Finished MCchem, now to fix compling errors.

This commit is contained in:
Fermi
2019-05-11 00:14:04 +01:00
parent cb0e50be0a
commit 29d4a2fdde
7 changed files with 372 additions and 235 deletions

View File

@@ -15,7 +15,7 @@
/datum/component/mood/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
START_PROCESSING(SSmood, src)
RegisterSignal(parent, COMSIG_ADD_MOOD_EVENT, .proc/add_event)
@@ -118,6 +118,8 @@
if(owner.client && owner.hud_used)
if(sanity < 25)
screen_obj.icon_state = "mood_insane"
else if (owner.has_status_effect(/datum/status_effect/chem/enthral))//Fermichem enthral chem, maybe change?
screen_obj.icon_state = "mood_entrance"
else
screen_obj.icon_state = "mood[mood_level]"
@@ -160,7 +162,7 @@
clear_event(null, "depression")
holdmyinsanityeffect = insanity_effect
HandleNutrition(owner)
/datum/component/mood/proc/DecreaseSanity(amount, minimum = SANITY_INSANE)

View File

@@ -310,7 +310,7 @@
/obj/item/storage/pill_bottle/penis_enlargement
name = "penis enlargement pills"
desc = "Made by the Fermichem corporation - They have a little picture of Doctor Ronald Hyatt with a giant dong on them. The warming states not to take more than 10u at a time."
desc = "Made by Fermichem - They have a little picture of Doctor Ronald Hyatt with a giant dong on them. The warming states not to take more than 10u at a time."
/obj/item/storage/pill_bottle/penis_enlargement/PopulateContents()
for(var/i in 1 to 7)
@@ -318,7 +318,7 @@
/obj/item/storage/pill_bottle/breast_enlargement
name = "breast enlargement pills"
desc = "Made by the Fermichem corporation - They have a woman with breasts larger than she is on them. The warming states not to take more than 10u at a time."
desc = "Made by Fermichem - They have a woman with breasts larger than she is on them. The warming states not to take more than 10u at a time."
/obj/item/storage/pill_bottle/breast_enlargement/PopulateContents()
for(var/i in 1 to 7)

