mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-06 07:22:42 +00:00
Updates and replaces simple_animal constructs
This commit is contained in:
@@ -277,10 +277,10 @@
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if("coffee") M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob )
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if("parrot") M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob )
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if("polyparrot") M.change_mob_type( /mob/living/simple_animal/parrot/Poly , null, null, delmob )
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if("constructarmoured") M.change_mob_type( /mob/living/simple_animal/construct/armoured , null, null, delmob )
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if("constructbuilder") M.change_mob_type( /mob/living/simple_animal/construct/builder , null, null, delmob )
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if("constructwraith") M.change_mob_type( /mob/living/simple_animal/construct/wraith , null, null, delmob )
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if("shade") M.change_mob_type( /mob/living/simple_animal/shade , null, null, delmob )
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if("constructarmoured") M.change_mob_type( /mob/living/simple_mob/construct/juggernaut , null, null, delmob )
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if("constructbuilder") M.change_mob_type( /mob/living/simple_mob/construct/artificer , null, null, delmob )
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if("constructwraith") M.change_mob_type( /mob/living/simple_mob/construct/wraith , null, null, delmob )
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if("shade") M.change_mob_type( /mob/living/simple_mob/construct/shade , null, null, delmob )
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/////////////////////////////////////new ban stuff
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@@ -28,7 +28,7 @@
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/mob/living/simple_animal/seen_cult_turfs()
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return seen_turfs_in_range(src, 1)
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/mob/living/simple_animal/shade/narsie/seen_cult_turfs()
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/mob/living/simple_mob/construct/shade/seen_cult_turfs()
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return view(2, src)
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/proc/seen_turfs_in_range(var/source, var/range)
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@@ -1,488 +0,0 @@
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/mob/living/simple_animal/construct
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name = "Construct"
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real_name = "Construct"
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var/construct_type = "shade"
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desc = ""
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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ui_icons = 'icons/mob/screen1_construct.dmi'
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has_hands = 1
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hand_form = "stone manipulators"
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response_help = "thinks better of touching"
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response_disarm = "flailed at"
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response_harm = "punched"
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intelligence_level = SA_HUMANOID // Player controlled.
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hovering = TRUE
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softfall = TRUE //Beings made of Hellmarble and powered by the tears of the damned are not concerned with mortal things such as 'gravity'.
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parachuting = TRUE
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icon_dead = "shade_dead"
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var/do_glow = 1
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speed = -1
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a_intent = I_HURT
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stop_automated_movement = 1
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status_flags = CANPUSH
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universal_speak = 0
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universal_understand = 1
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attack_sound = 'sound/weapons/spiderlunge.ogg'
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min_oxy = 0
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max_oxy = 0
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min_tox = 0
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max_tox = 0
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min_co2 = 0
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max_co2 = 0
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min_n2 = 0
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max_n2 = 0
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minbodytemp = 0
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show_stat_health = 1
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faction = "cult"
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supernatural = 1
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see_invisible = SEE_INVISIBLE_NOLIGHTING
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see_in_dark = 7
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var/nullblock = 0
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mob_swap_flags = HUMAN|SIMPLE_ANIMAL|SLIME|MONKEY
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mob_push_flags = ALLMOBS
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var/list/construct_spells = list()
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can_be_antagged = TRUE
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taser_kill = 0 // no
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shock_resistance = 0.9 //Electricity isn't very effective on stone, especially that from hell.
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armor = list(
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"melee" = 10,
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"bullet" = 10,
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"laser" = 10,
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"energy" = 10,
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"bomb" = 10,
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"bio" = 100,
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"rad" = 100)
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/mob/living/simple_animal/construct/place_spell_in_hand(var/path)
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if(!path || !ispath(path))
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return 0
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//var/obj/item/weapon/spell/S = new path(src)
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var/obj/item/weapon/spell/construct/S = new path(src)
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//No hands needed for innate casts.
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if(S.cast_methods & CAST_INNATE)
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if(S.run_checks())
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S.on_innate_cast(src)
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if(l_hand && r_hand) //Make sure our hands aren't full.
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if(istype(r_hand, /obj/item/weapon/spell)) //If they are full, perhaps we can still be useful.
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var/obj/item/weapon/spell/r_spell = r_hand
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if(r_spell.aspect == ASPECT_CHROMATIC) //Check if we can combine the new spell with one in our hands.
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r_spell.on_combine_cast(S, src)
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else if(istype(l_hand, /obj/item/weapon/spell))
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var/obj/item/weapon/spell/l_spell = l_hand
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if(l_spell.aspect == ASPECT_CHROMATIC) //Check the other hand too.
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l_spell.on_combine_cast(S, src)
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else //Welp
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to_chat(src, "<span class='warning'>You require a free manipulator to use this power.</span>")
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return 0
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if(S.run_checks())
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put_in_hands(S)
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return 1
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else
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qdel(S)
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return 0
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/mob/living/simple_animal/construct/cultify()
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return
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/mob/living/simple_animal/construct/New()
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..()
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name = text("[initial(name)] ([rand(1, 1000)])")
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real_name = name
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add_language("Cult")
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add_language("Occult")
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for(var/spell in construct_spells)
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src.add_spell(new spell, "const_spell_ready")
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updateicon()
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/mob/living/simple_animal/construct/updateicon()
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overlays.Cut()
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..()
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if(do_glow)
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add_glow()
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/mob/living/simple_animal/construct/update_icon()
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..()
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if(do_glow)
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add_glow()
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/mob/living/simple_animal/construct/death()
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new /obj/item/weapon/ectoplasm (src.loc)
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..(null,"collapses in a shattered heap.")
