Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into abductor-update
This commit is contained in:
@@ -65,6 +65,9 @@
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||||
target.visible_message("...[target] wakes up, alive and aware!")
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target.emote("gasp")
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||||
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
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for(var/obj/item/organ/O in target.internal_organs)//zap those buggers back to life!
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if(O.organ_flags & ORGAN_FAILING)
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O.applyOrganDamage(-5)
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return TRUE
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else
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user.visible_message("...[target.p_they()] convulses, then lies still.")
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@@ -248,11 +248,12 @@
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||||
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/obj/item/bodypart/proc/set_disabled(new_disabled)
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if(disabled == new_disabled)
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return
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return FALSE
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disabled = new_disabled
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owner.update_health_hud() //update the healthdoll
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owner.update_body()
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owner.update_canmove()
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return TRUE
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//Updates an organ's brute/burn states for use by update_damage_overlays()
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//Returns 1 if we need to update overlays. 0 otherwise.
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@@ -654,20 +655,17 @@
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/obj/item/bodypart/l_arm/set_disabled(new_disabled)
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. = ..()
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if(disabled == new_disabled)
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if(!.)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat > UNCONSCIOUS)
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owner.emote("scream")
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if(. && (owner.stat > DEAD))
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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||||
if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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else if(disabled == BODYPART_DISABLED_PARALYSIS)
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if(. && (owner.stat > DEAD))
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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owner.emote("scream")
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.hud_used)
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var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
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if(L)
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@@ -718,20 +716,17 @@
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/obj/item/bodypart/r_arm/set_disabled(new_disabled)
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. = ..()
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if(disabled == new_disabled)
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if(!.)
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return
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if(disabled == BODYPART_DISABLED_DAMAGE)
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if(owner.stat > UNCONSCIOUS)
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||||
owner.emote("scream")
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||||
if(. && (owner.stat > DEAD))
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to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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||||
if(held_index)
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owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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||||
else if(disabled == BODYPART_DISABLED_PARALYSIS)
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||||
if(. && (owner.stat > DEAD))
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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||||
if(held_index)
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||||
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
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if(owner.stat < UNCONSCIOUS)
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switch(disabled)
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if(BODYPART_DISABLED_DAMAGE)
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||||
owner.emote("scream")
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||||
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
|
||||
if(BODYPART_DISABLED_PARALYSIS)
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||||
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
|
||||
if(held_index)
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||||
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
|
||||
if(owner.hud_used)
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||||
var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
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||||
if(R)
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||||
@@ -783,15 +778,13 @@
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||||
|
||||
/obj/item/bodypart/l_leg/set_disabled(new_disabled)
|
||||
. = ..()
|
||||
if(disabled == new_disabled)
|
||||
if(!. || owner.stat >= UNCONSCIOUS)
|
||||
return
|
||||
if(disabled == BODYPART_DISABLED_DAMAGE)
|
||||
if(owner.stat > UNCONSCIOUS)
|
||||
switch(disabled)
|
||||
if(BODYPART_DISABLED_DAMAGE)
|
||||
owner.emote("scream")
|
||||
if(. && (owner.stat > DEAD))
|
||||
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
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||||
else if(disabled == BODYPART_DISABLED_PARALYSIS)
|
||||
if(. && (owner.stat > DEAD))
|
||||
if(BODYPART_DISABLED_PARALYSIS)
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||||
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
|
||||
|
||||
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||||
@@ -845,15 +838,13 @@
|
||||
|
||||
/obj/item/bodypart/r_leg/set_disabled(new_disabled)
