Files
Paradise/code/game/objects/items/his_grace.dm
DGamerL 7181d869d7 Buffs His Grace (#23040)
* This should be most of it

* I forgor to push this

* Makes this look better too

* Slight last things

* This has to be 0

* Fixes everything being broken all at once

* Fixes ascension eating the owner

* Extra insurance

* Removes debug messages

* The most minor of optimalizations

* Sirryan review

* Cleaning up the files

* Update code/game/objects/items/his_grace.dm

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>

* Removes unneeded variables + Lewc review

* Ternary my beloved

* Checks the correct thing

* Less bloodthirst per second and back to 25 victims

---------

Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
2023-11-24 15:29:13 +00:00

286 lines
11 KiB
Plaintext

// His Grace is a very special weapon granted only to traitor chaplains.
// When awakened, He thirsts for blood and begins ticking a "bloodthirst" counter.
// The wielder of His Grace is immune to stuns and gradually heals.
// If the wielder fails to feed His Grace in time, He will devour them and become incredibly aggressive.
// Leaving His Grace alone for some time will reset His thirst and put Him to sleep.
// Using His Grace effectively requires extreme speed and care.
/obj/item/his_grace
name = "artistic toolbox"
desc = "A toolbox painted bright green. Looking at it makes you feel uneasy."
icon = 'icons/obj/storage.dmi'
icon_state = "green"
item_state = "artistic_toolbox"
lefthand_file = 'icons/mob/inhands/equipment/toolbox_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/toolbox_righthand.dmi'
w_class = WEIGHT_CLASS_GIGANTIC
force = 15
attack_verb = list("robusted")
hitsound = 'sound/weapons/smash.ogg'
drop_sound = 'sound/items/handling/toolbox_drop.ogg'
pickup_sound = 'sound/items/handling/toolbox_pickup.ogg'
/// Is our little toolbox awake?
var/awakened = FALSE
/// How hungry is His Grace?
var/bloodthirst = HIS_GRACE_SATIATED
var/prev_bloodthirst = HIS_GRACE_SATIATED
var/force_bonus = 0
var/ascended = FALSE
var/victims = 0
var/victims_needed = 25
/obj/item/his_grace/Initialize(mapload)
. = ..()
START_PROCESSING(SSprocessing, src)
GLOB.poi_list |= src
RegisterSignal(src, COMSIG_MOVABLE_POST_THROW, PROC_REF(move_gracefully))
update_icon()
/obj/item/his_grace/Destroy()
STOP_PROCESSING(SSprocessing, src)
for(var/mob/living/L in src)
L.forceMove(get_turf(src))
GLOB.poi_list -= src
return ..()
/obj/item/his_grace/update_icon_state()
icon_state = ascended ? "gold" : "green"
item_state = ascended ? "toolbox_gold" : "artistic_toolbox"
/obj/item/his_grace/update_overlays()
. = ..()
if(ascended)
. += "triple_latch"
else if(awakened)
. += "single_latch_open"
else
. += "single_latch"
/obj/item/his_grace/attack_self(mob/living/user)
if(!awakened)
INVOKE_ASYNC(src, PROC_REF(awaken), user)
/obj/item/his_grace/attack(mob/living/M, mob/user)
if(awakened && M.stat)
consume(M)
else
..()
/obj/item/his_grace/can_be_pulled(user, grab_state, force, show_message = FALSE) //you can't pull his grace
return FALSE
/obj/item/his_grace/examine(mob/user)
. = ..()
if(!awakened)
. += "<span class='his_grace'>[src] is latched closed.</span>"
return
switch(bloodthirst)
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
. += "<span class='his_grace'>[src] isn't very hungry. Not yet.</span>"
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
. += "<span class='his_grace'>[src] would like a snack.</span>"
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
. += "<span class='his_grace'>[src] is quite hungry now.</span>"
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
. += "<span class='his_grace'>[src] is openly salivating at the sight of you. Be careful.</span>"
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
. += "<span class='his_grace bold'>You walk a fine line. [src] is very close to devouring you.</span>"
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
. += "<span class='his_grace bold'>[src] is shaking violently and staring directly at you.</span>"