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ghostize()
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qdel(src)
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/mob/living/simple_animal/construct/attack_generic(var/mob/user)
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if(istype(user, /mob/living/simple_animal/construct/builder))
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var/mob/living/simple_animal/construct/builder/B = user
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if(health < getMaxHealth())
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var/repair_lower_bound = B.melee_damage_lower * -1
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var/repair_upper_bound = B.melee_damage_upper * -1
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adjustBruteLoss(rand(repair_lower_bound, repair_upper_bound))
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adjustFireLoss(rand(repair_lower_bound, repair_upper_bound))
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user.visible_message("<span class='notice'>\The [user] mends some of \the [src]'s wounds.</span>")
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else
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to_chat(user, "<span class='notice'>\The [src] is undamaged.</span>")
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return
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return ..()
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/mob/living/simple_animal/construct/examine(mob/user)
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..(user)
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var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
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if (src.health < src.getMaxHealth())
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msg += "<span class='warning'>"
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if (src.health >= src.getMaxHealth()/2)
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msg += "It looks slightly dented.\n"
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else
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msg += "<B>It looks severely dented!</B>\n"
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msg += "</span>"
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msg += "*---------*</span>"
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user << msg
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/mob/living/simple_animal/construct/Process_Spacemove()
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return 1 //Constructs levitate, can fall from a shuttle with no harm, and are piloted by either damned spirits or some otherworldly entity. It's not hard to believe.
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/////////////////Juggernaut///////////////
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/mob/living/simple_animal/construct/armoured
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name = "Juggernaut"
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real_name = "Juggernaut"
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construct_type = "juggernaut"
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desc = "A possessed suit of armour driven by the will of the restless dead"
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icon = 'icons/mob/mob.dmi'
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icon_state = "behemoth"
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icon_living = "behemoth"
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maxHealth = 300
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health = 300
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response_harm = "harmlessly punches"
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harm_intent_damage = 0
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melee_damage_lower = 30
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melee_damage_upper = 40
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attack_armor_pen = 60 //Being punched by a living, floating statue.
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attacktext = list("smashed their armoured gauntlet into")
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friendly = list("pats")
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mob_size = MOB_HUGE
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speed = 2 //Not super fast, but it might catch up to someone in armor who got punched once or twice.
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environment_smash = 2
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attack_sound = 'sound/weapons/heavysmash.ogg'
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status_flags = 0
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resistance = 10
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construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
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/spell/targeted/fortify,
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/spell/targeted/construct_advanced/slam
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)
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armor = list(
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"melee" = 70,
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"bullet" = 30,
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"laser" = 30,
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"energy" = 30,
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"bomb" = 10,
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"bio" = 100,
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"rad" = 100)
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/mob/living/simple_animal/construct/armoured/Life()
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weakened = 0
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..()
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/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
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// if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) //If it's going to be slow, it's probably going to need every reflect it can get.
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var/reflectchance = 80 - round(P.damage/3)
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if(prob(reflectchance))
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var/damage_mod = rand(2,4)
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var/projectile_dam_type = P.damage_type
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var/incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
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var/armorcheck = run_armor_check(null, P.check_armour)
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var/soakedcheck = get_armor_soak(null, P.check_armour)
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if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
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visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shell!</span>", \
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"<span class='userdanger'>The [P.name] bounces off of [src]'s shell!</span>")
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new /obj/item/weapon/material/shard/shrapnel(src.loc)
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if(!(P.damage_type == BRUTE || P.damage_type == BURN))
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projectile_dam_type = BRUTE
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incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to brute for physical projectiles, though severely decreased.
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apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
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return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
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else
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
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damage_mod = rand(3,5)
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incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
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if(!(P.damage_type == BRUTE || P.damage_type == BURN))
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projectile_dam_type = BURN
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incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased.
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apply_damage(incoming_damage, P.damage_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
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// Find a turf near or on the original location to bounce to
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if(P.starting)
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var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
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var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
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var/turf/curloc = get_turf(src)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, src)
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P.reflected = 1
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return -1 // complete projectile permutation
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return (..(P))
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////////////////////////Wraith/////////////////////////////////////////////
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/mob/living/simple_animal/construct/wraith
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name = "Wraith"
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real_name = "Wraith"
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construct_type = "wraith"
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desc = "A wicked bladed shell contraption piloted by a bound spirit."
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icon = 'icons/mob/mob.dmi'
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icon_state = "floating"
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icon_living = "floating"
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maxHealth = 200
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health = 200
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melee_damage_lower = 25
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melee_damage_upper = 30
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attack_armor_pen = 15
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attack_sharp = 1
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attack_edge = 1
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attacktext = list("slashed")
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friendly = list("pinches")
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speed = -1
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environment_smash = 1
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attack_sound = 'sound/weapons/rapidslice.ogg'
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construct_spells = list(/spell/targeted/ethereal_jaunt/shift,
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/spell/targeted/ambush_mode
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)
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/mob/living/simple_animal/construct/wraith/DoPunch(var/atom/A)
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. = ..()
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if(. && isliving(A))
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var/mob/living/L = A
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L.add_modifier(/datum/modifier/deep_wounds, 30 SECONDS)
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/////////////////////////////Artificer/////////////////////////
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/mob/living/simple_animal/construct/builder
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name = "Artificer"
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real_name = "Artificer"
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construct_type = "artificer"
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desc = "A bulbous construct dedicated to building and maintaining temples to their otherworldly lords."
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icon = 'icons/mob/mob.dmi'
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icon_state = "artificer"
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icon_living = "artificer"
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maxHealth = 150
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health = 150
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response_harm = "viciously beaten"
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harm_intent_damage = 5
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melee_damage_lower = 15 //It's not the strongest of the bunch, but that doesn't mean it can't hurt you.
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melee_damage_upper = 20
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attacktext = list("rammed")
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speed = 0
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environment_smash = 2
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attack_sound = 'sound/weapons/rapidslice.ogg'
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construct_spells = list(/spell/aoe_turf/conjure/construct/lesser,
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/spell/aoe_turf/conjure/wall,
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/spell/aoe_turf/conjure/floor,
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/spell/aoe_turf/conjure/soulstone,
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/spell/aoe_turf/conjure/pylon,
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/spell/aoe_turf/conjure/door,
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/spell/aoe_turf/conjure/grille,
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/spell/targeted/occult_repair_aura,
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/spell/targeted/construct_advanced/mend_acolyte
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)
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/////////////////////////////Behemoth/////////////////////////
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/*
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* The Behemoth. Admin-allowance only, still try to keep it in some guideline of 'Balanced', even if it means Security has to be fully geared to be so.
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*/
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/mob/living/simple_animal/construct/behemoth
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name = "Behemoth"
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real_name = "Behemoth"
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construct_type = "juggernaut"
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desc = "The pinnacle of occult technology, Behemoths are nothing shy of both an Immovable Object, and Unstoppable Force."
