/datum/component/spooky var/too_spooky = TRUE //will it spawn a new instrument? /datum/component/spooky/Initialize() RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/spectral_attack) /datum/component/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user) if(ishuman(user)) //this weapon wasn't meant for mortals. var/mob/living/carbon/human/U = user if(!istype(U.dna.species, /datum/species/skeleton)) U.adjustStaminaLoss(35) //Extra Damage U.Jitter(35) U.stuttering = 20 if(U.getStaminaLoss() > 95) to_chat(U, "Your ears weren't meant for this spectral sound.") spectral_change(U) return if(ishuman(C)) var/mob/living/carbon/human/H = C if(istype(H.dna.species, /datum/species/skeleton)) return //undeads are unaffected by the spook-pocalypse. if(istype(H.dna.species, /datum/species/zombie)) H.adjustStaminaLoss(25) H.Knockdown(15) //zombies can't resist the doot C.Jitter(35) C.stuttering = 20 if((!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly))) C.adjustStaminaLoss(25) //boneless humanoids don't lose the will to live to_chat(C, "DOOT") spectral_change(H) else //the sound will spook monkeys. C.Jitter(15) C.stuttering = 20 /datum/component/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user) if((H.getStaminaLoss() > 95) && (!istype(H.dna.species, /datum/species/skeleton)) && (!istype(H.dna.species, /datum/species/golem)) && (!istype(H.dna.species, /datum/species/android)) && (!istype(H.dna.species, /datum/species/jelly))) H.Knockdown(20) H.set_species(/datum/species/skeleton) H.visible_message("[H] has given up on life as a mortal.") var/T = get_turf(H) if(too_spooky) if(prob(30)) new/obj/item/instrument/saxophone/spectral(T) else if(prob(30)) new/obj/item/instrument/trumpet/spectral(T) else if(prob(30)) new/obj/item/instrument/trombone/spectral(T) else to_chat(H, "The spooky gods forgot to ship your instrument. Better luck next unlife.") to_chat(H, "You are the spooky skeleton!") to_chat(H, "A new life and identity has begun. Help your fellow skeletons into bringing out the spooky-pocalypse. You haven't forgotten your past life, and are still beholden to past loyalties.") change_name(H) //time for a new name! /datum/component/spooky/proc/change_name(mob/living/carbon/human/H) var/t = stripped_input(H, "Enter your new skeleton name", H.real_name, null, MAX_NAME_LEN) if(!t) t = "spooky skeleton" H.fully_replace_character_name(null, t)