/obj/item/his_grace/relaymove(mob/living/user, direction) //Allows changelings, etc. to climb out of Him after they revive, provided He isn't active
if(!awakened)
user.forceMove(get_turf(src))
user.visible_message("<span class='warning'>[user] scrambles out of [src]!</span>", "<span class='notice'>You climb out of [src]!</span>")
/obj/item/his_grace/process()
if(!bloodthirst)
drowse()
return
if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
adjust_bloodthirst(0.5 + round(length(contents) * (1 / 6), 1))
else
adjust_bloodthirst(0.5) //don't cool off rapidly once we're at the point where His Grace consumes all.
var/mob/living/carbon/human/master = get_atom_on_turf(src, /mob/living/carbon/human) // Only humans may wield Him
if(!master || !istype(master))
go_rabid()
return
if(!(src in list(master.l_hand, master.r_hand)))
go_rabid()
return
if(bloodthirst <= HIS_GRACE_CONSUME_OWNER || ascended)
master.apply_status_effect(STATUS_EFFECT_HISGRACE)
return
// They didn't sacrifice enough people, so this is where we go ham
master.visible_message("<span class='boldwarning'>[src] turns on [master]!</span>",
"<span class='his_grace big bold'>[src] turns on you!</span>")
do_attack_animation(master, used_item = src)
master.emote("scream")
master.remove_status_effect(STATUS_EFFECT_HISGRACE)
flags &= ~NODROP
master.Weaken(6 SECONDS)
master.adjustBruteLoss(1000)
playsound(master, 'sound/effects/splat.ogg', 100, FALSE)
go_rabid()
/obj/item/his_grace/proc/go_rabid() // She Caerbannog on my rabid till I-
forceMove(get_turf(src)) //no you can't put His Grace in a locker you just have to deal with Him
if(bloodthirst < HIS_GRACE_CONSUME_OWNER)
return
if(bloodthirst >= HIS_GRACE_FALL_ASLEEP)
drowse()
return
var/list/targets = list()
for(var/mob/living/L in oview(2, src))
targets += L
if(!length(targets))
return
var/mob/living/L = pick(targets)
step_to(src, L)
if(Adjacent(L))
if(!L.stat)
L.visible_message("<span class='warning'>[src] lunges at [L]!</span>", "<span class='his_grace big bold'>[src] lunges at you!</span>")
do_attack_animation(L, null, src)
playsound(L, 'sound/weapons/smash.ogg', 50, TRUE)
playsound(L, 'sound/misc/desceration-01.ogg', 50, TRUE)
L.adjustBruteLoss(force)
adjust_bloodthirst(-5) //Don't stop attacking they're right there!
else
consume(L)
/obj/item/his_grace/proc/awaken(mob/user) //Good morning, Mr. Grace.
if(awakened)
return
awakened = TRUE
user.visible_message("<span class='boldwarning'>[src] begins to rattle. He thirsts.</span>", "<span class='his_grace'>You flick [src]'s latch up. You hope this is a good idea.</span>")
name = "His Grace"
desc = "A bloodthirsty artifact created by a profane rite."
gender = MALE
adjust_bloodthirst(1)
force_bonus = HIS_GRACE_FORCE_BONUS * length(contents)
playsound(user, 'sound/effects/pope_entry.ogg', 100)
update_icon()
move_gracefully()
/obj/item/his_grace/proc/move_gracefully()
SIGNAL_HANDLER
if(!awakened)
return
animate_rumble(src)
/obj/item/his_grace/proc/drowse() //Good night, Mr. Grace.
if(!awakened || ascended)
return
var/turf/T = get_turf(src)
T.visible_message("<span class='boldwarning'>[src] slowly stops rattling and falls still, His latch snapping shut.</span>")
playsound(loc, 'sound/weapons/batonextend.ogg', 100, TRUE)
name = initial(name)
desc = initial(desc)
animate(src, transform = matrix())
gender = initial(gender)
force = initial(force)
force_bonus = initial(force_bonus)
awakened = FALSE
bloodthirst = 0
update_icon()
/obj/item/his_grace/proc/consume(mob/living/meal) //Here's your dinner, Mr. Grace.
if(!meal)
return
meal.visible_message("<span class='warning'>[src] swings open and devours [meal]!</span>", "<span class='his_grace big bold'>[src] consumes you!</span>")
meal.adjustBruteLoss(300)
playsound(meal, 'sound/misc/desceration-02.ogg', 75, TRUE)
playsound(src, 'sound/items/eatfood.ogg', 100, TRUE)
meal.forceMove(src)
force_bonus += (ascended ? ASCEND_BONUS : HIS_GRACE_FORCE_BONUS)
prev_bloodthirst = bloodthirst