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icon = 'icons/mob/mob.dmi'
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icon_state = "behemoth"
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icon_living = "behemoth"
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maxHealth = 750
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health = 750
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speak_emote = list("rumbles")
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response_harm = "harmlessly punched"
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harm_intent_damage = 0
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melee_damage_lower = 50
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melee_damage_upper = 50
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attacktext = list("brutally crushed")
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friendly = list("pokes") //Anything nice the Behemoth would do would still Kill the Human. Leave it at poke.
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speed = 5
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environment_smash = 2
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attack_sound = 'sound/weapons/heavysmash.ogg'
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resistance = 10
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icon_scale = 2
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var/energy = 0
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var/max_energy = 1000
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armor = list(
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"melee" = 60,
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"bullet" = 60,
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||||
"laser" = 60,
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"energy" = 30,
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"bomb" = 10,
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"bio" = 100,
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"rad" = 100)
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construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
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/spell/targeted/fortify,
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/spell/targeted/construct_advanced/slam
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)
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/mob/living/simple_animal/construct/behemoth/bullet_act(var/obj/item/projectile/P)
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var/reflectchance = 80 - round(P.damage/3)
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if(prob(reflectchance))
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
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||||
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
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||||
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||||
// Find a turf near or on the original location to bounce to
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if(P.starting)
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var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
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||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
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||||
var/turf/curloc = get_turf(src)
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||||
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// redirect the projectile
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||||
P.redirect(new_x, new_y, curloc, src)
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||||
P.reflected = 1
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||||
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||||
return -1 // complete projectile permutation
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||||
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||||
return (..(P))
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||||
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||||
////////////////////////Harvester////////////////////////////////
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||||
/*
|
||||
* Master of Spells and Ranged Abilities. Not as fragile as the Wraith, but nowhere near as maneuverable and deadly in melee.
|
||||
*/
|
||||
|
||||
/mob/living/simple_animal/construct/harvester
|
||||
name = "Harvester"
|
||||
real_name = "Harvester"
|
||||
construct_type = "harvester"
|
||||
desc = "A tendril-laden construct piloted by a chained mind."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "harvester"
|
||||
icon_living = "harvester"
|
||||
maxHealth = 150
|
||||
health = 150
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 25
|
||||
attack_sharp = 1
|
||||
attacktext = list("violently stabbed")
|
||||
friendly = list("caresses")
|
||||
speed = 0
|
||||
environment_smash = 1
|
||||
attack_sound = 'sound/weapons/pierce.ogg'
|
||||
|
||||
armor = list(
|
||||
"melee" = 10,
|
||||
"bullet" = 20,
|
||||
"laser" = 20,
|
||||
"energy" = 20,
|
||||
"bomb" = 20,
|
||||
"bio" = 100,
|
||||
"rad" = 100)
|
||||
|
||||
construct_spells = list(
|
||||
/spell/aoe_turf/knock/harvester,
|
||||
/spell/targeted/construct_advanced/inversion_beam,
|
||||
/spell/targeted/construct_advanced/agonizing_sphere,
|
||||
/spell/rune_write
|
||||
)
|
||||
|
||||
////////////////Glow//////////////////
|
||||
/mob/living/simple_animal/construct/proc/add_glow()
|
||||
var/image/eye_glow = image(icon,"glow-[icon_state]")
|
||||
eye_glow.plane = PLANE_LIGHTING_ABOVE
|
||||
overlays += eye_glow
|
||||
set_light(2, -2, l_color = "#FFFFFF")
|
||||
|
||||
/mob/living/simple_animal/construct/proc/remove_glow()
|
||||
overlays.Cut()
|
||||
|
||||
////////////////HUD//////////////////////
|
||||
|
||||
/mob/living/simple_animal/construct/Life()
|
||||
. = ..()
|
||||
if(.)
|
||||
if(fire)
|
||||
if(fire_alert) fire.icon_state = "fire1"
|
||||
else fire.icon_state = "fire0"
|
||||
if(pullin)
|
||||
if(pulling) pullin.icon_state = "pull1"
|
||||
else pullin.icon_state = "pull0"
|
||||
|
||||
if(purged)
|
||||
if(purge > 0) purged.icon_state = "purge1"
|
||||
else purged.icon_state = "purge0"
|
||||
|
||||
silence_spells(purge)
|
||||
|
||||
/mob/living/simple_animal/construct/updatehealth() //Special icons.
|
||||
health = getMaxHealth() - getToxLoss() - getFireLoss() - getBruteLoss()
|
||||
|
||||
//Alive, becoming dead
|
||||
if((stat < DEAD) && (health <= 0))
|
||||
death()
|
||||
|
||||
//Overhealth
|
||||
if(health > getMaxHealth())
|
||||
health = getMaxHealth()
|
||||
|
||||
//Update our hud if we have one
|
||||
if(healths)
|
||||
if(stat != DEAD)
|
||||
var/heal_per = (health / getMaxHealth()) * 100
|
||||
switch(heal_per)
|
||||
if(100 to INFINITY)
|
||||
healths.icon_state = "[construct_type]_health0"
|
||||
if(80 to 100)
|
||||
healths.icon_state = "[construct_type]_health1"
|
||||
if(60 to 80)
|
||||
healths.icon_state = "[construct_type]_health2"
|
||||
if(40 to 60)
|
||||
healths.icon_state = "[construct_type]_health3"
|
||||
if(20 to 40)
|
||||
healths.icon_state = "[construct_type]_health4"
|
||||
if(0 to 20)
|
||||
healths.icon_state = "[construct_type]_health5"
|
||||
else
|
||||
healths.icon_state = "[construct_type]_health6"
|
||||
else
|
||||
healths.icon_state = "[construct_type]_health7"
|
||||
@@ -1,242 +0,0 @@
|
||||
/obj/item/device/soulstone/cultify()
|
||||
return
|
||||
|
||||
/obj/item/device/soulstone
|
||||
name = "Soul Stone Shard"
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "soulstone"
|
||||
item_state = "electronic"
|
||||
desc = "A fragment of the legendary treasure known simply as the 'Soul Stone'. The shard still flickers with a fraction of the full artefacts power."
