mirror of
https://github.com/ParadiseSS13/Paradise.git
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338 lines
12 KiB
Plaintext
338 lines
12 KiB
Plaintext
/obj/item/weapon/implant
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name = "implant"
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var
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implanted = null
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mob/imp_in = null
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color = "b"
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allow_reagents = 0
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proc
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trigger(emote, source as mob)
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activate()
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implanted(source as mob)
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get_data()
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hear(message, source as mob)
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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(source as mob)
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return
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get_data()
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return "No information available"
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hear(message, source as mob)
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return
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/obj/item/weapon/implant/uplink
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name = "uplink"
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desc = "Summon things."
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var
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activation_emote = "chuckle"
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obj/item/device/uplink/radio/uplink = null
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New()
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activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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uplink = new /obj/item/device/uplink/radio/implanted(src)
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..()
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return
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implanted(mob/source as mob)
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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("Uplink 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 uplink 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
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trigger(emote, mob/source as mob)
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if(emote == activation_emote)
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uplink.attack_self(source)
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return
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/obj/item/weapon/implant/tracking
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name = "tracking"
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desc = "Track with this."
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var
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id = 1.0
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get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Tracking Beacon<BR>
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<b>Life:</b> 10 minutes after death of host<BR>
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<b>Important Notes:</b> None<BR>
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<HR>
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<b>Implant Details:</b> <BR>
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<b>Function:</b> Continuously transmits low power signal. Useful for tracking.<BR>
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<b>Special Features:</b><BR>
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<i>Neuro-Safe</i>- Specialized shell absorbs excess voltages self-destructing the chip if
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a malfunction occurs thereby securing safety of subject. The implant will melt and
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disintegrate into bio-safe elements.<BR>
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<b>Integrity:</b> Gradient creates slight risk of being overcharged and frying the
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circuitry. As a result neurotoxins can cause massive damage.<HR>
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Implant Specifics:<BR>"}
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return dat
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//Nuke Agent 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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var/activation_emote = "deathgasp"
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var/coded = 0
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New()
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verbs += /obj/item/weapon/implant/dexplosive/proc/set_emote
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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 Employee Management Implant<BR>
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<b>Life:</b> Activates upon death.<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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trigger(emote, source as mob)
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if(emote == activation_emote)
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src.activate("death")
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return
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activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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explosion(src, -1, 0, 2, 3, 0)//This might be a bit much, dono will have to see.
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if(src.imp_in)
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src.imp_in.gib()
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proc/set_emote()
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set name = "Set Emote"
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set category = "Object"
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set src in usr
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if(coded != 0)
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usr << "You've already set up your implant!"
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return
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activation_emote = input("Choose activation emote:") in list("deathgasp","blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
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usr.mind.store_memory("Explosive 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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usr << "The implanted explosive 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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coded = 1
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verbs -= /obj/item/weapon/implant/dexplosive/proc/set_emote
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return
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/obj/item/weapon/implant/chem
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name = "chem"
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desc = "Injects things."
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allow_reagents = 1
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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 MJ-420 Prisoner Management Implant<BR>
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<b>Life:</b> Deactivates upon death but remains within the body.<BR>
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<b>Important Notes: Due to the system functioning off of nutrients in the implanted subject's body, the subject<BR>
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will suffer from an increased appetite.</B><BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small capsule that can contain various chemicals. Upon receiving a specially encoded signal<BR>
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the implant releases the chemicals directly into the blood stream.<BR>
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<b>Special Features:</b>
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<i>Micro-Capsule</i>- Can be loaded with any sort of chemical agent via the common syringe and can hold 15 units.<BR>
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Can only be loaded while still in its original case.<BR>
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<b>Integrity:</b> Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,<BR>
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the implant may become unstable and either pre-maturely inject the subject or simply break."}
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return dat
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New()
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..()
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var/datum/reagents/R = new/datum/reagents(10)
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reagents = R
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R.my_atom = src
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trigger(emote, source as mob)
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if(emote == "deathgasp")
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src.activate(10)
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return
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activate(var/cause)
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if((!cause) || (!src.imp_in)) return 0
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var/mob/living/carbon/R = src.imp_in
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src.reagents.trans_to(R, cause)
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R << "You hear a faint *beep*."
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if(!src.reagents.total_volume)
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R << "You hear a faint click from your chest."
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spawn(0)
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del(src)
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return
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/obj/item/weapon/implant/loyalty
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name = "loyalty"
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desc = "Makes you loyal or such."
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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 Employee Management Implant<BR>
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<b>Life:</b> Ten years.<BR>
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<b>Important Notes:</b> Personnel injected with this device tend to be much more loyal to the company.<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that manipulate the host's mental functions.<BR>
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<b>Special Features:</b> Will prevent and cure most forms of brainwashing.<BR>
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<b>Integrity:</b> Degradation can occur within nanobots, re-application may be necessary to ensure full cooperation."}
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return dat
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implanted(M as mob)
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if(!istype(M, /mob/living/carbon/human)) return
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var/mob/living/carbon/human/H = M
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if(H.mind in ticker.mode.head_revolutionaries)
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visible_message("\red [M] seems to resist the implant.", 1)
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for(var/mob/O in (viewers(M) - M))
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O.show_message("\red [M] seems to resist the implant.", 1)
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M << "\red You resist the implant."
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return
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else if(H.mind in ticker.mode:revolutionaries)
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ticker.mode:remove_revolutionary(H.mind)
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H << "\blue You feel a surge of loyalty towards NanoTrasen."
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return
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//BS12 Explosive
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/obj/item/weapon/implant/explosive
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name = "explosive"
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desc = "And boom goes the weasel."
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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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var/list/replacechars = list("'" = "","\"" = "",">" = "","<" = "","(" = "",")" = "")
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msg = sanitize_simple(msg, replacechars)
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if(findtext(msg,phrase))
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if(istype(loc, /mob/))
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var/mob/T = loc
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T.gib()
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explosion(find_loc(src), 1, 3, 4, 6, 3)
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var/turf/t = find_loc(src)
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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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/obj/item/weapon/implant/death_alarm
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name = "death alarm"
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desc = "Danger Will Robinson!"
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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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var/mob/M = src.loc
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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("states, \"[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/turf/t = get_turf(M)
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var/obj/item/device/radio/headset/a = new /obj/item/device/radio/headset(null)
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a.autosay("states, \"[mobname] has died in [t.loc.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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/obj/item/weapon/implant/compressed
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name = "compressed matter implant"
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desc = "*fwooomp*"
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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." |