Adjusts Changelings

See PR
This commit is contained in:
Neerti
2017-04-23 13:08:20 -04:00
parent 751da2a195
commit d6683be3ce
21 changed files with 95 additions and 41 deletions
+3 -1
View File
@@ -123,4 +123,6 @@ var/list/be_special_flags = list(
//casting costs
#define Sp_RECHARGE "recharge"
#define Sp_CHARGES "charges"
#define Sp_HOLDVAR "holdervar"
#define Sp_HOLDVAR "holdervar"
#define CHANGELING_STASIS_COST 20
+1 -1
View File
@@ -284,7 +284,7 @@
if(M.loc && M.locs[1] in hearturfs)
mobs |= M
else if(M.stat == DEAD)
else if(M.stat == DEAD && !M.forbid_seeing_deadchat)
switch(type)
if(1) //Audio messages use ghost_ears
if(M.is_preference_enabled(/datum/client_preference/ghost_ears))
@@ -21,6 +21,7 @@ var/global/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","E
var/armor_deployed = 0 //This is only used for changeling_generic_equip_all_slots() at the moment.
var/recursive_enhancement = 0 //Used to power up other abilities from the ling power with the same name.
var/list/purchased_powers_history = list() //Used for round-end report, includes respec uses too.
var/last_shriek = null // world.time when the ling last used a shriek.
/datum/changeling/New(var/gender=FEMALE)
..()
@@ -32,7 +32,7 @@
return 1
if(M.head || M.wear_suit) //Make sure our slots aren't full
src << "<span class='warning'>We require nothing to be on our head, and we cannot wear any external suits.</span>"
src << "<span class='warning'>We require nothing to be on our head, and we cannot wear any external suits, or shoes.</span>"
return 0
var/obj/item/clothing/suit/A = new armor_type(src)
@@ -140,7 +140,7 @@
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["w_uniform"]
if(!M.w_uniform && t)
@@ -150,7 +150,7 @@
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["gloves"]
if(!M.gloves && t)
@@ -160,7 +160,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["shoes"]
if(!M.shoes && t)
@@ -170,7 +170,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["belt"]
if(!M.belt && t)
@@ -180,7 +180,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["glasses"]
if(!M.glasses && t)
@@ -190,7 +190,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["wear_mask"]
if(!M.wear_mask && t)
@@ -200,7 +200,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["back"]
if(!M.back && t)
@@ -210,7 +210,7 @@
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["wear_suit"]
if(!M.wear_suit && t)
@@ -220,7 +220,7 @@
playsound(src, 'sound/effects/blobattack.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
t = stuff_to_equip["wear_id"]
if(!M.wear_id && t)
@@ -230,7 +230,7 @@
playsound(src, 'sound/effects/splat.ogg', 30, 1)
M.update_icons()
success = 1
sleep(20)
sleep(1 SECOND)
var/feedback = english_list(grown_items_list, nothing_text = "nothing", and_text = " and ", comma_text = ", ", final_comma_text = "" )
@@ -18,7 +18,7 @@ var/global/list/changeling_fabricated_clothing = list(
helptext = "The disguise we create offers no defensive ability. Each equipment slot that is empty will be filled with fabricated equipment. \
To remove our new fabricated clothing, use this ability again."
ability_icon_state = "ling_fabricate_clothing"
genomecost = 2
genomecost = 1
verbpath = /mob/proc/changeling_fabricate_clothing
//Grows biological versions of chameleon clothes.
