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* Update carbon_procs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update items.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update humanoid.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update human_mob.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update status_effects.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update neutral.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update blood_magic.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update abduction_gear.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update items.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update abduction_gear.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/game/objects/items/weapons/handcuffs.dm Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/game/objects/items/weapons/handcuffs.dm Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/modules/mob/living/carbon/alien/humanoid/humanoid.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/game/objects/items.dm Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/game/gamemodes/cult/blood_magic.dm Woops. Co-authored-by: chuga-git <98280110+chuga-git@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update items.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm The consequences of my actions Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update humanoid.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update carbon_procs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update clothing.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update human_mob.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/modules/mob/living/carbon/alien/humanoid/humanoid.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update code/modules/mob/living/carbon/human/human_mob.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update carbon_procs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> * Update handcuffs.dm Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> --------- Signed-off-by: Faron <171642577+FaronCD@users.noreply.github.com> Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com> Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Co-authored-by: chuga-git <98280110+chuga-git@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
380 lines
13 KiB
Plaintext
380 lines
13 KiB
Plaintext
//entirely neutral or internal status effects go here
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/// tracks the damage dealt to this mob by kinetic crushers
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/datum/status_effect/crusher_damage
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id = "crusher_damage"
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duration = -1
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status_type = STATUS_EFFECT_UNIQUE
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alert_type = null
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var/total_damage = 0
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/datum/status_effect/syphon_mark
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id = "syphon_mark"
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duration = 50
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status_type = STATUS_EFFECT_MULTIPLE
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alert_type = null
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on_remove_on_mob_delete = TRUE
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var/obj/item/borg/upgrade/modkit/bounty/reward_target
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/datum/status_effect/syphon_mark/on_creation(mob/living/new_owner, obj/item/borg/upgrade/modkit/bounty/new_reward_target)
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. = ..()
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if(.)
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reward_target = new_reward_target
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/datum/status_effect/syphon_mark/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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return ..()
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/datum/status_effect/syphon_mark/proc/get_kill()
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if(!QDELETED(reward_target))
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reward_target.get_kill(owner)
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/datum/status_effect/syphon_mark/tick()
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if(owner.stat == DEAD)
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get_kill()
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qdel(src)
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/datum/status_effect/syphon_mark/on_remove()
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get_kill()
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. = ..()
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/datum/status_effect/adaptive_learning
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id = "adaptive_learning"
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duration = 30 SECONDS
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status_type = STATUS_EFFECT_REFRESH
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alert_type = null
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var/bonus_damage = 0
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/datum/status_effect/high_five
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id = "high_five"
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duration = 10 SECONDS
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alert_type = null
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status_type = STATUS_EFFECT_REFRESH
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/// Message displayed when wizards perform this together
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var/critical_success = "high-five EPICALLY!"
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/// Message displayed when normal people perform this together
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var/success = "high-five!"
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/// Message displayed when this status effect is applied.
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var/request = "requests a high-five."
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/// Item to be shown in the pop-up balloon.
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var/obj/item/item_path = /obj/item/latexballon
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/// Sound effect played when this emote is completed.
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var/sound_effect = 'sound/weapons/slap.ogg'
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/// So we don't leave folks with god-mode
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/datum/status_effect/high_five/proc/wiz_cleanup(mob/living/carbon/user, mob/living/carbon/highfived)
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user.status_flags &= ~GODMODE
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highfived.status_flags &= ~GODMODE
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user.remove_status_effect(type)
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highfived.remove_status_effect(type)
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/datum/status_effect/high_five/proc/wiz_effect(mob/living/carbon/user, mob/living/carbon/highfived)
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user.status_flags |= GODMODE
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highfived.status_flags |= GODMODE
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explosion(get_turf(user), 5, 2, 1, 3, cause = id)
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// explosions have a spawn so this makes sure that we don't get gibbed
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addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, highfived), 0.3 SECONDS) // I want to be sure this lasts long enough, with lag.
