var/maniac_active = 0 var/maniac_previous_victim = "Unknown" //maniac //A psycho chef that sometimes appears when you go through doors on the evilreaver derelict, similar to that *ANIMEE* game Ao Oni /obj/chaser/maniac name = "?" icon = 'icons/misc/evilreaverstation.dmi' icon_state = "chaser" desc = "We all go a little mad sometimes, haven't you?" density = 1 anchored = 1 var/mob/target = null var/sound/aaah = sound('sound/misc/chefsong.ogg',channel=7) var/targeting = 0 New() spawn(1) process() name = maniac_previous_victim ..() proc/process() if(target) if (get_dist(src, src.target) <= 1) if(prob(40)) src.visible_message("[src] slices through [target.name] with the axe!") playsound(src.loc, 'sound/effects/bloody_stab.ogg', 50, 1) target.change_eye_blurry(10) boutput(target, "Help... help...") spawn(5) var/victimkey = target.ckey var/victimname = target.name boutput(target, "Connection axed.") target.ckey = "" // disconnect the player so they rejoin wondering what the hell happened sleep(0) var/mob/dead/observer/ghost = new/mob/dead/observer for (var/obj/landmark/A in world) if (A.name == "evilchef_corpse") ghost.set_loc(A.loc) var/obj/item/reagent_containers/food/snacks/ingredient/meat/humanmeat/meat = new /obj/item/reagent_containers/food/snacks/ingredient/meat/humanmeat(A.loc) meat.name = "[victimname] meat" ghost.ckey = victimkey ghost.name = victimname // should've added this sooner ghost.real_name = victimname maniac_previous_victim = victimname maniac_active &= ~1 qdel(target) qdel(src) else src.visible_message("[src] swings at [target.name] with the axe!") playsound(src.loc, 'sound/weapons/punchmiss.ogg', 50, 1) if(!targeting) targeting = 1 target<< 'sound/misc/chefsong_start.ogg' spawn(80) aaah.repeat = 1 target << aaah spawn(rand(100,400)) if(target) target << sound('sound/misc/chefsong_end.ogg',channel=7) qdel(src) walk_towards(src, src.target, 3) sleep(10) spawn(5) process() /obj/chaser/trigger name = "evil maniac trigger" icon = 'icons/misc/evilreaverstation.dmi' icon_state = "chaser" invisibility = 101 anchored = 1 density = 0 var/obj/chaser/master/master = null HasEntered(atom/movable/AM as mob|obj) if(!(maniac_active & 1)) if(isliving(AM)) if(AM:client) if(prob(75)) maniac_active |= 1 spawn(600) maniac_active &= ~1 spawn(rand(10,30)) var/obj/chaser/maniac/C = new /obj/chaser/maniac(src.loc) C.target = AM //////////////////////////////////////// //The PR1 Guardbuddy// /obj/machinery/checkpointbot name = "PR-1 Automated Checkpoint" desc = "The great-great-great-great-great grandfather of the PR-6 Guardbuddy, and it's almost in mint condition!" icon = 'icons/misc/evilreaverstation.dmi' icon_state = "pr1_0" anchored = 1 density = 1 var/alert = 0 var/id = "evilreaverbridge" HasProximity(atom/movable/AM as mob|obj) if(!alert) if(iscarbon(AM)) alert = 1 playsound(src.loc, 'sound/machines/whistlealert.ogg', 50, 1) icon_state = "pr1_1" flick("pr1_a",src) for(var/obj/machinery/door/poddoor/P) if (P.id == src.id) if (!P.density) spawn( 0 ) P.close() sleep(50) if(id == "evilreaverbridge") playsound(src.loc, 'sound/machines/driveclick.ogg', 50, 1) var/obj/item/paper/PA = new /obj/item/paper(src.loc) PA.info = "
YOU DO NOT BELONG HERE
LEAVE NOW
