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* floor honk_act * window honk_act * table frame honk_act * table honk_act * statue honk_act * falsewall honk_act * door assembly honk_act * chair honk_act * frying pan honk_act * energy shield honk_act * airlock honk_act * wall honk_act * Update airlock.dm * Update 288x288.dmi * SHE COMES * sprite credit * Update yogstation.dme * Update honkmother.dm * Update honkmother.dm * Update gun.dm * defines honk_act * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * actually updates turfs and objs * actually works * Update honkmother.dm * makes layer not fucky * poke * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update honkmother.dm * Update fryingpan.dm * Update staff.dm * Update mineral_walls.dm * Update mineral_floor.dm * Update window.dm * Update table_frames.dm * Update tables_racks.dm * Update statues.dm * Update false_walls.dm * Update door_assembly_types.dm * Update chair.dm * Update clown_weapons.dm * clown ops victory spawns her * Update honkmother.dm
84 lines
2.7 KiB
Plaintext
84 lines
2.7 KiB
Plaintext
//HONK HONK HONK HONK HONK HONK HONK
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/obj/structure/destructible/honkmother
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name = "The Honkmother"
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desc = "HONK!"
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icon = 'icons/effects/288x288.dmi'
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//Sprite made by MerchantPixels
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icon_state = "honkmother"
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//Centers Her
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pixel_x = -128
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pixel_y = -128
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//She's immortal! Unkillable! Unmatched!
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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appearance_flags = 0
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light_power = 0.7
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light_range = 15
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//Yellow, the color of bananas!
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light_color = "#FFFF000"
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//How far things are turned around Her are turned into bananium
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var/convert_range = 8
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//She is above even fire
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layer = RIPPLE_LAYER
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obj_flags = CAN_BE_HIT | DANGEROUS_POSSESSION
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/obj/structure/destructible/honkmother/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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send_to_playing_players("<span class='clown'>HONK!</span>")
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//mine now bitch
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sound_to_playing_players('sound/effects/ratvar_reveal.ogg')
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/obj/items_and_weapons.dmi', "bike_horn")
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notify_ghosts("Pranks must be spread to the people! Touch The Honkmother at [get_area_name(src)] and become one of her glorious creations!", null, source = src, alert_overlay = alert_overlay)
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/obj/structure/destructible/honkmother/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/structure/destructible/honkmother/attack_ghost(mob/dead/observer/O)
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var/alertresult = alert(O, "Become a honking abomination? You can no longer be cloned!",,"Yes", "No")
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if(alertresult == "No" || QDELETED(O) || !istype(O) || !O.key)
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return FALSE
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var/list/L = list(
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"clown",
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"clown/lube",
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"clown/banana",
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"clown/afro",
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"clown/thin",
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"clown/honkling",
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"clown/fleshclown",
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"clown/longface",
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"clown/clownhulk",
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"clown/clownhulk/chlown",
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"clown/clownhulk/honcmunculus",
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"clown/clownhulk/destroyer",
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"clown/clownhulk/punisher",
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"clown/mutant",
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"clown/mutant/blob",
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"clown/mutant/thicc")
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var/MobType = text2path("/mob/living/simple_animal/hostile/retaliate/[pick(L)]")
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var/mob/R = new MobType(get_turf(src))
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R.visible_message("<span class='warning'>[R] awakens!</span>")
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R.key = O.key
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/obj/structure/destructible/honkmother/Bump(atom/A)
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var/turf/T = get_turf(A)
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if(T == loc)
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T = get_step(T, dir) // NOTHING WILL STAND IN THE WAY OF PRANKS
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forceMove(T)
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//moves and turns things into BANANIUM
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/obj/structure/destructible/honkmother/process()
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for(var/I in circlerangeturfs(src, convert_range))
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var/turf/T = I
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if(prob(20))
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T.honk_act()
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for(var/I in circleviewturfs(src, round(convert_range * 0.5)))
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var/turf/T = I
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T.honk_act(TRUE)
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for(var/O in range(round(convert_range / 1.2), src))
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var/obj/T = O
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if(prob(20))
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T.honk_act()
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var/dir_to_step_in = pick(GLOB.cardinals)
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step(src, dir_to_step_in)
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