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https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-10 18:02:57 +00:00
Fixes mesmerzie and makes it work better (#11785)
* Weh * Mesmerize works a lot nicer now
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@@ -99,7 +99,7 @@
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#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.
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#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/no_combat_mode/mesmerize //Just reskinned no_combat_mode
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
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#define STATUS_EFFECT_ELECTROSTAFF /datum/status_effect/electrostaff //slows down victim
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@@ -113,20 +113,25 @@
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duration = set_duration
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. = ..()
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/datum/status_effect/no_combat_mode/mesmerize
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/datum/status_effect/mesmerize
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id = "Mesmerize"
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alert_type = /obj/screen/alert/status_effect/mesmerized
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/datum/status_effect/no_combat_mode/mesmerize/on_creation(mob/living/new_owner, set_duration)
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/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
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. = ..()
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ADD_TRAIT(owner, TRAIT_MUTE, "mesmerize")
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owner.add_movespeed_modifier("[STATUS_EFFECT_MESMERIZE]_[id]", TRUE, priority = 64, override = TRUE, multiplicative_slowdown = 5, blacklisted_movetypes = FALSE? NONE : CRAWLING)
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/datum/status_effect/no_combat_mode/mesmerize/on_remove()
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/datum/status_effect/mesmerize/on_remove()
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. = ..()
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REMOVE_TRAIT(owner, TRAIT_MUTE, "mesmerize")
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owner.remove_movespeed_modifier("[STATUS_EFFECT_MESMERIZE]_[id]")
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/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
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if(isnum(set_duration))
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duration = set_duration
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. = ..()
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/obj/screen/alert/status_effect/mesmerized
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name = "Mesmerized"
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desc = "You cant tear your sight from who is in front of you... their gaze is simply too enthralling.."
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@@ -64,7 +64,7 @@
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to_chat(owner, "<span class='warning'>Your victim's eyes are glazed over. They cannot perceive you.</span>")
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return FALSE
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// Check: Target See Me? (behind wall)
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if(!(target in view(target_range, get_turf(owner))))
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if(!(target in viewers(target_range, get_turf(owner))))
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// Sub-Check: GET CLOSER
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//if (!(owner in range(target_range, get_turf(target)))
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// if (display_error)
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@@ -90,48 +90,56 @@
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/datum/action/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
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var/mob/living/carbon/target = A
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var/mob/living/user = owner
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var/mob/living/L = owner
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var/cancontinue=CheckCanTarget(target)
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var/cancontinue = CheckCanTarget(target)
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if(!cancontinue)
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success = FALSE
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target.remove_status_effect(STATUS_EFFECT_MESMERIZE)
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user.remove_status_effect(STATUS_EFFECT_MESMERIZE)
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L.remove_status_effect(STATUS_EFFECT_MESMERIZE)
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DeactivatePower()
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DeactivateRangedAbility()
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StartCooldown()
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to_chat(user, "<span class='warning'>[target] has escaped your gaze!</span>")
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to_chat(L, "<span class='warning'>[target] has escaped your gaze!</span>")
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UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
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/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
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// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
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var/mob/living/carbon/target = A
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var/mob/living/user = owner
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var/mob/living/L = owner
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L.face_atom(A)
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if(!istype(target))
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return
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success = TRUE
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var/power_time = 138 + level_current * 12
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
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L.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/ContinueTarget)
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// 5 second windup
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addtimer(CALLBACK(src, .proc/apply_effects, L, target, power_time), 6 SECONDS)
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ADD_TRAIT(target, TRAIT_COMBAT_MODE_LOCKED, src)
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ADD_TRAIT(L, TRAIT_COMBAT_MODE_LOCKED, src)
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if(istype(target))
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success = TRUE
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var/power_time = 138 + level_current * 12
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
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user.apply_status_effect(STATUS_EFFECT_MESMERIZE, 30)
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/ContinueTarget)
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/datum/action/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
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var/mob/living/carbon/target = victim
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var/mob/living/L = aggressor
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if(!success)
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return
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PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time)
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REMOVE_TRAIT(L, TRAIT_COMBAT_MODE_LOCKED, src)
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target.face_atom(L)
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target.Stun(power_time)
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to_chat(L, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
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target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
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target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
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spawn(power_time)
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if(istype(target) && success)
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target.notransform = FALSE
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REMOVE_TRAIT(target, TRAIT_COMBAT_MODE_LOCKED, src)
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if(istype(L) && target.stat == CONSCIOUS && (target in view(10, get_turf(L)))) // They Woke Up! (Notice if within view)
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to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
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// 3 second windup
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sleep(30)
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if(success)
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PowerActivatedSuccessfully() // blood & cooldown only altered if power activated successfully - less "fuck you"-y
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target.face_atom(user)
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target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time) // pretty much purely cosmetic
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target.Stun(power_time)
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to_chat(user, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
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target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm
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target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
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spawn(power_time)
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if(istype(target) && success)
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target.notransform = FALSE
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// They Woke Up! (Notice if within view)
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if(istype(user) && target.stat == CONSCIOUS && (target in view(10, get_turf(user))) )
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to_chat(user, "<span class='warning'>[target] has snapped out of their trance.</span>")
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/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
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return ..() && CheckCanUse() && CheckCanTarget(target)
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