Adds a cursed sword (and other haunted things) (#4931)

* adds cursed sword and 'haunted' object framework.

* fixes back.dmi conflicts

* adds cursed blade ghost pod

as well as fixing some ghost pod oddities

* fixes misc.dm conflicts

* adds cursed sword cave POI

* makes cursed sword use voice mob

as opposed to a brainmob
This commit is contained in:
BillyBangles
2018-03-19 11:49:33 -07:00
committed by Atermonera
parent d36e67d90d
commit 85e377f017
15 changed files with 146 additions and 16 deletions
+38 -1
View File
@@ -50,4 +50,41 @@
// Randomizes color
/obj/item/weapon/melee/umbrella/random/New()
color = "#"+get_random_colour()
..()
..()
/obj/item/weapon/melee/cursedblade
name = "crystal blade"
desc = "The red crystal blade's polished surface glints in the light, giving off a faint glow."
icon_state = "soulblade"
slot_flags = SLOT_BELT | SLOT_BACK
force = 30
throwforce = 10
w_class = ITEMSIZE_NORMAL
sharp = 1
edge = 1
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
can_speak = 1
var/list/voice_mobs = list() //The curse of the sword is that it has someone trapped inside.
/obj/item/weapon/melee/cursedblade/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
if(default_parry_check(user, attacker, damage_source) && prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
return 1
return 0
/obj/item/weapon/melee/cursedblade/proc/ghost_inhabit(var/mob/candidate)
if(!isobserver(candidate))
return
//Handle moving the ghost into the new shell.
announce_ghost_joinleave(candidate, 0, "They are occupying a cursed sword now.")
var/mob/living/voice/new_voice = new /mob/living/voice(src) //Make the voice mob the ghost is going to be.
new_voice.transfer_identity(candidate) //Now make the voice mob load from the ghost's active character in preferences.
new_voice.mind = candidate.mind //Transfer the mind, if any.
new_voice.ckey = candidate.ckey //Finally, bring the client over.
new_voice.name = "cursed sword" //Cursed swords shouldn't be known characters.
new_voice.real_name = "cursed sword"
voice_mobs.Add(new_voice)
listening_objects |= src