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||||
. = ..()
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||||
if(disabled == new_disabled)
|
||||
if(!. || owner.stat >= UNCONSCIOUS)
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||||
return
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||||
if(disabled == BODYPART_DISABLED_DAMAGE)
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||||
if(owner.stat > UNCONSCIOUS)
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||||
switch(disabled)
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||||
if(BODYPART_DISABLED_DAMAGE)
|
||||
owner.emote("scream")
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||||
if(. && (owner.stat > DEAD))
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||||
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
|
||||
else if(disabled == BODYPART_DISABLED_PARALYSIS)
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||||
if(. && (owner.stat > DEAD))
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||||
if(BODYPART_DISABLED_PARALYSIS)
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to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
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||||
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||||
/obj/item/bodypart/r_leg/digitigrade
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||||
@@ -0,0 +1,125 @@
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/datum/surgery/cardioversion
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name = "Emergency Cardioversion Induction"
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steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
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/datum/surgery_step/incise_heart, /datum/surgery_step/ventricular_electrotherapy, /datum/surgery_step/close)
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||||
possible_locs = list(BODY_ZONE_CHEST)
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||||
/datum/surgery_step/ventricular_electrotherapy
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||||
name = "ventricular electrotherapy"
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||||
implements = list(/obj/item/twohanded/shockpaddles = 90, /obj/item/defibrillator = 75, /obj/item/inducer = 55, /obj/item/stock_parts/cell = 25) //Just because the idea of a new player using the whole magine to defib is hillarious to me
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||||
time = 50
|
||||
repeatable = TRUE //So you can retry
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||||
|
||||
/datum/surgery_step/ventricular_electrotherapy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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||||
if(istype(tool, /obj/item/twohanded/shockpaddles))
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||||
var/obj/item/twohanded/shockpaddles/pads = tool
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||||
if(!pads.wielded)
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||||
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them!</span>")
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||||
return FALSE
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||||
display_results(user, target, "<span class='notice'>You begin to apply the [tool] onto the heart directly...</span>",
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"[user] begin to prepare the heart for contact with the [tool].",
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"[user] begin to prepare the heart for contact with the [tool]. ")
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target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction Surgery!")
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playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
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||||
/datum/surgery_step/ventricular_electrotherapy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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||||
if(istype(tool, /obj/item/twohanded/shockpaddles))
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||||
var/obj/item/twohanded/shockpaddles/pads = tool
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||||
if(!pads.wielded)
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||||
return FALSE
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||||
var/mob/living/carbon/human/H = target
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||||
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
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||||
playsound(src, "bodyfall", 50, 1)
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if(H.stat != DEAD)
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display_results(user, target, "<span class='warning'>You can't use this procedure on the living! [H]'s body flops madly like a wild fish on the table from the current, and your crazed surgical methods.</span>",
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"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
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||||
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
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H.emote("scream")
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||||
H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
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||||
H.adjustFireLoss(10)
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||||
H.emote("flip")
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H.Jitter(100)
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return FALSE
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||||
display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepare to pulse.</span>",
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"[user] attaches the [tool] to [H]'s heart and prepares to pulse.",
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"")
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||||
H.adjustBruteLoss(10)
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||||
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
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||||
if(heart.organ_flags & ORGAN_FAILING)
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||||
H.adjustOrganLoss(ORGAN_SLOT_HEART, -15)
|
||||
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
||||
if(BR.organ_flags & ORGAN_FAILING)
|
||||
H.adjustOrganLoss(ORGAN_SLOT_BRAIN, -5)
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||||
H.electrocute_act(0, (tool), 1, FALSE, FALSE, FALSE, TRUE)
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||||
//If we're using a defib, let the defib handle the revive.
