile_chance))
|
||||
owner.apply_damages(
|
||||
brute = (curse_count * ticked_coefficient),
|
||||
burn = (curse_count * ticked_coefficient),
|
||||
oxy = (curse_count * ticked_coefficient),
|
||||
)
|
||||
|
||||
/obj/screen/alert/status_effect/cursed
|
||||
name = "Cursed!"
|
||||
desc = "The brand on your hand reminds you of your greed, yet you seem to be okay otherwise."
|
||||
icon_state = "cursed_by_slots"
|
||||
|
||||
/obj/screen/alert/status_effect/cursed/update_desc()
|
||||
. = ..()
|
||||
var/datum/status_effect/cursed/linked_effect = attached_effect
|
||||
var/curses = linked_effect.curse_count
|
||||
switch(curses)
|
||||
if(2)
|
||||
desc = "Your greed is catching up to you..."
|
||||
if(3)
|
||||
desc = "You really don't feel good right now... But why stop now?"
|
||||
if(4 to INFINITY)
|
||||
desc = "Real winners quit before they reach the ultimate prize."
|
||||
|
||||
#undef DEFAULT_MAX_CURSE_COUNT
|
||||
|
||||
Reference in New Issue
Block a user