@@ -12,7 +12,7 @@
set category = "Changeling"
set name = "Regenerative Stasis (20)"
var/datum/changeling/changeling = changeling_power(20,1,100,DEAD)
var/datum/changeling/changeling = changeling_power(CHANGELING_STASIS_COST,1,100,DEAD)
if(!changeling)
return
@@ -28,6 +28,7 @@
C.update_canmove()
C.remove_changeling_powers()
changeling.chem_charges -= CHANGELING_STASIS_COST
if(C.suiciding)
C.suiciding = 0
@@ -35,7 +36,9 @@
if(C.stat != DEAD)
C.adjustOxyLoss(C.maxHealth * 2)
spawn(rand(800,2000))
C.forbid_seeing_deadchat = TRUE
spawn(rand(2 MINUTES, 4 MINUTES))
//The ling will now be able to choose when to revive
src.verbs += /mob/proc/changeling_revive
src << "<span class='notice'><font size='5'>We are ready to rise. Use the <b>Revive</b> verb when you are ready.</font></span>"
@@ -29,6 +29,3 @@
src << "<span class='notice'>We have removed our evolutions from this form, and are now ready to readapt.</span>"
ling_datum.purchased_powers_history.Add("Re-adapt (Reset to [ling_datum.max_geneticpoints])")
//Now to lose the verb, so no unlimited resets.
@@ -48,6 +48,7 @@
C.mind.changeling.purchased_powers -= C
feedback_add_details("changeling_powers","CR")
C.stat = CONSCIOUS
C.forbid_seeing_deadchat = FALSE
C.timeofdeath = null
src.verbs -= /mob/proc/changeling_revive
// re-add our changeling powers
+23 -10
View File
@@ -35,6 +35,14 @@
src << "<span class='danger'>You can't speak!</span>"
return 0
if(world.time < (changeling.last_shriek + 10 SECONDS) )
to_chat(src, "<span class='warning'>We are still recovering from our last shriek...</span>")
return 0
if(!isturf(loc))
to_chat(src, "<span class='warning'>Shrieking here would be a bad idea.</span>")
return 0
src.break_cloak() //No more invisible shrieking
changeling.chem_charges -= 20
@@ -47,6 +55,8 @@
message_admins("[key_name(src)] used Resonant Shriek ([src.x],[src.y],[src.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>).")
log_game("[key_name(src)] used Resonant Shriek.")
visible_message("<span class='notice'>[src] appears to shout.</span>")
for(var/mob/living/M in range(range, src))
if(iscarbon(M))
if(!M.mind || !M.mind.changeling)
@@ -73,11 +83,7 @@
L.on = 1
L.broken()
/* src.verbs -= /mob/proc/changeling_resonant_shriek
spawn(30 SECONDS)
src << "<span class='notice'>We are ready to use our resonant shriek once more.</span>"
src.verbs |= /mob/proc/changeling_resonant_shriek
Ability Cooldowns don't work properly right now, need to redo this when they are */
changeling.last_shriek = world.time
feedback_add_details("changeling_powers","RS")
return 1
@@ -101,6 +107,14 @@ Ability Cooldowns don't work properly right now, need to redo this when they are
src << "<span class='danger'>You can't speak!</span>"
return 0
if(world.time < (changeling.last_shriek + 10 SECONDS) )
to_chat(src, "<span class='warning'>We are still recovering from our last shriek...</span>")
return 0
if(!isturf(loc))
to_chat(src, "<span class='warning'>Shrieking here would be a bad idea.</span>")
return 0
src.break_cloak() //No more invisible shrieking
changeling.chem_charges -= 20
@@ -117,6 +131,8 @@ Ability Cooldowns don't work properly right now, need to redo this when they are
src << "<span class='notice'>We are extra loud.</span>"
src.mind.changeling.recursive_enhancement = 0
visible_message("<span class='notice'>[src] appears to shout.</span>")
src.attack_log += text("\[[time_stamp()]\] <font color='red'>Used Dissonant Shriek.</font>")
message_admins("[key_name(src)] used Dissonant Shriek ([src.x],[src.y],[src.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>).")
log_game("[key_name(src)] used Dissonant Shriek.")