if(ascended) // Otherwise there might be fractions where His Grace is droppable while ascended
bloodthirst = prev_bloodthirst
else if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
bloodthirst = length(contents) //Never fully sated, and His hunger will only grow.
else
bloodthirst = HIS_GRACE_CONSUME_OWNER
if(meal.mind)
victims++
if(victims >= victims_needed)
ascend()
update_stats()
/obj/item/his_grace/proc/adjust_bloodthirst(amt)
prev_bloodthirst = bloodthirst
if(ascended)
bloodthirst = HIS_GRACE_CONSUME_OWNER // As to maximize their healing buff
update_stats()
return
if(prev_bloodthirst < HIS_GRACE_CONSUME_OWNER)
bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_SATIATED, HIS_GRACE_CONSUME_OWNER)
else
bloodthirst = clamp(bloodthirst + amt, HIS_GRACE_CONSUME_OWNER, HIS_GRACE_FALL_ASLEEP)
update_stats()
/obj/item/his_grace/proc/update_stats()
flags &= ~NODROP
var/mob/living/master = get_atom_on_turf(src, /mob/living)
switch(bloodthirst)
if(HIS_GRACE_CONSUME_OWNER to HIS_GRACE_FALL_ASLEEP)
if(HIS_GRACE_CONSUME_OWNER > prev_bloodthirst)
master.visible_message("<span class='userdanger'>[src] enters a frenzy!</span>")
if(HIS_GRACE_STARVING to HIS_GRACE_CONSUME_OWNER)
flags |= NODROP
if(HIS_GRACE_STARVING > prev_bloodthirst)
master.visible_message("<span class='boldwarning'>[src] is starving!</span>", "<span class='his_grace big'>[src]'s bloodlust overcomes you. [src] must be fed, or you will become His meal.\
[force_bonus < 15 ? " And still, His power grows.":""]</span>")
force_bonus = max(force_bonus, 15)
if(HIS_GRACE_FAMISHED to HIS_GRACE_STARVING)
flags |= NODROP
if(HIS_GRACE_FAMISHED > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is very hungry!</span>", "<span class='his_grace big'>Spines sink into your hand. [src] must feed immediately.\
[force_bonus < 10 ? " His power grows.":""]</span>")
force_bonus = max(force_bonus, 10)
if(prev_bloodthirst >= HIS_GRACE_STARVING)
master.visible_message("<span class='warning'>[src] is now only very hungry!</span>", "<span class='his_grace big'>Your bloodlust recedes.</span>")
if(HIS_GRACE_HUNGRY to HIS_GRACE_FAMISHED)
if(HIS_GRACE_HUNGRY > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is getting hungry.</span>", "<span class='his_grace big'>You feel [src]'s hunger within you.\
[force_bonus < 5 ? " His power grows.":""]</span>")
force_bonus = max(force_bonus, 5)
if(prev_bloodthirst >= HIS_GRACE_FAMISHED)
master.visible_message("<span class='warning'>[src] is now only somewhat hungry.</span>", "<span class='his_grace'>[src]'s hunger recedes a little...</span>")
if(HIS_GRACE_PECKISH to HIS_GRACE_HUNGRY)
if(HIS_GRACE_PECKISH > prev_bloodthirst)
master.visible_message("<span class='warning'>[src] is feeling snackish.</span>", "<span class='his_grace'>[src] begins to hunger.</span>")
if(prev_bloodthirst >= HIS_GRACE_HUNGRY)
master.visible_message("<span class='warning'>[src] is now only a little peckish.</span>", "<span class='his_grace big'>[src]'s hunger recedes somewhat...</span>")
if(HIS_GRACE_SATIATED to HIS_GRACE_PECKISH)
if(prev_bloodthirst >= HIS_GRACE_PECKISH)
master.visible_message("<span class='warning'>[src] is satiated.</span>", "<span class='his_grace big'>[src]'s hunger recedes...</span>")
force = initial(force) + force_bonus
/obj/item/his_grace/proc/ascend()
if(ascended)
return
desc = "A legendary toolbox and a distant artifact from The Age of Three Powers. On its three latches engraved are the words \"The Sun\", \"The Moon\", and \"The Stars\". The entire toolbox has the words \"The World\" engraved into its sides."
icon_state = "his_grace_ascended"
item_state = "toolbox_gold"
ascended = TRUE
update_icon()
playsound(src, 'sound/effects/his_grace_ascend.ogg', 100)
var/mob/living/carbon/human/master = loc
if(istype(master))
master.visible_message("<span class='his_grace big bold'>Gods will be watching.</span>")
name = "[master]'s mythical toolbox of three powers"
master.update_inv_l_hand()
master.update_inv_r_hand()