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||||
if(istype(tool, /obj/item/twohanded/shockpaddles))
|
||||
return
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||||
//Otherwise, we're ad hocing it
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||||
if(!(do_after(user, 50, target = target)))
|
||||
return FALSE
|
||||
if(!ghetto_defib(user, H, tool))
|
||||
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
|
||||
return FALSE
|
||||
log_combat(user, H, "revived", "Emergency Cardioversion Induction")
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||||
return TRUE
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||||
|
||||
/datum/surgery_step/ventricular_electrotherapy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
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||||
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
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playsound(src, "bodyfall", 50, 1)
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||||
var/mob/living/carbon/human/H = target
|
||||
display_results(user, target, "<span class='warning'>You screw up, sending a current through their body!</span>",
|
||||
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>",
|
||||
"<span class='warning'>[user] screws up, causing [H] to flop around violently as they're zapped!</span>")
|
||||
H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
|
||||
H.adjustFireLoss(10)
|
||||
H.emote("flip")
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||||
H.adjustOrganLoss(ORGAN_SLOT_HEART, 10)
|
||||
|
||||
/datum/surgery_step/ventricular_electrotherapy/proc/ghetto_defib(mob/user, mob/living/carbon/human/H, obj/item/tool)
|
||||
H.visible_message("<span class='warning'>[H]'s body convulses a bit.</span>")
|
||||
var/total_brute = H.getBruteLoss()
|
||||
var/total_burn = H.getFireLoss()
|
||||
var/failed
|
||||
var/tdelta = round(world.time - H.timeofdeath)
|
||||
|
||||
if (H.suiciding || (HAS_TRAIT(H, TRAIT_NOCLONE)))
|
||||
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You feel like the spark of life has fully left [H].</span>"
|
||||
else if (H.hellbound)
|
||||
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You notice a small tatoo with the words \"Property of Satan\" branded just above the right ventricle.</span>"
|
||||
else if(tdelta > (DEFIB_TIME_LIMIT * 10))
|
||||
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. It appears their body decomposed beyond repair.</span>"
|
||||
else if(total_burn >= 180 || total_brute >= 180)
|
||||
failed = "<span class='warning'>The [tool] zaps the heart, inducing a sudden contraction, but it appears [H]'s body is too damaged to revive presently.</span>"
|
||||
else if(H.get_ghost())
|
||||
failed = "<span class='warning'>The [tool] zaps the heart, inducing several contractions before dying down, but there's no spark of life in [H]'s eyes. It may be worth it to try again, however.</span>"
|
||||
else
|
||||
var/obj/item/organ/brain/BR = H.getorgan(/obj/item/organ/brain)
|
||||
if(BR)
|
||||
if(H.suiciding || BR.brainmob?.suiciding)
|
||||
failed = "<span class='warning'>The heart is zapped by the [tool], but nothing happens. You feel like the spark of life has fully left [H].</span>"
|
||||
else
|
||||
failed = "<span class='warning'>The [tool] zaps the heart, restarting the heart, but without a brain the contractions quickly die out.</span>"
|
||||
|
||||
|
||||
if(failed)
|
||||
to_chat(user, failed)
|
||||
playsound(src, 'sound/machines/defib_failed.ogg', 50, 0)
|
||||
else
|
||||
//If the body has been fixed so that they would not be in crit when defibbed, give them oxyloss to put them back into crit
|
||||
if (H.health > HALFWAYCRITDEATH)
|
||||
H.adjustOxyLoss(H.health - HALFWAYCRITDEATH, 0)
|
||||
else
|
||||
var/overall_damage = total_brute + total_burn + H.getToxLoss() + H.getOxyLoss()
|
||||
var/mobhealth = H.health
|
||||
H.adjustOxyLoss((mobhealth - HALFWAYCRITDEATH) * (H.getOxyLoss() / overall_damage), 0)
|
||||
H.adjustToxLoss((mobhealth - HALFWAYCRITDEATH) * (H.getToxLoss() / overall_damage), 0)
|
||||
H.adjustFireLoss((mobhealth - HALFWAYCRITDEATH) * (total_burn / overall_damage), 0)
|
||||
H.adjustBruteLoss((mobhealth - HALFWAYCRITDEATH) * (total_brute / overall_damage), 0)
|
||||
H.updatehealth() // Previous "adjust" procs don't update health, so we do it manually.