View File

@@ -2,10 +2,6 @@
#define COOLDOWN_DAMAGE 600
#define COOLDOWN_MEME 300
#define COOLDOWN_NONE 100
#define COOLDOWN_VSTUN 800
#define COOLDOWN_VDAMAGE 300
#define COOLDOWN_VTHRAL 200
#define COOLDOWN_VNONE 100
/obj/item/organ/vocal_cords //organs that are activated through speech with the :x channel
name = "vocal cords"
@@ -718,7 +714,7 @@
if(istype(H.ears, /obj/item/clothing/ears/earmuffs))
continue
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)//Check to see if pet is on cooldown from last command
if (E.cooldown != 0)
if (E.cooldown != 0)//If they're on cooldown you can't give them more commands.
continue
listeners += L
@@ -795,67 +791,42 @@
power_multiplier *= 1.5//Immune/asexual players are immune to the arousal based multiplier, this is to offset that so they can still be affected. Their unfamiliarty with desire makes it more on them.
*/
//phase 1
var/static/regex/enthral_words = regex("relax|obey|give in|love|serve|docile|so easy")
var/static/regex/reward_words = regex("good boy|good girl|good pet")
//Mixables
var/static/regex/enthral_words = regex("relax|obey|love|serve|docile|so easy|ara ara") //enthral_words
var/static/regex/reward_words = regex("good boy|good girl|good pet") //reward_words
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet") ////punish_words
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet")
var/static/regex/desire_words = regex("good boy|good girl|good pet")
//phase 0
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
var/static/regex/wakeup_words = regex("revert|awaken|*snap")
//phase1
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
var/static/regex/antiresist_words = regex("unable to resist|give in")//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")
//phase 2
var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
var/static/regex/orgasm_words = regex("cum|orgasm|climax|squirt|heyo") //lewd
//phase 2
var/static/regex/awoo_words = regex("howl|awoo|bark")
var/static/regex/nya_words = regex("nya|meow|mewl")
var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown")
var/static/regex/sleep_words = regex("sleep|slumber|rest")
var/static/regex/vomit_words = regex("vomit|throw up|sick")
//phase 3
//var/static/regex/hallucinate_words = regex("see the truth|hallucinate")
var/static/regex/wakeup_words = regex("revert|awaken|*snap")
var/static/regex/custom_words = regex("new trigger|listen to me")
var/static/regex/custom_words_words = regex("speak|echo|shock|cum|kneel|strip|objective")//What a descriptive name!
var/static/regex/heal_words = regex("live|heal|survive|mend|life|heroes never die")
var/static/regex/hurt_words = regex("die|suffer|hurt|pain|death")
var/static/regex/bleed_words = regex("bleed|there will be blood")
var/static/regex/burn_words = regex("burn|ignite")
var/static/regex/hot_words = regex("heat|hot|hell")
var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
var/static/regex/repulse_words = regex("shoo|go away|leave me alone|begone|flee|fus ro dah|get away|repulse")
var/static/regex/whoareyou_words = regex("who are you|say your name|state your name|identify")
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
var/static/regex/knockknock_words = regex("knock knock")
//var/static/regex/statelaws_words = regex("state laws|state your laws")
var/static/regex/move_words = regex("move|walk")
var/static/regex/left_words = regex("left|west|port")
var/static/regex/right_words = regex("right|east|starboard")
var/static/regex/up_words = regex("up|north|fore")
var/static/regex/down_words = regex("down|south|aft")
var/static/regex/strip_words = regex("strip|derobe|nude")
var/static/regex/walk_words = regex("slow down")
var/static/regex/run_words = regex("run")
var/static/regex/helpintent_words = regex("help|hug")
var/static/regex/disarmintent_words = regex("disarm")
var/static/regex/grabintent_words = regex("grab")
var/static/regex/harmintent_words = regex("harm|fight|punch")
var/static/regex/throwmode_words = regex("throw|catch")
var/static/regex/flip_words = regex("flip|rotate|revolve|roll|somersault")
var/static/regex/speak_words = regex("speak|say something")
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel")
//phase 3
var/static/regex/statecustom_words = regex("state triggers|state your triggers")
var/static/regex/custom_words = regex("new trigger|listen to me")
var/static/regex/custom_words_words = regex("speak|echo|shock|cum|kneel|strip|objective")//What a descriptive name!
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/stun_words = regex("stop|wait|stand still|hold on|halt")
var/static/regex/hallucinate_words = regex("trip balls|hallucinate")
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/sit_words = regex("sit")
var/static/regex/stand_words = regex("stand")
var/static/regex/dance_words = regex("dance")
var/static/regex/jump_words = regex("jump")
var/static/regex/salute_words = regex("salute")
var/static/regex/deathgasp_words = regex("play dead")
var/static/regex/clap_words = regex("clap|applaud")
//var/static/regex/honk_words = regex("ho+nk") //hooooooonk
//var/static/regex/multispin_words = regex("like a record baby|right round")
//var/static/regex/dab_words = regex("dab|mood") //CITADEL CHANGE
//var/static/regex/snap_words = regex("snap") //CITADEL CHANGE
//var/static/regex/bwoink_words = regex("what the fuck are you doing|bwoink|hey you got a moment?") //CITADEL CHANGE
var/static/regex/pacify_words = regex("More and more docile|complaisant|friendly|pacifist")
var/static/regex/charge_words = regex("charge|oorah|attack")
var/distancelist = list(1.5,1.5,1.3,1.2,1.1,1,0.8,0.6,0.5,0.25)
@@ -888,10 +859,11 @@
L.adjustArousalLoss(1*power_multiplier)
else
E.resistanceTally /= 2*power_multiplier
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "enthrallpraise", /datum/mood_event/enthrallpraise)
E.cooldown += 1
//PUNISH mixable
if(findtext(message, punish_words))
else if(findtext(message, punish_words))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
@@ -902,11 +874,31 @@
L.adjustArousalLoss(-2*power_multiplier)
else
E.resistanceTally /= 3*power_multiplier //asexuals are masochists apparently (not seriously)
SEND_SIGNAL(L, COMSIG_ADD_MOOD_EVENT, "enthrallscold", /datum/mood_event/enthrallscold)
E.cooldown += 1
//teir 0
//SAY MY NAME
if((findtext(message, saymyname_words)))
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, /atom/movable/proc/say, "Master"), 5 * i)//When I figure out how to do genedered names put them here