|
||||
w_class = ITEMSIZE_SMALL
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
|
||||
var/imprinted = "empty"
|
||||
var/possible_constructs = list("Juggernaut","Wraith","Artificer","Harvester")
|
||||
|
||||
//////////////////////////////Capturing////////////////////////////////////////////////////////
|
||||
|
||||
/obj/item/device/soulstone/attack(mob/living/carbon/human/M as mob, mob/user as mob)
|
||||
if(!istype(M, /mob/living/carbon/human))//If target is not a human.
|
||||
return ..()
|
||||
if(istype(M, /mob/living/carbon/human/dummy))
|
||||
return..()
|
||||
if(jobban_isbanned(M, "cultist"))
|
||||
user << "<span class='warning'>This person's soul is too corrupt and cannot be captured!</span>"
|
||||
return..()
|
||||
|
||||
if(M.has_brain_worms()) //Borer stuff - RR
|
||||
user << "<span class='warning'>This being is corrupted by an alien intelligence and cannot be soul trapped.</span>"
|
||||
return..()
|
||||
|
||||
add_attack_logs(user,M,"Soulstone'd with [src.name]")
|
||||
transfer_soul("VICTIM", M, user)
|
||||
return
|
||||
|
||||
|
||||
///////////////////Options for using captured souls///////////////////////////////////////
|
||||
|
||||
/obj/item/device/soulstone/attack_self(mob/user)
|
||||
if (!in_range(src, user))
|
||||
return
|
||||
user.set_machine(src)
|
||||
var/dat = "<TT><B>Soul Stone</B><BR>"
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
dat += "Captured Soul: [A.name]<br>"
|
||||
dat += {"<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A>"}
|
||||
dat += "<br>"
|
||||
dat += {"<a href='byond://?src=\ref[src];choice=Close'> Close</a>"}
|
||||
user << browse(dat, "window=aicard")
|
||||
onclose(user, "aicard")
|
||||
return
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/device/soulstone/Topic(href, href_list)
|
||||
var/mob/U = usr
|
||||
if (!in_range(src, U)||U.machine!=src)
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
add_fingerprint(U)
|
||||
U.set_machine(src)
|
||||
|
||||
switch(href_list["choice"])//Now we switch based on choice.
|
||||
if ("Close")
|
||||
U << browse(null, "window=aicard")
|
||||
U.unset_machine()
|
||||
return
|
||||
|
||||
if ("Summon")
|
||||
for(var/mob/living/simple_animal/shade/A in src)
|
||||
A.status_flags &= ~GODMODE
|
||||
A.canmove = 1
|
||||
A << "<b>You have been released from your prison, but you are still bound to [U.name]'s will. Help them suceed in their goals at all costs.</b>"
|
||||
A.forceMove(U.loc)
|
||||
A.cancel_camera()
|
||||
src.icon_state = "soulstone"
|
||||
attack_self(U)
|
||||
|
||||
///////////////////////////Transferring to constructs/////////////////////////////////////////////////////
|
||||
/obj/structure/constructshell
|
||||
name = "empty shell"
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "construct"
|
||||
desc = "A wicked machine used by those skilled in magical arts. It is inactive."
|
||||
|
||||
/obj/structure/constructshell/cultify()
|
||||
return
|
||||
|
||||
/obj/structure/constructshell/cult
|
||||
icon_state = "construct-cult"
|
||||
desc = "This eerie contraption looks like it would come alive if supplied with a missing ingredient."
|
||||
|
||||
/obj/structure/constructshell/attackby(obj/item/O as obj, mob/user as mob)
|
||||
if(istype(O, /obj/item/device/soulstone))
|
||||
var/obj/item/device/soulstone/S = O;
|
||||
S.transfer_soul("CONSTRUCT",src,user)
|
||||
|
||||
|
||||
////////////////////////////Proc for moving soul in and out off stone//////////////////////////////////////
|
||||
/obj/item/device/soulstone/proc/transfer_human(var/mob/living/carbon/human/T,var/mob/U)
|
||||
if(!istype(T))
|
||||
return;
|
||||
if(src.imprinted != "empty")
|
||||
U << "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!"
|
||||
return
|
||||
if ((T.health + T.halloss) > config.health_threshold_crit && T.stat != DEAD)
|
||||
U << "<span class='danger'>Capture failed!</span>: Kill or maim the victim first!"
|
||||
return
|
||||
if(T.client == null)
|
||||
U << "<span class='danger'>Capture failed!</span>: The soul has already fled it's mortal frame."
|
||||
return
|
||||
if(src.contents.len)
|
||||
U << "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
|
||||
return
|
||||
|
||||
for(var/obj/item/W in T)
|
||||
T.drop_from_inventory(W)
|
||||
|
||||
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
|
||||
T.invisibility = 101
|
||||
|
||||
var/atom/movable/overlay/animation = new /atom/movable/overlay( T.loc )
|
||||
animation.icon_state = "blank"
|
||||
animation.icon = 'icons/mob/mob.dmi'
|
||||
animation.master = T
|
||||
flick("dust-h", animation)
|
||||
qdel(animation)
|
||||
|
||||
var/mob/living/simple_animal/shade/S = new /mob/living/simple_animal/shade( T.loc )
|
||||
S.forceMove(src) //put shade in stone
|
||||
S.status_flags |= GODMODE //So they won't die inside the stone somehow
|
||||
S.canmove = 0//Can't move out of the soul stone
|
||||
S.name = "Shade of [T.real_name]"
|
||||
S.real_name = "Shade of [T.real_name]"
|
||||
S.icon = T.icon
|
||||
S.icon_state = T.icon_state
|
||||
S.overlays = T.overlays
|
||||
S.color = rgb(254,0,0)
|
||||
S.alpha = 127
|
||||
if (T.client)
|
||||
T.client.mob = S
|
||||
S.cancel_camera()
|
||||
|
||||
|
||||
src.icon_state = "soulstone2"
|
||||
src.name = "Soul Stone: [S.real_name]"
|
||||
to_chat(S, "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs.")
|
||||
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone.")
|
||||
to_chat(U, "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls.")
|
||||
src.imprinted = "[S.name]"
|
||||
qdel(T)
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_shade(var/mob/living/simple_animal/shade/T,var/mob/U)
|
||||
if(!istype(T))
|
||||
return;
|
||||
if (T.stat == DEAD)
|
||||
to_chat(U, "<span class='danger'>Capture failed!</span>: The shade has already been banished!")
|
||||
return
|
||||
if(src.contents.len)
|
||||
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
|
||||
return
|
||||
if(T.name != src.imprinted)
|
||||
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!")
|
||||
return
|
||||
|
||||
T.forceMove(src) //put shade in stone
|
||||
T.status_flags |= GODMODE
|
||||
T.canmove = 0
|
||||
T.health = T.getMaxHealth()
|
||||
src.icon_state = "soulstone2"
|
||||
|
||||
to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form")
|
||||
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone.")
