Adds Necropolis curses for cursed items in Necropolis ruins (#28992)

* Adds Necropolis curses for cursed items in Necropolis ruins

* Adds sounds credit @FuryMcFlurry

* stat tweak

* these are painful enough

* a bit stronger

* i kind of wish there was a version of get_ranged_target_turf() that worked off of angle.... but there isn't

* smart coder 2000

* bossed around
This commit is contained in:
Joan Lung
2017-07-06 11:14:26 -04:00
committed by Jordan Brown
parent a3154ba9e7
commit bea7bf9297
24 changed files with 313 additions and 8 deletions

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@@ -73,6 +73,7 @@
#define UI_DAMAGE_LAYER 18.2
#define BLIND_LAYER 18.3
#define CRIT_LAYER 18.4
#define CURSE_LAYER 18.5
#define HUD_PLANE 19
#define HUD_LAYER 19

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@@ -51,6 +51,12 @@
#define DEVIL_BODYPART "devil"
/*see __DEFINES/inventory.dm for bodypart bitflag defines*/
//Health hud screws for carbon mobs
#define SCREWYHUD_NONE 0
#define SCREWYHUD_CRIT 1
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
//Nutrition levels for humans
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550

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@@ -54,6 +54,12 @@
#define STATUS_EFFECT_SAWBLEED /datum/status_effect/saw_bleed //if the bleed builds up enough, takes a ton of damage
#define STATUS_EFFECT_NECROPOLIS_CURSE /datum/status_effect/necropolis_curse
#define CURSE_BLINDING 1 //makes the edges of the target's screen obscured
#define CURSE_SPAWNING 2 //spawns creatures that attack the target only
#define CURSE_WASTING 4 //causes gradual damage
#define CURSE_GRASPING 8 //hands reach out from the sides of the screen, doing damage and stunning if they hit the target
/////////////
// NEUTRAL //
/////////////

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@@ -100,6 +100,11 @@
layer = BLIND_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/curse
icon_state = "curse"
layer = CURSE_LAYER
plane = FULLSCREEN_PLANE
/obj/screen/fullscreen/impaired
icon_state = "impairedoverlay"
@@ -163,4 +168,4 @@
plane = LIGHTING_PLANE
layer = LIGHTING_LAYER
blend_mode = BLEND_ADD
show_when_dead = TRUE
show_when_dead = TRUE

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@@ -341,3 +341,96 @@
owner.adjustBruteLoss(bleed_damage)
else
new /obj/effect/temp_visual/bleed(get_turf(owner))
/mob/living/proc/apply_necropolis_curse(set_curse)
var/datum/status_effect/necropolis_curse/C = has_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE)
if(!set_curse)
set_curse = pick(CURSE_BLINDING, CURSE_SPAWNING, CURSE_WASTING, CURSE_GRASPING)
if(QDELETED(C))
apply_status_effect(STATUS_EFFECT_NECROPOLIS_CURSE, set_curse)
else
C.apply_curse(set_curse)
C.duration += 3000 //additional curses add 5 minutes
/datum/status_effect/necropolis_curse
id = "necrocurse"
duration = 6000 //you're cursed for 10 minutes have fun
tick_interval = 50
alert_type = null
var/curse_flags = NONE
var/effect_last_activation = 0
var/effect_cooldown = 100
var/obj/effect/temp_visual/curse/wasting_effect = new
/datum/status_effect/necropolis_curse/on_creation(mob/living/new_owner, set_curse)
. = ..()
if(.)
apply_curse(set_curse)
/datum/status_effect/necropolis_curse/Destroy()
if(!QDELETED(wasting_effect))
qdel(wasting_effect)
wasting_effect = null
return ..()
/datum/status_effect/necropolis_curse/on_remove()
remove_curse(curse_flags)
/datum/status_effect/necropolis_curse/proc/apply_curse(set_curse)
curse_flags |= set_curse
if(curse_flags & CURSE_BLINDING)
owner.overlay_fullscreen("curse", /obj/screen/fullscreen/curse, 1)
/datum/status_effect/necropolis_curse/proc/remove_curse(remove_curse)
if(remove_curse & CURSE_BLINDING)
owner.clear_fullscreen("curse", 50)
curse_flags &= ~remove_curse
/datum/status_effect/necropolis_curse/tick()
if(owner.stat == DEAD)
return
if(curse_flags & CURSE_WASTING)
wasting_effect.forceMove(owner.loc)
wasting_effect.setDir(owner.dir)
wasting_effect.transform = owner.transform //if the owner has been stunned the overlay should inherit that position
wasting_effect.alpha = 255
animate(wasting_effect, alpha = 0, time = 32)
playsound(owner, 'sound/effects/curse5.ogg', 20, 1, -1)
owner.adjustFireLoss(0.75)
if(effect_last_activation <= world.time)
effect_last_activation = world.time + effect_cooldown
if(curse_flags & CURSE_SPAWNING)
var/turf/spawn_turf
var/sanity = 10
while(!spawn_turf && sanity)
spawn_turf = locate(owner.x + pick(rand(10, 15), rand(-10, -15)), owner.y + pick(rand(10, 15), rand(-10, -15)), owner.z)
sanity--
if(spawn_turf)
var/mob/living/simple_animal/hostile/asteroid/curseblob/C = new (spawn_turf)
C.set_target = owner
C.GiveTarget()
if(curse_flags & CURSE_GRASPING)
var/grab_dir = turn(owner.dir, pick(-90, 90, 180, 180)) //grab them from a random direction other than the one faced, favoring grabbing from behind
var/turf/spawn_turf = get_ranged_target_turf(owner, grab_dir, 5)
if(spawn_turf)
grasp(spawn_turf)
/datum/status_effect/necropolis_curse/proc/grasp(turf/spawn_turf)
set waitfor = FALSE
new/obj/effect/temp_visual/dir_setting/curse/grasp_portal(spawn_turf, owner.dir)
playsound(spawn_turf, 'sound/effects/curse2.ogg', 80, 1, -1)
var/turf/ownerloc = get_turf(owner)
var/obj/item/projectile/curse_hand/C = new (spawn_turf)
C.current = spawn_turf
C.starting = spawn_turf
C.yo = ownerloc.y - spawn_turf.y
C.xo = ownerloc.x - spawn_turf.x
C.original = owner
C.fire()
/obj/effect/temp_visual/curse
icon_state = "curse"
/obj/effect/temp_visual/curse/Initialize()
. = ..()
deltimer(timerid)