@@ -126,9 +142,6 @@ Ability Cooldowns don't work properly right now, need to redo this when they are
L.broken()
empulse(get_turf(src), range_heavy, range_light, 1)
/* src.verbs -= /mob/proc/changeling_dissonant_shriek
spawn(30 SECONDS)
src << "<span class='notice'>We are ready to use our dissonant shriek once more.</span>"
src.verbs |= /mob/proc/changeling_dissonant_shriek
Ability Cooldowns don't work properly right now, need to redo this when they are */
changeling.last_shriek = world.time
return 1
@@ -13,6 +13,10 @@
var/datum/changeling/changeling = changeling_power(5,1,0)
if(!changeling) return
if(!isturf(loc))
to_chat(src, "<span class='warning'>Transforming here would be a bad idea.</span>")
return 0
var/list/names = list()
for(var/datum/absorbed_dna/DNA in changeling.absorbed_dna)
names += "[DNA.name]"
@@ -3,7 +3,7 @@
desc = "We rapidly shape the color of our skin and secrete easily reversible dye on our clothes, to blend in with our surroundings. \
We are undetectable, so long as we move slowly.(Toggle)"
helptext = "Running, and performing most acts will reveal us. Our chemical regeneration is halted while we are hidden."
enhancedtext = "True invisiblity while cloaked."
enhancedtext = "Can run while hidden."
ability_icon_state = "ling_camoflage"
genomecost = 3
verbpath = /mob/proc/changeling_visible_camouflage
@@ -31,20 +31,35 @@
var/old_regen_rate = H.mind.changeling.chem_recharge_rate
H << "<span class='notice'>We vanish from sight, and will remain hidden, so long as we move carefully.</span>"
H.set_m_intent("walk")
H.mind.changeling.cloaked = 1
H.mind.changeling.chem_recharge_rate = 0
animate(src,alpha = 255, alpha = 10, time = 10)
var/must_walk = TRUE
if(src.mind.changeling.recursive_enhancement)
H.invisibility = INVISIBILITY_OBSERVER
src << "<span class='notice'>We are now truly invisible.</span>"
must_walk = FALSE
to_chat(src, "<span class='notice'>We may move at our normal speed while hidden.</span>")
if(must_walk)
H.set_m_intent("walk")
var/remain_cloaked = TRUE
while(remain_cloaked) //This loop will keep going until the player uncloaks.
sleep(1 SECOND) // Sleep at the start so that if something invalidates a cloak, it will drop immediately after the check and not in one second.
if(H.m_intent != "walk" && must_walk) // Moving too fast uncloaks you.
remain_cloaked = 0
if(!H.mind.changeling.cloaked)
remain_cloaked = 0
if(H.stat) // Dead or unconscious lings can't stay cloaked.
remain_cloaked = 0
if(H.incapacitated(INCAPACITATION_DISABLED)) // Stunned lings also can't stay cloaked.
remain_cloaked = 0
while(H.m_intent == "walk" && H.mind.changeling.cloaked && !H.stat) //This loop will keep going until the player uncloaks.
if(mind.changeling.chem_recharge_rate != 0) //Without this, there is an exploit that can be done, if one buys engorged chem sacks while cloaked.
old_regen_rate += mind.changeling.chem_recharge_rate //Unfortunately, it has to occupy this part of the proc. This fixes it while at the same time
mind.changeling.chem_recharge_rate = 0 //making sure nobody loses out on their bonus regeneration after they're done hiding.
sleep(10)
H.invisibility = initial(invisibility)
+2
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@@ -232,6 +232,8 @@ mob/living/proc/near_camera()
return TRACKING_TERMINATE
if(digitalcamo)
return TRACKING_TERMINATE
if(alpha < 127) // For lings and possible future alpha-based cloaks.
return TRACKING_TERMINATE
if(istype(loc,/obj/effect/dummy))
return TRACKING_TERMINATE
@@ -1105,6 +1105,8 @@ var/global/list/obj/item/device/pda/PDAs = list()
if(M.stat == DEAD && M.client && (M.is_preference_enabled(/datum/client_preference/ghost_ears))) // src.client is so that ghosts don't have to listen to mice
if(istype(M, /mob/new_player))
continue
if(M.forbid_seeing_deadchat)
continue
M.show_message("<span class='game say'>PDA Message - <span class='name'>[owner]</span> -> <span class='name'>[P.owner]</span>: <span class='message'>[t]</span></span>")
if(!conversations.Find("\ref[P]"))
+2 -2
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@@ -212,7 +212,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set name = "Ghost"
set desc = "Relinquish your life and enter the land of the dead."
