Files
Paradise/code/modules/projectiles/projectile/special.dm
FalseIncarnate c032781c7b Naughty List Revenge
Santa has refused to deliver presents to the NSS Cyberiad for an unknown
reason.

Meanwhile, a distress beacon is received from the North Pole, on an
unencrypted Syndicate frequency. Apparently, Christmas Eve was anything
but a silent night.

A rogue operative seems to have infiltrated the North Pole and attempted
to coerce Santa into removing him from the Naughty List, but his plans
may have backfired. Santa has finally snapped, and must be put down in
order for the crew to receive their gifts this year.

The gateway has been reconfigured to lock onto the general location of
the distress signal, and will not lock on to any other destinations
until after Christmas has passed. Be warned, however, that the frozen
north is far from hospitable, and a variety of dangers await you beyond
the safety of the blast doors.

This mission will offer some new challenges, and is designed to be
undertaken by a squad of players. Will your team be able to put Father
Christmas to rest and rescue the presents, or will you meet your demise
in the freezing tundra?
2015-12-24 03:40:31 -05:00

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/obj/item/projectile/ion
name = "ion bolt"
icon_state = "ion"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
empulse(target, 1, 1)
return 1
/obj/item/projectile/ion/weak
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
empulse(target, 0, 0)
return 1
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"
damage = 50
flag = "bullet"
sharp = 1
edge = 1
on_hit(var/atom/target, var/blocked = 0)
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
flag = "bullet"
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return 1
/obj/item/projectile/temp
name = "freeze beam"
icon_state = "temp_4"
damage = 0
damage_type = BURN
nodamage = 1
flag = "energy"
var/temperature = 300
var/obj/item/weapon/gun/energy/temperature/T = null
OnFired()
T = shot_from
temperature = T.temperature
switch(temperature)
if(501 to INFINITY)
name = "searing beam" //if emagged
icon_state = "temp_8"
if(400 to 500)
name = "burning beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_2
icon_state = "temp_7"
if(360 to 400)
name = "hot beam" //temp at which mobs start taking HEAT_DAMAGE_LEVEL_1
icon_state = "temp_6"
if(335 to 360)
name = "warm beam" //temp at which players get notified of their high body temp
icon_state = "temp_5"
if(295 to 335)
name = "ambient beam"
icon_state = "temp_4"
if(260 to 295)
name = "cool beam" //temp at which players get notified of their low body temp
icon_state = "temp_3"
if(200 to 260)
name = "cold beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_1
icon_state = "temp_2"
if(120 to 260)
name = "ice beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_2
icon_state = "temp_1"
if(-INFINITY to 120)
name = "freeze beam" //temp at which mobs start taking COLD_DAMAGE_LEVEL_3
icon_state = "temp_0"
else
name = "temperature beam"//failsafe
icon_state = "temp_4"
on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = temperature
if(temperature > 500)//emagged
M.adjust_fire_stacks(0.5)
M.on_fire = 1
M.update_icon = 1
playsound(M.loc, 'sound/effects/bamf.ogg', 50, 0)
return 1
/obj/item/projectile/meteor
name = "meteor"
icon = 'icons/obj/meteor.dmi'
icon_state = "smallf"
damage = 0
damage_type = BRUTE
nodamage = 1
flag = "bullet"
Bump(atom/A as mob|obj|turf|area)
if(A == firer)
loc = A.loc
return
sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
if(A)
A.ex_act(2)
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
qdel(src)
return 1
else
return 0
/obj/item/projectile/energy/floramut
name = "alpha somatoray"
icon_state = "energy"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/living/M = target
if(ishuman(target))
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
if(prob(15))
M.apply_effect((rand(30,80)),IRRADIATE)
M.Weaken(5)
for (var/mob/V in viewers(src))
V.show_message("\red [M] writhes in pain as \his vacuoles boil.", 3, "\red You hear the crunching of leaves.", 2)
if(prob(35))
// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
if(prob(80))
randmutb(M)
domutcheck(M,null)
else
randmutg(M)
domutcheck(M,null)
else
M.adjustFireLoss(rand(5,15))
M.show_message("\red The radiation beam singes you!")
// for (var/mob/V in viewers(src))
// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
else if(istype(target, /mob/living/carbon/))
// for (var/mob/V in viewers(src))
// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
/obj/item/projectile/energy/florayield
name = "beta somatoray"
icon_state = "energy2"
damage = 0