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_construct(var/obj/structure/constructshell/T,var/mob/U)
|
||||
var/mob/living/simple_animal/shade/A = locate() in src
|
||||
if(!A)
|
||||
to_chat(U,"<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!")
|
||||
return;
|
||||
var/construct_class = input(U, "Please choose which type of construct you wish to create.") as null|anything in possible_constructs
|
||||
switch(construct_class)
|
||||
if("Juggernaut")
|
||||
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
qdel(T)
|
||||
to_chat(Z,"<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>")
|
||||
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Wraith")
|
||||
var/mob/living/simple_animal/construct/wraith/Z = new /mob/living/simple_animal/construct/wraith (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
qdel(T)
|
||||
to_chat(Z,"<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>")
|
||||
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Artificer")
|
||||
var/mob/living/simple_animal/construct/builder/Z = new /mob/living/simple_animal/construct/builder (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
qdel(T)
|
||||
to_chat(Z,"<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>")
|
||||
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Harvester")
|
||||
var/mob/living/simple_animal/construct/harvester/Z = new /mob/living/simple_animal/construct/harvester (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
qdel(T)
|
||||
to_chat(Z,"<B>You are playing a Harvester. You are relatively weak, but your physical frailty is made up for by your ranged abilities.</B>")
|
||||
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
if("Behemoth")
|
||||
var/mob/living/simple_animal/construct/behemoth/Z = new /mob/living/simple_animal/construct/behemoth (get_turf(T.loc))
|
||||
Z.key = A.key
|
||||
if(iscultist(U))
|
||||
cult.add_antagonist(Z.mind)
|
||||
qdel(T)
|
||||
to_chat(Z,"<B>You are playing a Behemoth. You are incredibly slow, though your slowness is made up for by the fact your shell is far larger than any of your bretheren. You are the Unstoppable Force, and Immovable Object.</B>")
|
||||
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
|
||||
Z.cancel_camera()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/device/soulstone/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob)
|
||||
switch(choice)
|
||||
if("VICTIM")
|
||||
transfer_human(target,U)
|
||||
if("SHADE")
|
||||
transfer_shade(target,U)
|
||||
if("CONSTRUCT")
|
||||
transfer_construct(target,U)
|
||||
@@ -10,9 +10,12 @@
|
||||
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
|
||||
return
|
||||
|
||||
/mob/living/simple_mob/put_in_active_hand(var/obj/item/I)
|
||||
if(!has_hands || !istype(I))
|
||||
return
|
||||
/mob/living/simple_mob/put_in_hands(var/obj/item/W) // No hands.
|
||||
if(has_hands)
|
||||
put_in_active_hand(W)
|
||||
return 1
|
||||
W.forceMove(get_turf(src))
|
||||
return 1
|
||||
|
||||
//Puts the item into our active hand if possible. returns 1 on success.
|
||||
/mob/living/simple_mob/put_in_active_hand(var/obj/item/W)
|
||||
@@ -120,4 +123,21 @@
|
||||
|
||||
//If they can or cannot use tools/machines/etc
|
||||
/mob/living/simple_mob/IsAdvancedToolUser()
|
||||
return has_hands
|
||||
return has_hands
|
||||
|
||||
/mob/living/simple_mob/proc/IsHumanoidToolUser(var/atom/tool)
|
||||
if(!humanoid_hands)
|
||||
var/display_name = null
|
||||
if(tool)
|
||||
display_name = tool
|
||||
else
|
||||
display_name = "object"
|
||||
to_chat(src, "<span class='danger'>Your [hand_form] are not fit for use of \the [display_name].</span>")
|
||||
return humanoid_hands
|
||||
|
||||
/mob/living/simple_mob/drop_from_inventory(var/obj/item/W, var/atom/target = null)
|
||||
. = ..(W, target)
|
||||
if(!target)
|
||||
target = src.loc
|
||||
if(.)
|
||||
W.forceMove(src.loc)
|
||||
|
||||
@@ -17,6 +17,8 @@
|
||||
//Settings for played mobs
|
||||
var/show_stat_health = 1 // Does the percentage health show in the stat panel for the mob
|
||||
var/has_hands = 0 // Set to 1 to enable the use of hands and the hands hud
|
||||
var/humanoid_hands = 0 // Can a player in this mob use things like guns or AI cards?
|
||||
var/hand_form = "hands" // Used in IsHumanoidToolUser. 'Your X are not fit-'.
|
||||
var/list/hud_gears // Slots to show on the hud (typically none)
|
||||
var/ui_icons // Icon file path to use for the HUD, otherwise generic icons are used
|
||||
var/r_hand_sprite // If they have hands,
|
||||
@@ -85,7 +87,6 @@
|
||||
var/reload_time = 1 SECONDS // How long it takes for a mob to reload. This is to buy a player a bit of time to run or fight.
|
||||
var/reload_sound = 'sound/weapons/flipblade.ogg' // What sound gets played when the mob successfully reloads. Defaults to the same sound as reloading guns. Can be null.
|
||||
|
||||
|
||||
//Mob melee settings
|
||||
var/melee_damage_lower = 2 // Lower bound of randomized melee damage
|
||||
var/melee_damage_upper = 6 // Upper bound of randomized melee damage
|
||||
@@ -237,10 +238,6 @@
|
||||
return verb
|
||||
|
||||
|
||||
/mob/living/simple_mob/put_in_hands(var/obj/item/W) // No hands.