if(stat == DEAD)
if(stat == DEAD && !forbid_seeing_deadchat)
announce_ghost_joinleave(ghostize(1))
else
var/response
@@ -223,7 +223,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
return
src.client.admin_ghost()
else
response = alert(src, "Are you -sure- you want to ghost?\n(You are alive. If you ghost, you won't be able to play this round for another 30 minutes! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body")
response = alert(src, "Are you -sure- you want to ghost?\n(You are alive, or otherwise have the potential to become alive. If you ghost, you won't be able to play this round until you respawn as a new character! You can't change your mind so choose wisely!)", "Are you sure you want to ghost?", "Ghost", "Stay in body")
if(response != "Ghost")
return
resting = 1
+1 -1
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@@ -101,7 +101,7 @@
/mob/living/silicon/ai/special_mentions()
return list("AI") // AI door!
// Converts specific characters, like *, |, and _ to formatted output.
// Converts specific characters, like +, |, and _ to formatted output.
/mob/proc/say_emphasis(var/message)
message = encode_html_emphasis(message, "|", "i")
message = encode_html_emphasis(message, "+", "b")
@@ -41,6 +41,13 @@
species.handle_death(src)
animate_tail_stop()
//Handle snowflake ling stuff.
if(mind && mind.changeling)
// If the ling is capable of revival, don't allow them to see deadchat.
if(mind.changeling.chem_charges >= CHANGELING_STASIS_COST)
if(mind.changeling.max_geneticpoints >= 0) // Absorbed lings don't count, as they can't revive.
forbid_seeing_deadchat = TRUE
//Handle brain slugs.
var/obj/item/organ/external/Hd = get_organ(BP_HEAD)
var/mob/living/simple_animal/borer/B
+2 -2
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@@ -141,7 +141,7 @@ proc/get_radio_key_from_channel(var/channel)
//Redirect to say_dead if talker is dead
if(stat)
if(stat == DEAD)
if(stat == DEAD && !forbid_seeing_deadchat)
return say_dead(message)
return
@@ -308,7 +308,7 @@ proc/get_radio_key_from_channel(var/channel)
if(M && src) //If we still exist, when the spawn processes
var/dst = get_dist(get_turf(M),get_turf(src))
if(dst <= message_range || M.stat == DEAD) //Inside normal message range, or dead with ears (handled in the view proc)
if(dst <= message_range || (M.stat == DEAD && !forbid_seeing_deadchat)) //Inside normal message range, or dead with ears (handled in the view proc)
M << speech_bubble
M.hear_say(message, verb, speaking, alt_name, italics, src, speech_sound, sound_vol)
+1
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@@ -207,3 +207,4 @@
var/list/active_genes=list()
var/mob_size = MOB_MEDIUM
var/forbid_seeing_deadchat = FALSE // Used for lings to not see deadchat, and to have ghosting behave as if they were not really dead.
+6
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@@ -390,10 +390,16 @@ proc/is_blind(A)
else
name = realname
if(subject && subject.forbid_seeing_deadchat && !subject.client.holder)
return // Can't talk in deadchat if you can't see it.
for(var/mob/M in player_list)
if(M.client && ((!istype(M, /mob/new_player) && M.stat == DEAD) || (M.client.holder && !is_mentor(M.client))) && M.is_preference_enabled(/datum/client_preference/show_dsay))
var/follow
var/lname
if(M.forbid_seeing_deadchat && !M.client.holder)
continue
if(subject)
if(M.is_key_ignored(subject.client.key)) // If we're ignored, do nothing.
continue
+1 -1
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@@ -199,7 +199,7 @@
if(S.victim == mob)
return
if(mob.stat==DEAD && isliving(mob))
if(mob.stat==DEAD && isliving(mob) && !mob.forbid_seeing_deadchat)
mob.ghostize()
return
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