Fixes and making a message clearer so people don't think it's admins.
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@@ -8,7 +8,7 @@
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attacktext = "raises the hairs on the neck of"
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response_harm = "disrupts the concentration of"
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response_disarm = "wafts"
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friendly = "touches"
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friendly = "communes with"
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loot = null
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maxHealth = 5
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health = 5
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@@ -37,5 +37,5 @@
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if(pseudo_death == FALSE)
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if(isliving(A))
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var/message = html_decode(stripped_input(src, "Enter a message to send to [A]", MAX_MESSAGE_LEN))
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to_chat(A, "<b>[src] speaks into your mind,</b><i> \"[message]\"</i>")
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to_chat(A, "[src] projects into your mind, <b><i> \"[message].\"</b></i>")
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log_game("FERMICHEM: [src] has astrally transmitted [message] into [A]")
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@@ -649,13 +649,13 @@
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/obj/item/organ/vocal_cords/velvet/handle_speech(message) //actually say the message
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owner.say(message, spans = spans, sanitize = FALSE)
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velvetspeech(message, owner)
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velvetspeech(message, owner, 1)
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//////////////////////////////////////
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///////////FermiChem//////////////////
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//////////////////////////////////////
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//Removed span_list from input arguments.
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/proc/velvetspeech(message, mob/living/user, base_multiplier = 1, include_speaker = TRUE, message_admins = FALSE, debug = FALSE)
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/proc/velvetspeech(message, mob/living/user, base_multiplier = 1, message_admins = FALSE, debug = FALSE)
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if(!user || !user.can_speak() || user.stat)
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return 0 //no cooldown
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@@ -668,13 +668,14 @@
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for(var/mob/living/L in get_hearers_in_view(8, user))
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if(L.can_hear() && !L.anti_magic_check(FALSE, TRUE) && L.stat != DEAD)
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if(L.has_status_effect(/datum/status_effect/chem/enthrall))//Check to see if they have the status
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if(L == user && !include_speaker) //Remove this if I decide to make OD apply to self.
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var/datum/status_effect/chem/enthrall/E = L.has_status_effect(/datum/status_effect/chem/enthrall)//Check to see if pet is on cooldown from last command and if the master is right
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if(E.master != user)
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continue
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
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continue
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var/datum/status_effect/chem/enthrall/E = L.has_status_effect(/datum/status_effect/chem/enthrall)//Check to see if pet is on cooldown from last command
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if (E.cooldown > 0)//If they're on cooldown you can't give them more commands.
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continue
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listeners += L
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@@ -1270,6 +1271,7 @@
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log_game("FERMICHEM: [H] has been implanted by [user] with [trigger], triggering [trigger2].")
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E.mental_capacity -= 5
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, H, "<span class='notice'>[(H.client?.prefs.lewdchem?"your [E.enthrallGender]":"[E.master]")] whispers you a new trigger.</span>"), 5)
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to_chat(user, "<span class='notice'><i>You sucessfully set the trigger word [trigger] in [H]</i></span>")
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else
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to_chat(user, "<span class='warning'>Your pet looks at you confused, it seems they don't understand that effect!</b></span>")
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else
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@@ -1298,6 +1300,7 @@
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E.customSpan = trigger2
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user.SetStun(0)
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H.SetStun(0)
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to_chat(user, "<span class='notice'><i>You sucessfully set an echoing phrase in [H]</i></span>")
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//CUSTOM OBJECTIVE
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else if((findtext(message, objective_words)))
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@@ -1329,6 +1332,7 @@
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, H, "<span class='notice'>[(H.client?.prefs.lewdchem?"Your [E.enthrallGender]":"[E.master]")] whispers you a new objective.</span>"), 5)
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brainwash(H, objective)
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E.mental_capacity -= 200
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to_chat(user, "<span class='notice'><i>You sucessfully give an objective to [H]</i></span>")
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else
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to_chat(user, "<span class='warning'>Your pet looks at you with a vacant blasé expression, you don't think you can program anything else into them</b></span>")
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user.SetStun(0)
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@@ -1341,9 +1345,7 @@
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var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
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if(E.phase == 3 && H.client?.prefs.lewdchem)
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var/instill = stripped_input(user, "Instill an emotion in your [(user.client?.prefs.lewdchem?"Your pet":"listener")].", MAX_MESSAGE_LEN)
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var/customSpan = list("Notice", "Warning", "Hypnophrase", "Love", "Velvet")
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var/instillSpan = input(user, "Pick the style", "Style") in customSpan
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to_chat(H, "<span class='[instillSpan]'><i>[instill]</i></span>")
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to_chat(H, "<i>[instill]</i>")
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to_chat(user, "<span class='notice'><i>You sucessfully instill a feeling in [H]</i></span>")
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log_game("FERMICHEM: [H] has been instilled by [user] with [instill] via MKUltra.")
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E.cooldown += 1
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