|
||||
W.forceMove(get_turf(src))
|
||||
return 1
|
||||
|
||||
// Harvest an animal's delicious byproducts
|
||||
/mob/living/simple_mob/proc/harvest(var/mob/user)
|
||||
var/actual_meat_amount = max(1,(meat_amount/2))
|
||||
|
||||
@@ -0,0 +1,162 @@
|
||||
////////////////////////////
|
||||
// Base Construct
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct
|
||||
name = "Construct"
|
||||
real_name = "Construct"
|
||||
desc = ""
|
||||
tt_desc = "Error"
|
||||
|
||||
icon_living = "shade"
|
||||
icon_dead = "shade_dead"
|
||||
|
||||
mob_class = MOB_CLASS_DEMONIC
|
||||
|
||||
ui_icons = 'icons/mob/screen1_construct.dmi'
|
||||
has_hands = 1
|
||||
hand_form = "stone manipulators"
|
||||
|
||||
response_help = "thinks better of touching"
|
||||
response_disarm = "flailed at"
|
||||
response_harm = "punched"
|
||||
|
||||
hovering = TRUE
|
||||
softfall = TRUE //Beings made of Hellmarble and powered by the tears of the damned are not concerned with mortal things such as 'gravity'.
|
||||
parachuting = TRUE
|
||||
|
||||
has_langs = list(LANGUAGE_GALCOM, LANGUAGE_CULT, LANGUAGE_OCCULT)
|
||||
|
||||
has_eye_glow = TRUE
|
||||
|
||||
taser_kill = FALSE
|
||||
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0
|
||||
|
||||
shock_resist = 0.1 //Electricity isn't very effective on stone, especially that from hell.
|
||||
|
||||
armor = list(
|
||||
"melee" = 10,
|
||||
"bullet" = 10,
|
||||
"laser" = 10,
|
||||
"energy" = 10,
|
||||
"bomb" = 10,
|
||||
"bio" = 100,
|
||||
"rad" = 100)
|
||||
|
||||
can_be_antagged = TRUE
|
||||
faction = "cult"
|
||||
|
||||
supernatural = TRUE
|
||||
|
||||
var/construct_type = "shade"
|
||||
var/list/construct_spells = list()
|
||||
// var/do_glow = TRUE
|
||||
|
||||
/mob/living/simple_mob/construct/place_spell_in_hand(var/path)
|
||||
if(!path || !ispath(path))
|
||||
return 0
|
||||
|
||||
//var/obj/item/weapon/spell/S = new path(src)
|
||||
var/obj/item/weapon/spell/construct/S = new path(src)
|
||||
|
||||
//No hands needed for innate casts.
|
||||
if(S.cast_methods & CAST_INNATE)
|
||||
if(S.run_checks())
|
||||
S.on_innate_cast(src)
|
||||
|
||||
if(l_hand && r_hand) //Make sure our hands aren't full.
|
||||
if(istype(r_hand, /obj/item/weapon/spell)) //If they are full, perhaps we can still be useful.
|
||||
var/obj/item/weapon/spell/r_spell = r_hand
|
||||
if(r_spell.aspect == ASPECT_CHROMATIC) //Check if we can combine the new spell with one in our hands.
|
||||
r_spell.on_combine_cast(S, src)
|
||||
else if(istype(l_hand, /obj/item/weapon/spell))
|
||||
var/obj/item/weapon/spell/l_spell = l_hand
|
||||
if(l_spell.aspect == ASPECT_CHROMATIC) //Check the other hand too.
|
||||
l_spell.on_combine_cast(S, src)
|
||||
else //Welp
|
||||
to_chat(src, "<span class='warning'>You require a free manipulator to use this power.</span>")
|
||||
return 0
|
||||
|
||||
if(S.run_checks())
|
||||
put_in_hands(S)
|
||||
return 1
|
||||
else
|
||||
qdel(S)
|
||||
return 0
|
||||
|
||||
/mob/living/simple_mob/construct/cultify()
|
||||
return
|
||||
|
||||
/mob/living/simple_mob/construct/New()
|
||||
..()
|
||||
name = text("[initial(name)] ([rand(1, 1000)])")
|
||||
real_name = name
|
||||
for(var/spell in construct_spells)
|
||||
src.add_spell(new spell, "const_spell_ready")
|
||||
updateicon()
|
||||
|
||||
/*
|
||||
/mob/living/simple_mob/construct/update_icon()
|
||||
..()
|
||||
if(do_glow)
|
||||
add_glow()
|
||||
*/
|
||||
|
||||
/mob/living/simple_mob/construct/death()
|
||||
new /obj/item/weapon/ectoplasm (src.loc)
|
||||
..(null,"collapses in a shattered heap.")
|
||||
ghostize()
|
||||
qdel(src)
|
||||
|
||||
/mob/living/simple_mob/construct/attack_generic(var/mob/user)
|
||||
if(istype(user, /mob/living/simple_mob/construct/artificer))
|
||||
var/mob/living/simple_mob/construct/artificer/A = user
|
||||
if(health < getMaxHealth())
|
||||
var/repair_lower_bound = A.melee_damage_lower * -1
|
||||
var/repair_upper_bound = A.melee_damage_upper * -1
|
||||
adjustBruteLoss(rand(repair_lower_bound, repair_upper_bound))
|
||||
adjustFireLoss(rand(repair_lower_bound, repair_upper_bound))
|
||||
user.visible_message("<span class='notice'>\The [user] mends some of \the [src]'s wounds.</span>")
|
||||
else
|
||||
to_chat(user, "<span class='notice'>\The [src] is undamaged.</span>")
|
||||
return
|
||||
return ..()
|
||||
|
||||
/mob/living/simple_mob/construct/examine(mob/user)
|
||||
..(user)
|
||||
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
|
||||
if (src.health < src.getMaxHealth())
|
||||
msg += "<span class='warning'>"
|
||||
if (src.health >= src.getMaxHealth()/2)
|
||||
msg += "It looks slightly dented.\n"
|
||||
else
|
||||
msg += "<B>It looks severely dented!</B>\n"
|
||||
msg += "</span>"
|
||||
msg += "*---------*</span>"
|
||||
|
||||
user << msg
|
||||
|
||||
//Constructs levitate, can fall from a shuttle with no harm, and are piloted by either damned spirits or some otherworldly entity. Let 'em float in space.