|
||||
H.visible_message("<span class='notice'>The [tool] zaps the heart, inducing several contractions before speeding up into a regular rhythm, [H]'s eyes snapping open with a loud gasp!</span>")
|
||||
playsound(src, 'sound/machines/defib_success.ogg', 50, 0)
|
||||
H.set_heartattack(FALSE)
|
||||
H.revive()
|
||||
H.emote("gasp")
|
||||
H.Jitter(100)
|
||||
SEND_SIGNAL(H, COMSIG_LIVING_MINOR_SHOCK)
|
||||
@@ -49,7 +49,7 @@
|
||||
to_chat(user, "<span class='notice'>There's not enough synthtissue to perform the operation! There needs to be at least 10u.</span>")
|
||||
return -1
|
||||
|
||||
if((chosen_organ.organ_flags & ORGAN_FAILING) && !(Sf.data["grown_volume"] >= 115))
|
||||
if((chosen_organ.organ_flags & ORGAN_FAILING) && !(Sf.data["grown_volume"] >= 80))
|
||||
to_chat(user, "<span class='notice'>[chosen_organ] is too damaged to graft onto!</span>")
|
||||
return -1
|
||||
|
||||
|
||||
@@ -31,18 +31,21 @@
|
||||
var/damaged = FALSE //damaged indicates that our eyes are undergoing some level of negative effect
|
||||
|
||||
/obj/item/organ/eyes/Insert(mob/living/carbon/M, special = FALSE, drop_if_replaced = FALSE)
|
||||
..()
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
if(damage == initial(damage))
|
||||
clear_eye_trauma()
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/HMN = owner
|
||||
old_eye_color = HMN.eye_color
|
||||
var/mob/living/carbon/human/H = owner
|
||||
old_eye_color = H.eye_color
|
||||
if(eye_color)
|
||||
HMN.eye_color = eye_color
|
||||
HMN.regenerate_icons()
|
||||
H.eye_color = eye_color
|
||||
else
|
||||
eye_color = HMN.eye_color
|
||||
if(HAS_TRAIT(HMN, TRAIT_NIGHT_VISION) && !lighting_alpha)
|
||||
eye_color = H.eye_color
|
||||
if(!special)
|
||||
H.dna?.species?.handle_body() //regenerate eyeballs overlays.
|
||||
if(HAS_TRAIT(H, TRAIT_NIGHT_VISION) && !lighting_alpha)
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_NV_TRAIT
|
||||
see_in_dark = 8
|
||||
M.update_tint()
|
||||
@@ -51,13 +54,15 @@
|
||||
|
||||
/obj/item/organ/eyes/Remove(mob/living/carbon/M, special = 0)
|
||||
clear_eye_trauma()
|
||||
..()
|
||||
. = ..()
|
||||
if(ishuman(M) && eye_color)
|
||||
var/mob/living/carbon/human/HMN = M
|
||||
HMN.eye_color = old_eye_color
|
||||
HMN.regenerate_icons()
|
||||
M.update_tint()
|
||||
M.update_sight()
|
||||
var/mob/living/carbon/human/H = M
|
||||
H.eye_color = old_eye_color
|
||||
if(!special)
|
||||
H.dna.species.handle_body()
|
||||
if(!special)
|
||||
M.update_tint()
|
||||
M.update_sight()
|
||||
|
||||
/obj/item/organ/eyes/on_life()
|
||||
..()
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
slot = ORGAN_SLOT_HEART
|
||||
|
||||
healing_factor = STANDARD_ORGAN_HEALING
|
||||
decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
|
||||
decay_factor = 2.5 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
|
||||
|
||||
low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
|
||||
high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
var/now_fixed
|
||||
var/high_threshold_cleared
|
||||
var/low_threshold_cleared
|
||||
rad_flags = RAD_NO_CONTAMINATE
|
||||
|
||||
/obj/item/organ/proc/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
|
||||
if(!iscarbon(M) || owner == M)
|
||||
@@ -95,13 +96,12 @@
|
||||
|
||||
//Checks to see if the organ is frozen from temperature
|
||||
/obj/item/organ/proc/is_cold()
|
||||
var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
|
||||
if(istype(loc, /obj/))//Freezer of some kind, I hope.