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add_attack_logs(user, highfived, "caused a wizard [id] explosion")
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/datum/status_effect/high_five/proc/post_start()
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return
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/datum/status_effect/high_five/proc/regular_effect(mob/living/carbon/user, mob/living/carbon/highfived)
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user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[highfived.name]</b> [success]</span>")
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/datum/status_effect/high_five/on_apply()
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if(!iscarbon(owner))
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return FALSE
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. = ..()
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var/mob/living/carbon/user = owner
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var/is_wiz = iswizard(user)
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var/both_wiz = FALSE
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for(var/mob/living/carbon/C in orange(1, user))
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if(!C.has_status_effect(type) || C == user)
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continue
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if(is_wiz && iswizard(C))
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user.visible_message("<span class='biggerdanger'><b>[user.name]</b> and <b>[C.name]</b> [critical_success]</span>")
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wiz_effect(user, C)
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both_wiz = TRUE
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user.do_attack_animation(C, no_effect = TRUE)
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C.do_attack_animation(user, no_effect = TRUE)
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playsound(user, sound_effect, 80)
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if(!both_wiz)
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regular_effect(user, C)
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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return FALSE
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// We can return to break out of the loop here so we don't auto-remove (which causes the timer on the wizard highfive to break)
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// This is safe because we only pass the continue if we don't have the status effect
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return TRUE // DO NOT AUTOREMOVE
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owner.custom_emote(EMOTE_VISIBLE, request)
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owner.create_point_bubble_from_path(item_path, FALSE)
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post_start()
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/datum/status_effect/high_five/on_timeout()
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owner.visible_message("[owner] [get_missed_message()]")
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/datum/status_effect/high_five/proc/get_missed_message()
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var/list/missed_highfive_messages = list(
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"lowers [owner.p_their()] hand, it looks like [owner.p_they()] [owner.p_were()] left hanging...",
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"seems to awkwardly wave at nobody in particular.",
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"moves [owner.p_their()] hand directly to [owner.p_their()] forehead in shame.",
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"fully commits and high-fives empty space.",
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"high-fives [owner.p_their()] other hand shamefully before wiping away a tear.",
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"goes for a handshake, then a fistbump, before pulling [owner.p_their()] hand back...? <i>What [owner.p_are()] [owner.p_they()] doing?</i>"
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)
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return pick(missed_highfive_messages)
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/datum/status_effect/high_five/dap
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id = "dap"
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critical_success = "dap each other up EPICALLY!"
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success = "dap each other up!"
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request = "requests someone to dap them up!"
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sound_effect = 'sound/effects/snap.ogg'
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item_path = /obj/item/melee/touch_attack/fake_disintegrate // EI-NATH!
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/datum/status_effect/high_five/dap/get_missed_message()
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return "sadly can't find anybody to give daps to, and daps [owner.p_themselves()]. Shameful."
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/datum/status_effect/high_five/handshake
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id = "handshake"
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critical_success = "give each other an EPIC handshake!"
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success = "give each other a handshake!"
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request = "requests a handshake!"
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sound_effect = "sound/weapons/thudswoosh.ogg"
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/datum/status_effect/high_five/handshake/get_missed_message()
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var/list/missed_messages = list(
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"drops [owner.p_their()] hand, shamefully.",
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"grabs [owner.p_their()] outstretched hand with [owner.p_their()] other hand and gives [owner.p_themselves()] a handshake.",
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"balls [owner.p_their()] hand into a fist, slowly bringing it back in."
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)
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return pick(missed_messages)
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/datum/status_effect/high_five/rps
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id = "rps"
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critical_success = "both play rock -- THEY'RE GOING IN FOR THE FISTBUMP!"
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success = "play rock-paper-scissors!"
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sound_effect = 'sound/effects/glassknock.ogg'
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request = "wants to play rock-paper-scissors!"
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item_path = /obj/item/claymore // it's time to d-d-d-d-d-d-d-duel!
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/// The move that you'll be making.
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var/move
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/datum/status_effect/high_five/rps/get_missed_message()
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var/list/missed_messages = list(
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"just seems to be practicing against [owner.p_themselves()]. [owner.p_are(TRUE)] [owner.p_they()] losing?",
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"seems more interested in a thumb war."