damage_type = TOX
nodamage = 1
flag = "energy"
on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(ishuman(target)) //These rays make plantmen fat.
var/mob/living/carbon/human/H = M
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
M.nutrition += 30
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
on_hit(var/atom/target, var/blocked = 0)
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustBrainLoss(20)
M.hallucination += 20
/obj/item/projectile/clown
name = "snap-pop"
icon = 'icons/obj/toy.dmi'
icon_state = "snappop"
Bump(atom/A as mob|obj|turf|area)
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(3, 1, src)
s.start()
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
qdel(src)
/obj/item/projectile/kinetic
name = "kinetic force"
icon_state = null
damage = 10
damage_type = BRUTE
flag = "bomb"
range = 3
var/splash = 0
/obj/item/projectile/kinetic/super
damage = 11
range = 4
/obj/item/projectile/kinetic/hyper
damage = 12
range = 5
splash = 1
obj/item/projectile/kinetic/New()
var/turf/proj_turf = get_turf(src)
if(!istype(proj_turf, /turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
var/pressure = environment.return_pressure()
if(pressure < 50)
name = "full strength kinetic force"
damage *= 4
..()
/obj/item/projectile/kinetic/Range()
range--
if(range <= 0)
new /obj/item/effect/kinetic_blast(src.loc)
qdel(src)
/obj/item/projectile/kinetic/on_hit(atom/target)
. = ..()
var/turf/target_turf= get_turf(target)
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.gets_drilled(firer)
new /obj/item/effect/kinetic_blast(target_turf)
if(src.splash)
for(var/turf/T in range(splash, target_turf))
if(istype(T, /turf/simulated/mineral))
var/turf/simulated/mineral/M = T
M.gets_drilled(firer)
/obj/item/effect/kinetic_blast
name = "kinetic explosion"
icon = 'icons/obj/projectiles.dmi'
icon_state = "kinetic_blast"
layer = 4.1
/obj/item/effect/kinetic_blast/New()
spawn(4)
qdel(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
weaken = 5
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/energy/teleport
name = "teleportation burst"
icon_state = "bluespace"
damage = 0
nodamage = 1
var/obj/item/weapon/gun/energy/telegun/T = null
var/teleport_target = null
OnFired()
T = shot_from
teleport_target = T.teleport_target
/obj/item/projectile/energy/teleport/on_hit(var/atom/target, var/blocked = 0)
if(isliving(target))
if(teleport_target)
do_teleport(target, teleport_target, 0)//teleport what's in the tile to the beacon
else
do_teleport(target, target, 15) //Otherwise it just warps you off somewhere.
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
damage_type = BRUTE
damage = 5
range = 3
/obj/item/projectile/plasma/New()
var/turf/proj_turf = get_turf(src)
if(!istype(proj_turf, /turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
if(environment)
var/pressure = environment.return_pressure()
if(pressure < 30)
name = "full strength plasma blast"
damage *= 3
..()
/obj/item/projectile/plasma/on_hit(atom/target)
. = ..()
if(istype(target, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target
M.gets_drilled(firer)
range = max(range - 1, 1)
return -1
/obj/item/projectile/plasma/adv
range = 5
/obj/item/projectile/plasma/adv/mech
damage = 10
range = 6
/obj/item/projectile/beam/wormhole
name = "bluespace beam"
icon_state = "spark"
hitsound = "sparks"
damage = 3
var/obj/item/weapon/gun/energy/wormhole_projector/gun = null
color = "#33CCFF"
/obj/item/projectile/beam/wormhole/orange
name = "orange bluespace beam"
color = "#FF6600"
/obj/item/projectile/beam/wormhole/OnFired()
gun = shot_from
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
if(ismob(target))
var/turf/portal_destination = pick(orange(6, src))
do_teleport(target, portal_destination)
return ..()
if(!gun)
qdel(src)
gun.create_portal(src)
/obj/item/projectile/snowball
name = "snowball"
icon_state = "snowball"
hitsound = 'sound/items/dodgeball.ogg'
damage = 3
damage_type = BURN
/obj/item/projectile/snowball/on_hit(atom/target) //chilling
if(istype(target, /mob/living))
var/mob/living/M = target
M.bodytemperature = max(0, M.bodytemperature - 50) //each hit will drop your body temp, so don't get surrounded!
M.ExtinguishMob() //bright side, they counter being on fire!
/obj/item/projectile/ornament
name = "ornament"
icon_state = "ornament-1"
hitsound = 'sound/effects/Glasshit.ogg'
damage = 5
damage_type = BRUTE
/obj/item/projectile/ornament/New()
icon_state = pick("ornament-1", "ornament-2")
..()
/obj/item/projectile/ornament/on_hit(atom/target) //knockback
if(istype(target, /turf))
return 0
var/obj/T = target
var/throwdir = get_dir(firer,target)
T.throw_at(get_edge_target_turf(target, throwdir),10,10)
return 1