" //rude! PA.name = "Paper - PR1-OUT" icon_state = "pr1_0" spawn(300) alert = 0 //////////// /area/hollowasteroid/ name = "Forgotten Subterranean Wreckage" icon_state = "derelict" var/sound/mysound = null New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/evilr_d_ambi.ogg' S.repeat = 1 S.wait = 0 S.channel = 123 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound Obj << sound('sound/ambience/shipambience.ogg', repeat = 0, wait = 0, volume = 0, channel = 2) return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound var/mob/living/AM = Obj AM << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 50, channel = 2) /area/evilreaver name = "Forgotten Station" icon_state = "derelict" teleport_blocked = 1 var/sound/mysound = null New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/evilr_d_ambi.ogg' S.repeat = 1 S.wait = 0 S.channel = 123 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound Obj << sound('sound/ambience/shipambience.ogg', repeat = 0, wait = 0, volume = 0, channel = 2) return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound var/mob/living/AM = Obj AM << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 50, channel = 2) /area/evilreaver/medical icon_state = "medbay" name = "Forgotten Medical Bay" /area/evilreaver/genetics icon_state = "medbay" name = "Forgotten Medical Research" /area/evilreaver/storage icon_state = "storage" /area/evilreaver/storage/engineering name = "Forgotten Engineering Storage" /area/evilreaver/storage/tools name = "Forgotten Tools Storage" /area/evilreaver/storage/emergency name = "Forgotten Emergency Storage A" /area/evilreaver/storage/fire name = "Forgotten Emergency Storage B" /area/evilreaver/atmospherics icon_state = "atmos" name = "Forgotten Atmospherics" /area/evilreaver/security icon_state = "brigcell" name = "Forgotten Security" /area/evilreaver/toxins icon_state = "toxlab" name = "Forgotten Toxins" /area/evilreaver/chapel icon_state = "chapel" name = "Forgotten Chapel" /area/evilreaver/bar icon_state = "bar" name = "Forgotten Bar" /area/evilreaver/crew icon_state = "crewquarters" name = "Forgotten Crew Quarters" /area/evilreaver/bridge icon_state = "bridge" name = "Forgotten Bridge" //// Jam Mansion 3.0 /area/crypt/sigma name = "Research Facility Sigma" icon_state = "derelict" var/sound/mysound = null New() ..() var/sound/S = new/sound() mysound = S S.file = 'sound/ambience/evilr_d_ambi.ogg' S.repeat = 1 S.wait = 0 S.channel = 123 S.volume = 60 S.priority = 255 S.status = SOUND_UPDATE Entered(atom/movable/Obj,atom/OldLoc) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_UPDATE Obj << mysound Obj << sound('sound/ambience/shipambience.ogg', repeat = 0, wait = 0, volume = 0, channel = 2) return Exited(atom/movable/Obj) ..() if(ismob(Obj)) if(Obj:client) mysound.status = SOUND_PAUSED | SOUND_UPDATE Obj << mysound var/mob/living/AM = Obj AM << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 50, channel = 2) /area/crypt/sigma/mainhall icon_state = "chapel" name = "Research Facility Sigma" /area/crypt/sigma/rd icon_state = "bridge" name = "Director's Quarters" /area/crypt/sigma/lab icon_state = "toxlab" name = "Laboratory" /area/crypt/sigma/crew icon_state = "crewquarters" name = "Crew Quarters" /area/crypt/sigma/kitchen icon_state = "kitchen" name = "Kitchen" /area/crypt/sigma/storage icon_state = "storage" name = "Storage Rooms" /////////////////////////// /obj/item/clothing/suit/space/old name = "obsolete space suit" desc = "You probably wouldn't be able to fit into this." icon = 'icons/obj/clothing/overcoats/item_suit_gimmick.dmi' wear_image_icon = 'icons/mob/overcoats/worn_suit_gimmick.dmi' inhand_image_icon = 'icons/mob/inhand/overcoat/hand_suit_gimmick.dmi' icon_state = "space_old" item_state = "space_old" cant_self_remove = 1 equipped(var/mob/user, var/slot) boutput(user, "Uh oh..") ..() /obj/item/clothing/head/helmet/space/old name = "obsolete space helmet" desc = "This looks VERY uncomfortable!" icon_state = "space_old"