|
||||
/mob/living/simple_mob/construct/Process_Spacemove()
|
||||
return 1
|
||||
|
||||
/*
|
||||
// Glowing Procs
|
||||
/mob/living/simple_mob/construct/proc/add_glow()
|
||||
var/image/eye_glow = image(icon,"glow-[icon_state]")
|
||||
eye_glow.plane = PLANE_LIGHTING_ABOVE
|
||||
overlays += eye_glow
|
||||
set_light(2, -2, l_color = "#FFFFFF")
|
||||
|
||||
/mob/living/simple_mob/construct/proc/remove_glow()
|
||||
overlays.Cut()
|
||||
*/
|
||||
@@ -0,0 +1,30 @@
|
||||
////////////////////////////
|
||||
// Artificer
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct/artificer
|
||||
name = "Artificer"
|
||||
real_name = "Artificer"
|
||||
construct_type = "artificer"
|
||||
desc = "A bulbous construct dedicated to building and maintaining temples to their otherworldly lords."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "artificer"
|
||||
icon_living = "artificer"
|
||||
maxHealth = 150
|
||||
health = 150
|
||||
response_harm = "viciously beaten"
|
||||
harm_intent_damage = 5
|
||||
melee_damage_lower = 15 //It's not the strongest of the bunch, but that doesn't mean it can't hurt you.
|
||||
melee_damage_upper = 20
|
||||
attacktext = list("rammed")
|
||||
attack_sound = 'sound/weapons/rapidslice.ogg'
|
||||
construct_spells = list(/spell/aoe_turf/conjure/construct/lesser,
|
||||
/spell/aoe_turf/conjure/wall,
|
||||
/spell/aoe_turf/conjure/floor,
|
||||
/spell/aoe_turf/conjure/soulstone,
|
||||
/spell/aoe_turf/conjure/pylon,
|
||||
/spell/aoe_turf/conjure/door,
|
||||
/spell/aoe_turf/conjure/grille,
|
||||
/spell/targeted/occult_repair_aura,
|
||||
/spell/targeted/construct_advanced/mend_acolyte
|
||||
)
|
||||
@@ -0,0 +1,40 @@
|
||||
////////////////////////////
|
||||
// Harvester
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct/harvester
|
||||
name = "Harvester"
|
||||
real_name = "Harvester"
|
||||
construct_type = "harvester"
|
||||
desc = "A tendril-laden construct piloted by a chained mind."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "harvester"
|
||||
icon_living = "harvester"
|
||||
maxHealth = 150
|
||||
health = 150
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 25
|
||||
attack_sharp = 1
|
||||
attacktext = list("violently stabbed")
|
||||
friendly = list("caresses")
|
||||
movement_cooldown = 0
|
||||
|
||||
// environment_smash = 1 // Whatever this gets renamed to, Harvesters need to break things
|
||||
|
||||
attack_sound = 'sound/weapons/pierce.ogg'
|
||||
|
||||
armor = list(
|
||||
"melee" = 10,
|
||||
"bullet" = 20,
|
||||
"laser" = 20,
|
||||
"energy" = 20,
|
||||
"bomb" = 20,
|
||||
"bio" = 100,
|
||||
"rad" = 100)
|
||||
|
||||
construct_spells = list(
|
||||
/spell/aoe_turf/knock/harvester,
|
||||
/spell/targeted/construct_advanced/inversion_beam,
|
||||
/spell/targeted/construct_advanced/agonizing_sphere,
|
||||
/spell/rune_write
|
||||
)
|
||||
@@ -0,0 +1,143 @@
|
||||
////////////////////////////
|
||||
// Juggernaut
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct/juggernaut
|
||||
name = "Juggernaut"
|
||||
real_name = "Juggernaut"
|
||||
construct_type = "juggernaut"
|
||||
desc = "A possessed suit of armour driven by the will of the restless dead"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "behemoth"
|
||||
icon_living = "behemoth"
|
||||
maxHealth = 300
|
||||
health = 300
|
||||
response_harm = "harmlessly punches"
|
||||
harm_intent_damage = 0
|
||||
melee_damage_lower = 30
|
||||
melee_damage_upper = 40
|
||||
attack_armor_pen = 60 //Being punched by a living, floating statue.
|
||||
attacktext = list("smashed their armoured gauntlet into")
|
||||
friendly = list("pats")
|
||||
mob_size = MOB_HUGE
|
||||
|
||||
|
||||
movement_cooldown = 6 //Not super fast, but it might catch up to someone in armor who got punched once or twice.
|
||||
|
||||
// environment_smash = 2 // Whatever this gets renamed to, Juggernauts need to break things
|
||||
|
||||
|
||||
attack_sound = 'sound/weapons/heavysmash.ogg'
|
||||
status_flags = 0
|
||||
resistance = 10
|
||||
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
|
||||
/spell/targeted/fortify,
|
||||
/spell/targeted/construct_advanced/slam
|
||||
)
|
||||
|
||||
armor = list(
|
||||
"melee" = 70,
|
||||
"bullet" = 30,
|
||||
"laser" = 30,
|
||||
"energy" = 30,
|
||||
"bomb" = 10,
|
||||
"bio" = 100,
|
||||
"rad" = 100)
|
||||
|
||||
/mob/living/simple_mob/construct/juggernaut/Life()
|
||||
weakened = 0
|
||||
..()
|
||||
|
||||
/mob/living/simple_mob/construct/juggernaut/bullet_act(var/obj/item/projectile/P)
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
var/damage_mod = rand(2,4)
|
||||
var/projectile_dam_type = P.damage_type
|
||||
var/incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
|
||||
var/armorcheck = run_armor_check(null, P.check_armour)
|
||||
var/soakedcheck = get_armor_soak(null, P.check_armour)
|
||||
if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
|
||||
visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>The [P.name] bounces off of [src]'s shell!</span>")
|
||||
new /obj/item/weapon/material/shard/shrapnel(src.loc)
|
||||
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
|
||||
projectile_dam_type = BRUTE
|
||||
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to brute for physical projectiles, though severely decreased.
|
||||
apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
|
||||
return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
|
||||
else
|
||||
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
|
||||
damage_mod = rand(3,5)
|
||||
incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
|
||||
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
|
||||
projectile_dam_type = BURN
|
||||
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased.
|
||||
apply_damage(incoming_damage, P.damage_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, src)
|
||||
P.reflected = 1
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
return (..(P))
|
||||
|
||||
/*
|
||||
* The Behemoth. Admin-allowance only, still try to keep it in some guideline of 'Balanced', even if it means Security has to be fully geared to be so.