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)
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return pick(missed_messages)
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/datum/status_effect/high_five/rps/proc/get_move_status(my_move, their_move)
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if(my_move == their_move)
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return RPS_EMOTE_TIE
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switch(my_move)
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if(RPS_EMOTE_ROCK)
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return their_move == RPS_EMOTE_SCISSORS ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
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if(RPS_EMOTE_PAPER)
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return their_move == RPS_EMOTE_ROCK ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
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if(RPS_EMOTE_SCISSORS)
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return their_move == RPS_EMOTE_PAPER ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
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else
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CRASH("Unknown emote rock type")
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/datum/status_effect/high_five/rps/post_start()
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playsound(owner, 'sound/effects/glassknock.ogg', 50, FALSE)
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/datum/status_effect/high_five/rps/regular_effect(mob/living/carbon/user, mob/living/carbon/highfived)
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var/datum/status_effect/high_five/rps/their_status_effect = highfived.has_status_effect(type)
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var/outcome = get_move_status(move, their_status_effect.move)
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var/outcome_msg
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switch(outcome)
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if(RPS_EMOTE_TIE)
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outcome_msg = "It's a tie!"
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if(RPS_EMOTE_WE_WIN)
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outcome_msg = "[user] wins!"
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if(RPS_EMOTE_THEY_WIN)
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outcome_msg = "[highfived] wins!"
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user.visible_message(
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"<span class='notice'>[user] plays <b>[move]</b>, and [highfived] plays <b>[their_status_effect.move]</b>.</span>",
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"<span class='notice'>[highfived] plays <b>[their_status_effect.move]</b>.</span>",
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"<span class='notice'>It sounds like rock-paper-scissors.</span>"
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)
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user.visible_message(
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"<span class='warning'>[outcome_msg]</span>",
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blind_message = "<span class='notice'>It sounds like [pick(user, highfived)] won!</span>" // you're blind how are you supposed to know
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)
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/datum/status_effect/high_five/rps/on_creation(mob/living/new_owner, made_move)
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if(made_move)
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if(!(made_move in list(RPS_EMOTE_ROCK, RPS_EMOTE_PAPER, RPS_EMOTE_SCISSORS)))
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stack_trace("RPS emote was given an invalid move type on creation.")
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else
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move = made_move
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return ..()
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/datum/status_effect/high_five/rps/on_apply()
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if(!isnull(move))
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to_chat(owner, "<span class='notice'>You prepare to play <b>[move]</b>.</span>")
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return ..() // we already have the move, probably from the emote passing it in
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move = get_rock_paper_scissors_move(owner)
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if(move == null)
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return FALSE // make it auto-remove itself
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to_chat(owner, "<span class='notice'>You prepare to play <b>[move]</b>.</span>")
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return ..()
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/proc/get_rock_paper_scissors_move(mob/living/carbon/user)
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var/list/move_icons = list(
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RPS_EMOTE_SCISSORS = image(icon = 'icons/obj/items.dmi', icon_state = "bscissor"),
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RPS_EMOTE_PAPER = image(icon = 'icons/obj/bureaucracy.dmi', icon_state = "paper"),
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RPS_EMOTE_ROCK = image(icon = 'icons/obj/toy.dmi', icon_state = "pet_rock")
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)
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return show_radial_menu(user, user, move_icons)
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/// A status effect that can have a certain amount of "bonus" duration added, which extends the duration every tick,
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/// although there is a maximum amount of bonus time that can be active at any given time.
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/datum/status_effect/limited_bonus
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/// How much extra time has been added
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var/bonus_time = 0
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/// How much extra time to apply per tick
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var/bonus_time_per_tick = 1 SECONDS
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/// How much maximum bonus time can be active at once
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var/max_bonus_time = 1 MINUTES
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/datum/status_effect/limited_bonus/tick()
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. = ..()
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// Sure, we could do some fancy stuff with clamping, and it'd probably be a little cleaner.