|
||||
if(is_type_in_list(loc, freezing_objects))
|
||||
if(is_type_in_typecache(loc, GLOB.freezing_objects))
|
||||
if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
|
||||
organ_flags |= ORGAN_FROZEN
|
||||
return TRUE
|
||||
return
|
||||
return (organ_flags & ORGAN_FROZEN) //Incase something else toggles it
|
||||
|
||||
var/local_temp
|
||||
if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
|
||||
@@ -111,7 +111,7 @@
|
||||
|
||||
else if(istype(loc, /mob/) && !owner)
|
||||
var/mob/M = loc
|
||||
if(is_type_in_list(M.loc, freezing_objects))
|
||||
if(is_type_in_typecache(M.loc, GLOB.freezing_objects))
|
||||
if(!(organ_flags & ORGAN_FROZEN))
|
||||
organ_flags |= ORGAN_FROZEN
|
||||
return TRUE
|
||||
@@ -121,7 +121,7 @@
|
||||
|
||||
if(owner)
|
||||
//Don't interfere with bodies frozen by structures.
|
||||
if(is_type_in_list(owner.loc, freezing_objects))
|
||||
if(is_type_in_typecache(owner.loc, GLOB.freezing_objects))
|
||||
if(!(organ_flags & ORGAN_FROZEN))
|
||||
organ_flags |= ORGAN_FROZEN
|
||||
return TRUE
|
||||
@@ -232,6 +232,8 @@
|
||||
if(delta > 0)
|
||||
if(damage >= maxHealth)
|
||||
organ_flags |= ORGAN_FAILING
|
||||
if(owner)
|
||||
owner.med_hud_set_status()
|
||||
return now_failing
|
||||
if(damage > high_threshold && prev_damage <= high_threshold)
|
||||
return high_threshold_passed
|
||||
@@ -239,6 +241,8 @@
|
||||
return low_threshold_passed
|
||||
else
|
||||
organ_flags &= ~ORGAN_FAILING
|
||||
if(owner)
|
||||
owner.med_hud_set_status()
|
||||
if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
|
||||
START_PROCESSING(SSobj, src)
|
||||
if(prev_damage > low_threshold && damage <= low_threshold)
|
||||
@@ -273,6 +277,12 @@
|
||||
var/has_liver = (!(NOLIVER in dna.species.species_traits))
|
||||
var/has_stomach = (!(NOSTOMACH in dna.species.species_traits))
|
||||
|
||||
for(var/obj/item/organ/O in internal_organs)
|
||||
if(O.organ_flags & ORGAN_FAILING)
|
||||
O.setOrganDamage(0)
|
||||
if(only_one)
|
||||
return TRUE
|
||||
|
||||
if(has_liver && !getorganslot(ORGAN_SLOT_LIVER))
|
||||
var/obj/item/organ/liver/LI
|
||||
|
||||
@@ -362,3 +372,15 @@
|
||||
tail.Insert(src)
|
||||
if(only_one)
|
||||
return TRUE
|
||||
|
||||
|
||||
/obj/item/organ/random
|
||||
name = "Illegal organ"
|
||||
desc = "Something hecked up"
|
||||
|
||||
/obj/item/organ/random/Initialize()
|
||||
..()
|
||||
var/list = list(/obj/item/organ/tongue, /obj/item/organ/brain, /obj/item/organ/heart, /obj/item/organ/liver, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/tail, /obj/item/organ/stomach)
|
||||
var/newtype = pick(list)
|
||||
new newtype(loc)
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
@@ -749,17 +749,17 @@
|
||||
to_chat(world, "[user]'s power is [power_multiplier].")