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@@ -109,6 +109,41 @@
icon_state = "tailsweep"
duration = 4
/obj/effect/temp_visual/dir_setting/curse
icon_state = "curse"
duration = 32
var/fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/Initialize(mapload, set_dir)
. = ..()
if(fades)
animate(src, alpha = 0, time = 32)
/obj/effect/temp_visual/dir_setting/curse/blob
icon_state = "curseblob"
/obj/effect/temp_visual/dir_setting/curse/grasp_portal
icon = 'icons/effects/64x64.dmi'
layer = LARGE_MOB_LAYER
pixel_y = -16
pixel_x = -16
duration = 32
fades = FALSE
/obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading
duration = 32
fades = TRUE
/obj/effect/temp_visual/dir_setting/curse/hand
icon_state = "cursehand"
/obj/effect/temp_visual/dir_setting/curse/hand/Initialize(mapload, set_dir, handedness)
. = ..()
update_icon()
/obj/item/projectile/curse_hand/update_icon()
icon_state = "[icon_state][handedness]"
/obj/effect/temp_visual/wizard
name = "water"
icon = 'icons/mob/mob.dmi'

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@@ -11,11 +11,6 @@ Gunshots/explosions/opening doors/less rare audio (done)
*/
#define SCREWYHUD_NONE 0
#define SCREWYHUD_CRIT 1
#define SCREWYHUD_DEAD 2
#define SCREWYHUD_HEALTHY 3
/mob/living/carbon
var/image/halimage
var/image/halbody

