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* commit 1 - get me out * she lives * adds wizards * thing * surprise end hits take 1 * s * d * surprise end hits take 2 * montreal * REAl * strangelight * guilford fall * natural disasters * envelope * h * lady elect * test 321 * test 123 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * hot toes test * ss * redundancy * s * test 2 * s² * s³ * s²³ * a pray! * life and limb * epic problem * hmm * update * fixes something * fixes something² * adds slaughter demons to the game * rend it * hmm * restores something * adds clockwork cult into the game * adds changelings to the game * cassevetes * test 101 * :) * against * shut the door * adds darkspawn to the game * sad * cashout * adds vampires to the game * 2 * summer freeze * pink frosty * test111 * adds game to the game * 2 * syndrome * test * test 2 * test 3 * test 4 * adds replay to the game? * maybe? * slo * hrn * test II * test III * test IV * new technique * ahm hum * d * sensible * c * ss13 * a * v * f --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
61 lines
2.8 KiB
Plaintext
61 lines
2.8 KiB
Plaintext
/datum/component/spooky
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var/too_spooky = TRUE //will it spawn a new instrument?
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/datum/component/spooky/Initialize()
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(spectral_attack))
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/datum/component/spooky/proc/spectral_attack(datum/source, mob/living/carbon/C, mob/user)
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if(ishuman(user)) //this weapon wasn't meant for mortals.
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var/mob/living/carbon/human/U = user
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if(!istype(U.dna.species, /datum/species/skeleton))
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U.adjustStaminaLoss(35) //Extra Damage
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U.adjust_jitter(35 SECONDS)
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U.adjust_stutter(20 SECONDS)
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if(U.getStaminaLoss() > 95)
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to_chat(U, "<font color ='red', size ='4'><B>Your ears weren't meant for this spectral sound.</B></font>")
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spectral_change(U)
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return
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if(ishuman(C))
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var/mob/living/carbon/human/H = C
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if(istype(H.dna.species, /datum/species/skeleton))
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return //undeads are unaffected by the spook-pocalypse.
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if(istype(H.dna.species, /datum/species/zombie))
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H.adjustStaminaLoss(25)
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H.Paralyze(15) //zombies can't resist the doot
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C.adjust_jitter(35 SECONDS)
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C.adjust_stutter(20 SECONDS)
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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)))
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C.adjustStaminaLoss(25) //boneless humanoids don't lose the will to live
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to_chat(C, "<font color='red' size='4'><B>DOOT</B></font>")
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spectral_change(H)
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else //the sound will spook monkeys.
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C.adjust_jitter(15 SECONDS)
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C.adjust_stutter(20 SECONDS)
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/datum/component/spooky/proc/spectral_change(mob/living/carbon/human/H, mob/user)
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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)))
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H.Paralyze(2 SECONDS)
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H.set_species(/datum/species/skeleton)
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H.visible_message(span_warning("[H] has given up on life as a mortal."))
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var/T = get_turf(H)
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if(too_spooky)
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if(prob(30))
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new/obj/item/instrument/saxophone/spectral(T)
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else if(prob(30))
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new/obj/item/instrument/trumpet/spectral(T)
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else if(prob(30))
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new/obj/item/instrument/trombone/spectral(T)
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else
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to_chat(H, "The spooky gods forgot to ship your instrument. Better luck next unlife.")
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to_chat(H, "<B>You are the spooky skeleton!</B>")
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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.")
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change_name(H) //time for a new name!
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/datum/component/spooky/proc/change_name(mob/living/carbon/human/H)
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var/t = stripped_input(H, "Enter your new skeleton name", H.real_name, null, MAX_NAME_LEN)
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if(!t)
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t = "spooky skeleton"
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H.fully_replace_character_name(null, t)
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