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2016-03-06 20:52:14 +01:00

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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("<span style=\"color:red\"><B>[src] slices through [target.name] with the axe!</B></span>")
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("<span style=\"color:red\"><B>[src] swings at [target.name] with the axe!</B></span>")
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 = "<center>YOU DO NOT BELONG HERE<BR><font size=30>LEAVE NOW</font></center>" //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, "<span style=\"color:red\">Uh oh..</span>")
..()
/obj/item/clothing/head/helmet/space/old
name = "obsolete space helmet"
desc = "This looks VERY uncomfortable!"
icon_state = "space_old"