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// This keeps the math simple and easier to use later
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if(bonus_time > bonus_time_per_tick)
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duration += bonus_time_per_tick
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bonus_time -= bonus_time_per_tick
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/datum/status_effect/limited_bonus/proc/extend(extra_time)
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bonus_time = clamp(bonus_time + extra_time, 0, max_bonus_time)
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/datum/status_effect/limited_bonus/revivable
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id = "revivable"
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alert_type = null
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status_type = STATUS_EFFECT_UNIQUE
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duration = BASE_DEFIB_TIME_LIMIT
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/datum/status_effect/limited_bonus/revivable/on_apply()
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. = ..()
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if(!iscarbon(owner))
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return FALSE
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RegisterSignal(owner, COMSIG_HUMAN_RECEIVE_CPR, PROC_REF(on_cpr))
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RegisterSignal(owner, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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owner.med_hud_set_status() // update revivability after adding the status effect
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/datum/status_effect/limited_bonus/revivable/proc/on_cpr(mob/living/carbon/human/H, new_seconds)
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SIGNAL_HANDLER // COMSIG_HUMAN_RECEIVE_CPR
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extend(new_seconds)
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/datum/status_effect/limited_bonus/revivable/proc/on_revive()
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SIGNAL_HANDLER // COMSIG_LIVING_REVIVE
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qdel(src)
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/datum/status_effect/limited_bonus/revivable/on_remove()
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// Update HUDs once the status effect is deleted to show non-revivability
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INVOKE_ASYNC(owner, TYPE_PROC_REF(/mob/living, med_hud_set_status))
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. = ..()
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/datum/status_effect/charging
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id = "charging"
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alert_type = null
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/datum/status_effect/impact_immune
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id = "impact_immune"
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alert_type = null
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/datum/status_effect/recently_succumbed
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id = "recently_succumbed"
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alert_type = null
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duration = 1 MINUTES
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status_type = STATUS_EFFECT_REFRESH
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#define LWAP_LOCK_CAP 10
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/datum/status_effect/lwap_scope
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id = "lwap_scope"
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alert_type = null
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duration = -1
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tick_interval = 4
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/// The number of people the gun has locked on to. Caps at 10 for sanity.
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var/locks = 0
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/datum/status_effect/lwap_scope/tick()
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locks = 0
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for(var/atom/movable/screen/fullscreen/stretch/cursor_catcher/scope/our_scope in owner.client.screen)
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for(var/mob/living/L in range(10, our_scope.given_turf))
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if(locks >= LWAP_LOCK_CAP)
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return
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if(L == owner || L.stat == DEAD || isslime(L) || ismonkeybasic(L) || L.invisibility > owner.see_invisible) //xenobio moment
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continue
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new /obj/effect/temp_visual/single_user/lwap_ping(owner.loc, owner, L)
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locks++
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#undef LWAP_LOCK_CAP
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/datum/status_effect/delayed
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id = "delayed_status_effect"
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status_type = STATUS_EFFECT_MULTIPLE
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alert_type = null
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var/prevent_signal = null
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var/datum/callback/expire_proc = null
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/datum/status_effect/delayed/on_creation(mob/living/new_owner, new_duration, datum/callback/new_expire_proc, new_prevent_signal = null)
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if(!new_duration || !istype(new_expire_proc))
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qdel(src)
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return
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duration = new_duration
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expire_proc = new_expire_proc
|
|
. = ..()
|
|
if(new_prevent_signal)
|
|
RegisterSignal(owner, new_prevent_signal, PROC_REF(prevent_action))
|
|
prevent_signal = new_prevent_signal
|
|
|
|
/datum/status_effect/proc/prevent_action()
|
|
SIGNAL_HANDLER
|
|
qdel(src)
|
|
|
|
/datum/status_effect/delayed/on_remove()
|
|
if(prevent_signal)
|
|
UnregisterSignal(owner, prevent_signal)
|
|
. = ..()
|
|
|
|
/datum/status_effect/delayed/on_timeout()
|
|
. = ..()
|
|
expire_proc.Invoke()
|
|
|
|
/datum/status_effect/action_status_effect
|
|
alert_type = null
|
|
tick_interval = -1
|
|
|
|
/datum/status_effect/action_status_effect/remove_handcuffs
|
|
id = "remove_handcuffs"
|
|
|
|
/datum/status_effect/action_status_effect/remove_muzzle
|
|
id = "remove_muzzle"
|
|
|
|
/datum/status_effect/action_status_effect/unbuckle
|
|
id = "unbuckle"
|