|
||||
*/
|
||||
|
||||
/mob/living/simple_mob/construct/juggernaut/behemoth
|
||||
name = "Behemoth"
|
||||
real_name = "Behemoth"
|
||||
desc = "The pinnacle of occult technology, Behemoths are nothing shy of both an Immovable Object, and Unstoppable Force."
|
||||
maxHealth = 750
|
||||
health = 750
|
||||
speak_emote = list("rumbles")
|
||||
melee_damage_lower = 50
|
||||
melee_damage_upper = 50
|
||||
attacktext = list("brutally crushed")
|
||||
friendly = list("pokes") //Anything nice the Behemoth would do would still Kill the Human. Leave it at poke.
|
||||
attack_sound = 'sound/weapons/heavysmash.ogg'
|
||||
resistance = 10
|
||||
icon_scale = 2
|
||||
var/energy = 0
|
||||
var/max_energy = 1000
|
||||
armor = list(
|
||||
"melee" = 60,
|
||||
"bullet" = 60,
|
||||
"laser" = 60,
|
||||
"energy" = 30,
|
||||
"bomb" = 10,
|
||||
"bio" = 100,
|
||||
"rad" = 100)
|
||||
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
|
||||
/spell/targeted/fortify,
|
||||
/spell/targeted/construct_advanced/slam
|
||||
)
|
||||
|
||||
/mob/living/simple_mob/construct/juggernaut/behemoth/bullet_act(var/obj/item/projectile/P)
|
||||
var/reflectchance = 80 - round(P.damage/3)
|
||||
if(prob(reflectchance))
|
||||
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
|
||||
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.redirect(new_x, new_y, curloc, src)
|
||||
P.reflected = 1
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
return (..(P))
|
||||
@@ -0,0 +1,48 @@
|
||||
////////////////////////////
|
||||
// Shade
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct/shade
|
||||
name = "Shade"
|
||||
real_name = "Shade"
|
||||
desc = "A bound spirit"
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "shade"
|
||||
icon_living = "shade"
|
||||
icon_dead = "shade_dead"
|
||||
|
||||
response_help = "puts their hand through"
|
||||
response_disarm = "flails at"
|
||||
response_harm = "punches"
|
||||
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 15
|
||||
attack_armor_pen = 100 //It's a ghost/horror from beyond, I ain't gotta explain 100 AP
|
||||
attacktext = list("drained the life from")
|
||||
|
||||
minbodytemp = 0
|
||||
maxbodytemp = 4000
|
||||
min_oxy = 0
|
||||
max_co2 = 0
|
||||
max_tox = 0
|
||||
|
||||
universal_speak = 1
|
||||
|
||||
loot_list = list(/obj/item/weapon/ectoplasm = 100)
|
||||
|
||||
/mob/living/simple_mob/construct/shade/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(istype(O, /obj/item/device/soulstone))
|
||||
var/obj/item/device/soulstone/S = O;
|
||||
S.transfer_soul("SHADE", src, user)
|
||||
return
|
||||
..()
|
||||
|
||||
/mob/living/simple_mob/construct/shade/death()
|
||||
..()
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if((M.client && !( M.blinded )))
|
||||
M.show_message("<font color='red'>[src] lets out a contented sigh as their form unwinds.</font>")
|
||||
|
||||
ghostize()
|
||||
qdel(src)
|
||||
return
|
||||
@@ -0,0 +1,33 @@
|
||||
////////////////////////////
|
||||
// Wraith
|
||||
////////////////////////////
|
||||
|
||||
/mob/living/simple_mob/construct/wraith
|
||||
name = "Wraith"
|
||||
real_name = "Wraith"
|
||||
construct_type = "wraith"
|
||||
desc = "A wicked bladed shell contraption piloted by a bound spirit."
|
||||
icon = 'icons/mob/mob.dmi'
|
||||
icon_state = "floating"
|
||||
icon_living = "floating"
|
||||
maxHealth = 200
|
||||
health = 200
|
||||
melee_damage_lower = 25
|
||||
melee_damage_upper = 30
|
||||
attack_armor_pen = 15
|
||||
attack_sharp = 1
|
||||
attack_edge = 1
|
||||
attacktext = list("slashed")
|
||||
friendly = list("pinches")
|
||||
movement_cooldown = 0
|
||||
attack_sound = 'sound/weapons/rapidslice.ogg'
|
||||
construct_spells = list(/spell/targeted/ethereal_jaunt/shift,
|
||||
/spell/targeted/ambush_mode
|
||||
)
|
||||
|
||||
// environment_smash = 1 // Whatever this gets renamed to, Wraiths need to break things
|
||||
|
||||
/mob/living/simple_mob/construct/wraith/apply_melee_effects(var/atom/A)
|
||||
if(isliving(A))
|
||||
var/mob/living/L = A
|
||||
L.add_modifier(/datum/modifier/deep_wounds, 30 SECONDS)
|
||||
@@ -300,18 +300,6 @@
|
||||
if(ispath(MP, /mob/living/simple_animal/space_worm))
|
||||
return 0 //Unfinished. Very buggy, they seem to just spawn additional space worms everywhere and eating your own tail results in new worms spawning.
|
||||
|
||||
if(ispath(MP, /mob/living/simple_animal/construct/behemoth))
|
||||
return 0 //I think this may have been an unfinished WiP or something. These constructs should really have their own class simple_animal/construct/subtype
|
||||
|
||||
if(ispath(MP, /mob/living/simple_animal/construct/armoured))
|
||||
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
||||
|
||||
if(ispath(MP, /mob/living/simple_animal/construct/wraith))
|
||||
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
||||
|
||||
if(ispath(MP, /mob/living/simple_animal/construct/builder))
|
||||
return 0 //Verbs do not appear for players. These constructs should really have their own class simple_animal/construct/subtype
|
||||
|
||||
//Good mobs!
|
||||
if(ispath(MP, /mob/living/simple_animal/cat))
|
||||
return 1
|
||||
@@ -321,7 +309,7 @@
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/shade))
|
||||
if(ispath(MP, /mob/living/simple_mob/construct))
|
||||
return 1
|
||||
if(ispath(MP, /mob/living/simple_animal/hostile/tomato))
|
||||
return 1
|
||||
|
||||
Reference in New Issue
Block a user