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@@ -0,0 +1,107 @@
/mob/living/simple_animal/hostile/asteroid/curseblob
name = "curse mass"
desc = "A mass of purple... smoke?"
icon = 'icons/mob/lavaland/lavaland_monsters.dmi'
icon_state = "curseblob"
icon_living = "curseblob"
icon_aggro = "curseblob"
move_to_delay = 5
vision_range = 20
aggro_vision_range = 20
idle_vision_range = 20
maxHealth = 40 //easy to kill, but oh, will you be seeing a lot of them.
health = 40
melee_damage_lower = 10
melee_damage_upper = 10
melee_damage_type = BURN
attacktext = "slashes"
attack_sound = 'sound/effects/curseattack.ogg'
throw_message = "passes through the smokey body of"
obj_damage = 0
environment_smash = ENVIRONMENT_SMASH_NONE
sentience_type = SENTIENCE_BOSS
layer = LARGE_MOB_LAYER
var/doing_move_loop = FALSE
var/mob/living/set_target
var/timerid
/mob/living/simple_animal/hostile/asteroid/curseblob/Initialize(mapload)
. = ..()
timerid = QDEL_IN(src, 600)
playsound(src, 'sound/effects/curse1.ogg', 100, 1, -1)
/mob/living/simple_animal/hostile/asteroid/curseblob/Destroy()
new /obj/effect/temp_visual/dir_setting/curse/blob(loc, dir)
doing_move_loop = FALSE
return ..()
/mob/living/simple_animal/hostile/asteroid/curseblob/Goto(move_target, delay, minimum_distance)
move_loop(target, delay)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/move_loop(move_target, delay)
set waitfor = FALSE
if(doing_move_loop)
return
doing_move_loop = TRUE
if(check_for_target())
return
while(!QDELETED(src) && doing_move_loop && isturf(loc) && !check_for_target())
var/step_turf = get_step(src, get_dir(src, set_target))
if(step_turf != get_turf(set_target))
forceMove(step_turf)
sleep(delay)
doing_move_loop = FALSE
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/check_for_target()
if(QDELETED(set_target) || set_target.stat != CONSCIOUS || z != set_target.z)
qdel(src)
return TRUE
/mob/living/simple_animal/hostile/asteroid/curseblob/GiveTarget(new_target)
if(check_for_target())
return
new_target = set_target
. = ..()
Goto(target, move_to_delay)
/mob/living/simple_animal/hostile/asteroid/curseblob/LoseTarget() //we can't lose our target!
if(check_for_target())
return
//if it's not our target, we ignore it
/mob/living/simple_animal/hostile/asteroid/curseblob/CanPass(atom/movable/mover, turf/target, height = 0)
if(mover == set_target)
return FALSE
if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
if(P.firer == set_target)
return FALSE
return TRUE
#define IGNORE_PROC_IF_NOT_TARGET(X) /mob/living/simple_animal/hostile/asteroid/curseblob/##X(AM) { if (AM == set_target) return ..(); }
IGNORE_PROC_IF_NOT_TARGET(attack_hand)
IGNORE_PROC_IF_NOT_TARGET(attack_hulk)
IGNORE_PROC_IF_NOT_TARGET(attack_paw)
IGNORE_PROC_IF_NOT_TARGET(attack_alien)
IGNORE_PROC_IF_NOT_TARGET(attack_larva)
IGNORE_PROC_IF_NOT_TARGET(attack_animal)
IGNORE_PROC_IF_NOT_TARGET(attack_slime)
/mob/living/simple_animal/hostile/asteroid/curseblob/bullet_act(obj/item/projectile/Proj)
if(Proj.firer != set_target)
return
return ..()
/mob/living/simple_animal/hostile/asteroid/curseblob/attacked_by(obj/item/I, mob/living/L)
if(L != set_target)
return
return ..()
#undef IGNORE_PROC_IF_NOT_TARGET

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@@ -161,6 +161,8 @@
var/turf/target_turf = get_turf(A)
if(!prehit(A))
if(forcedodge)
loc = target_turf
return FALSE
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
@@ -264,7 +266,7 @@
old_pixel_x = pixel_x_offset
old_pixel_y = pixel_y_offset
if(original && (original.layer>=2.75) || ismob(original))
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
@@ -279,7 +281,7 @@
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
step_towards(src, current)
if(original && (original.layer>=2.75) || ismob(original))
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)

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@@ -334,3 +334,57 @@
for(var/turf/Z in range(T,power))
new /obj/effect/temp_visual/gravpush(Z)
/obj/effect/ebeam/curse_arm
name = "curse arm"
layer = LARGE_MOB_LAYER
/obj/item/projectile/curse_hand
name = "curse hand"
icon_state = "cursehand"
hitsound = 'sound/effects/curse4.ogg'
layer = LARGE_MOB_LAYER
damage_type = BURN
damage = 10
knockdown = 20
speed = 2
range = 16
forcedodge = TRUE
var/datum/beam/arm
var/handedness = 0
/obj/item/projectile/curse_hand/Initialize(mapload)
. = ..()
handedness = prob(50)
update_icon()
/obj/item/projectile/curse_hand/update_icon()
icon_state = "[icon_state][handedness]"
/obj/item/projectile/curse_hand/fire(setAngle)
if(starting)
arm = starting.Beam(src, icon_state = "curse[handedness]", time = INFINITY, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm)
..()
/obj/item/projectile/curse_hand/prehit(atom/target)
if(target == original)
forcedodge = FALSE
else if(!isturf(target))
return FALSE
return ..()
/obj/item/projectile/curse_hand/Destroy()
if(arm)
arm.End()
arm = null
if(forcedodge)
playsound(src, 'sound/effects/curse3.ogg', 25, 1, -1)
var/turf/T = get_step(src, dir)
new/obj/effect/temp_visual/dir_setting/curse/hand(T, dir, handedness)
for(var/obj/effect/temp_visual/dir_setting/curse/grasp_portal/G in starting)
qdel(G)
new /obj/effect/temp_visual/dir_setting/curse/grasp_portal/fading(starting, dir)
var/datum/beam/D = starting.Beam(T, icon_state = "curse[handedness]", time = 32, maxdistance = INFINITY, beam_type=/obj/effect/ebeam/curse_arm, beam_sleep_time = 1)
for(var/b in D.elements)
var/obj/effect/ebeam/B = b
animate(B, alpha = 0, time = 32)
return ..()

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@@ -1735,6 +1735,7 @@
#include "code\modules\mob\living\simple_animal\hostile\megafauna\megafauna.dm"
#include "code\modules\mob\living\simple_animal\hostile\megafauna\swarmer.dm"
#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\basilisk.dm"
#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\curse_blob.dm"
#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\goldgrub.dm"
#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\goliath.dm"
#include "code\modules\mob\living\simple_animal\hostile\mining_mobs\gutlunch.dm"