|
||||
|
||||
//Mixables
|
||||
var/static/regex/enthral_words = regex("relax|obey|love|serve|docile|so easy|ara ara")
|
||||
var/static/regex/reward_words = regex("good boy|good girl|good pet|good job")
|
||||
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job")
|
||||
var/static/regex/enthral_words = regex("relax|obey|love|serve|so easy|ara ara")
|
||||
var/static/regex/reward_words = regex("good boy|good girl|good pet|good job|splendid|jolly good|bloody brilliant")
|
||||
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job|spot of bother|gone and done it now|blast it|buggered it up")
|
||||
//phase 0
|
||||
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
|
||||
var/static/regex/wakeup_words = regex("revert|awaken|snap") //works
|
||||
var/static/regex/wakeup_words = regex("revert|awaken|snap|attention")
|
||||
//phase1
|
||||
var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
|
||||
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
|
||||
var/static/regex/speak_words = regex("talk to me|speak")
|
||||
var/static/regex/antiresist_words = regex("unable to resist|give in")//useful if you think your target is resisting a lot
|
||||
var/static/regex/antiresist_words = regex("unable to resist|give in|stop being difficult")//useful if you think your target is resisting a lot
|
||||
var/static/regex/resist_words = regex("resist|snap out of it|fight")//useful if two enthrallers are fighting
|
||||
var/static/regex/forget_words = regex("forget|muddled|awake and forget")
|
||||
var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
|
||||
@@ -768,11 +768,11 @@
|
||||
var/static/regex/awoo_words = regex("howl|awoo|bark")
|
||||
var/static/regex/nya_words = regex("nya|meow|mewl")
|
||||
var/static/regex/sleep_words = regex("sleep|slumber|rest")
|
||||
var/static/regex/strip_words = regex("strip|derobe|nude")
|
||||
var/static/regex/strip_words = regex("strip|derobe|nude|at ease|suit off")
|
||||
var/static/regex/walk_words = regex("slow down|walk")
|
||||
var/static/regex/run_words = regex("run|speed up")
|
||||
var/static/regex/liedown_words = regex("lie down") //TO ADD
|
||||
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel")
|
||||
var/static/regex/liedown_words = regex("lie down")
|
||||
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel|army crawl")
|
||||
//phase 3
|
||||
var/static/regex/statecustom_words = regex("state triggers|state your triggers")
|
||||
var/static/regex/custom_words = regex("new trigger|listen to me")
|
||||
@@ -780,14 +780,14 @@
|
||||
var/static/regex/custom_echo = regex("obsess|fills your mind|loop")
|
||||
var/static/regex/instill_words = regex("feel|entice|overwhel")
|
||||
var/static/regex/recognise_words = regex("recognise me|did you miss me?")
|
||||
var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed")
|
||||
var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die")
|
||||
var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed|word from hq")
|
||||
var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die|heroes never die")
|
||||
var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
|
||||
var/static/regex/hallucinate_words = regex("get high|hallucinate")
|
||||
var/static/regex/hallucinate_words = regex("get high|hallucinate|trip balls")
|
||||
var/static/regex/hot_words = regex("heat|hot|hell")
|
||||
var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
|
||||
var/static/regex/getup_words = regex("get up")
|
||||
var/static/regex/pacify_words = regex("more and more docile|complaisant|friendly|pacifist")
|
||||
var/static/regex/getup_words = regex("get up|hop to it")
|
||||
var/static/regex/pacify_words = regex("docile|complaisant|friendly|pacifist")
|
||||
var/static/regex/charge_words = regex("charge|oorah|attack")
|
||||
|
||||
var/distancelist = list(2,2,1.5,1.3,1.15,1,0.8,0.6,0.5,0.25)
|
||||
@@ -1013,7 +1013,7 @@
|
||||
speaktrigger += "I'm really, really horny, "
|
||||
|
||||
//collar
|
||||
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
|
||||
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar) && H.client?.prefs.lewdchem)
|
||||
speaktrigger += "I love the collar you gave me, "
|
||||
//End
|
||||
if(H.client?.prefs.lewdchem)
|
||||
@@ -1143,7 +1143,7 @@
|
||||
switch(E.phase)
|
||||
if(2 to INFINITY)
|
||||
playsound(get_turf(H), pick('sound/effects/meow1.ogg', 'modular_citadel/sound/voice/nya.ogg'), 50, 1, -1) //I'm very tempted to write a Fermis clause that makes them merowr.ogg if it's me. But, I also don't think snowflakism is okay. I would've gotten away for it too, if it wern't for my morals.
|
||||
H.emote("me", 1, "lets out a nya!")
|
||||
H.emote("me", EMOTE_VISIBLE, "lets out a nya!")
|
||||
E.cooldown += 1
|
||||
|
||||
//SLEEP
|
||||
@@ -1230,7 +1230,7 @@
|
||||
var/datum/status_effect/chem/enthrall/E = C.has_status_effect(/datum/status_effect/chem/enthrall)
|
||||
if (E.phase == 3)
|
||||
var/speaktrigger = ""
|
||||
C.emote("me", 1, "whispers something quietly.")
|
||||
C.emote("me", EMOTE_VISIBLE, "whispers something quietly.")
|
||||
if (get_dist(user, C) > 1)//Requires user to be next to their pet.
|
||||
to_chat(user, "<span class='warning'>You need to be next to your pet to hear them!</b></span>")
|
||||
continue
|
||||
@@ -1249,8 +1249,11 @@
|
||||
if (get_dist(user, H) > 1)//Requires user to be next to their pet.
|
||||
to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new trigger!</b></span>")
|
||||
continue
|
||||
if(!H.client?.prefs.lewdchem)
|
||||
to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with triggers.</b></span>")
|
||||
continue
|
||||
else
|
||||
user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||
user.SetStun(1000)//Hands are handy, so you have to stay still
|
||||
H.SetStun(1000)
|
||||
if (E.mental_capacity >= 5)
|
||||
@@ -1287,8 +1290,11 @@
|
||||
if (get_dist(user, H) > 1)//Requires user to be next to their pet.
|
||||
to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new echophrase!</b></span>")
|
||||
continue
|
||||
if(!H.client?.prefs.lewdchem)
|
||||
to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with an echoing phrase.</b></span>")
|
||||
continue
|
||||
else
|
||||
user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
|
||||
user.SetStun(1000)//Hands are handy, so you have to stay still
|
||||
H.SetStun(1000)
|
||||
var/trigger = stripped_input(user, "Enter the loop phrase", MAX_MESSAGE_LEN)
|
||||
@@ -1311,7 +1317,7 @@
|
||||
to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new objective!</b></span>")
|
||||
continue
|
||||
else
|
||||
user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
|
||||
user.emote("me", EMOTE_VISIBLE, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.'")
|
||||
user.SetStun(1000)//So you can't run away!
|
||||
H.SetStun(1000)
|
||||
if (E.mental_capacity >= 200)
|
||||
@@ -1342,8 +1348,8 @@
|
||||
for(var/V in listeners)
|
||||
var/mob/living/carbon/human/H = V
|
||||
var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
|
||||
if(E.phase == 3 && H.client?.prefs.lewdchem)
|
||||
var/instill = stripped_input(user, "Instill an emotion in your [(user.client?.prefs.lewdchem?"Your pet":"listener")].", MAX_MESSAGE_LEN)
|
||||
if(E.phase >= 3 && H.client?.prefs.lewdchem)
|
||||
var/instill = stripped_input(user, "Instill an emotion in [H].", MAX_MESSAGE_LEN)
|
||||
to_chat(H, "<i>[instill]</i>")
|
||||
to_chat(user, "<span class='notice'><i>You sucessfully instill a feeling in [H]</i></span>")
|
||||
log_game("FERMICHEM: [H] has been instilled by [user] with [instill] via MKUltra.")
|
||||
|
||||
Reference in New Issue
Block a user