//WAKE UP
else if((findtext(message, wakeup_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(0)
E.phase = 3
E.status = null
to_chat(L, "<span class='warning'>The snapping of your Master's fingers brings you back to your enthralled state, obedient and ready to serve.</b></span>")
L.SetSleeping(0)//Can you hear while asleep?
//tier 1
//SILENCE
else if((findtext(message, silence_words)))
cooldown = COOLDOWN_VSTUN
for(var/mob/living/carbon/C in listeners)
var/datum/status_effect/chem/enthral/C = C.has_status_effect(/datum/status_effect/chem/enthral)
power_multiplier *= distancelist[get_dist(user, V)+1]
@@ -916,9 +908,17 @@
C.silent += ((10 * power_multiplier) * E.phase)
E.cooldown += 3
//Antiresist
else if((findtext(message, antiresist_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
E.status = "Antiresist"
E.statusStrength = (1 * power_multiplier * E.phase)
E.cooldown += 6//Too short?
//RESIST
else if((findtext(message, silence_words)))
cooldown = COOLDOWN_VSTUN
else if((findtext(message, resist_words)))
for(var/mob/living/carbon/C in listeners)
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
power_multiplier *= distancelist[get_dist(user, V)+1]
@@ -926,8 +926,7 @@
E.cooldown += 2
//FORGET (A way to cancel the process)
else if((findtext(message, silence_words)))
cooldown = COOLDOWN_VSTUN
else if((findtext(message, forget_words)))
for(var/mob/living/carbon/C in listeners)
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
C.Sleeping(40)
@@ -941,68 +940,121 @@
//ATTRACT
else if((findtext(message, attract_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.throw_at(get_step_towards(user,L), 3 * power_multiplier, 1 * power_multiplier)
E.cooldown += 3
//teir 2
//ORGASM
else if((findtext(message, orgasm_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/carbon/human/H = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
var/datum/status_effect/chem/enthral/E = H.has_status_effect(/datum/status_effect/chem/enthral)
if(H.canbearoused && H.has_dna()) // probably a redundant check but for good measure
H.mob_climax(forced_climax=TRUE)
H.setArousalLoss(H.min_arousal)
L.resistance = 0 //makes resistance 0, but resets arousal, resistance buildup is faster unaroused (massively so).
E.cooldown += 5
E.resistance = 0 //makes resistance 0, but resets arousal, resistance buildup is faster unaroused (massively so).
E.enthralTally += power_multiplier
else
E.resistance = 0 //makes resistance 0, but resets arousal, resistance buildup is faster unaroused (massively so).
E.enthralTally += power_multiplier*1.1
to_chat(H, "<span class='warning'>Your Masters command whites out your mind in bliss!</b></span>")
E.cooldown += 6
//teir 2
//awoo
else if((findtext(message, awoo_words)))
cooldown = 0
for(var/V in listeners)
var/mob/living/M = V
M.say("*awoo")
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to INFINITY)
var/mob/living/M = V
M.say("*awoo")
E.cooldown += 1
//Nya
else if((findtext(message, nya_words)))
cooldown = 0
for(var/V in listeners)
var/mob/living/M = V
playsound(get_turf(H), pick('sound/effects/meow1.ogg', 'modular_citadel/sound/voice/merowr.ogg', 'modular_citadel/sound/voice/nya.ogg'), 50, 1, -1)
M.emote("me","lets out a nya!")
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to INFINITY)
var/mob/living/M = V
playsound(get_turf(M), pick('sound/effects/meow1.ogg', 'modular_citadel/sound/voice/merowr.ogg', 'modular_citadel/sound/voice/nya.ogg'), 50, 1, -1)
M.emote("me","lets out a nya!")
E.cooldown += 1
//SLEEP
else if((findtext(message, sleep_words)))
cooldown = COOLDOWN_STUN
for(var/mob/living/carbon/C in listeners)
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to 4)
if(2 to INFINITY)
C.Sleeping(20 * power_multiplier)
E.cooldown += 10
//WAKE UP
else if((findtext(message, wakeup_words)))
cooldown = COOLDOWN_DAMAGE
//STRIP
else if((findtext(message, strip_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(0)
E.phase = 3
E.status = null
to_chat(C, "<span class='warning'>The snapping of your Master's fingers brings you back to your enthralled state, obedient and ready to serve.</b></span>")
L.SetSleeping(0)
if(2 to INFINITY)//Tier 2 only
E.phase = 1
var/items = M.get_contents()
for(var/I in items)
M.dropItemToGround(I, TRUE)
to_chat(H, "<span class='warning'>Before you can even think about it, you quickly remove your clothes in response to your Master's command.</b></span>")
E.cooldown += 10
//WALK
else if((findtext(message, walk_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to INFINITY)//Tier 2 only
if(L.m_intent != MOVE_INTENT_WALK)
L.toggle_move_intent()
E.cooldown += 1
//RUN
else if((findtext(message, run_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to INFINITY)//Tier 2 only
if(L.m_intent != MOVE_INTENT_RUN)
L.toggle_move_intent()
E.cooldown += 1
//KNOCKDOWN
else if(findtext(message, knockdown_words))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 2 only
L.Knockdown(20 * power_multiplier * E.phase)
E.cooldown += 8
//tier3
//STATE TRIGGERS
else if((findtext(message, statecustom_words)))
for(var/V in listeners)
var/speaktrigger ==""
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
if (!E.customTriggers == list())//i.e. if it's not empty
for (trigger in E.customTriggers)
speaktrigger = "[trigger]\n"
L.say(speaktrigger)
//CUSTOM TRIGGERS
else if((findtext(message, custom_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
@@ -1060,102 +1112,98 @@
to_chat(C, "<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>")
//TO ADD
//progam triggers and responses with mental costs
//Antiresist
//Figure out cooldown
//I dunno how to do state objectives without them revealing they're an antag
//STRIP
else if((findtext(message, strip_words)))
//HEAL (maybe make this nap instead?)
else if((findtext(message, heal_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(2 to INFINITY)//Tier 2 only
E.phase = 1
var/items = M.get_contents()
for(var/I in items)
M.dropItemToGround(I, TRUE)
if(3 to INFINITY)//Tier 3 only
E.status = "heal"
E.statusStrength = (5 * power_multiplier)
E.cooldown += 5
var/i = 0
//STUN
if(findtext(message, stun_words))
cooldown = COOLDOWN_STUN
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = has_status_effect(/datum/status_effect/chem/enthral)
L.Stun(30 * power_multiplier)
//KNOCKDOWN
else if(findtext(message, knockdown_words))
cooldown = COOLDOWN_STUN
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
E.cooldown
L.Knockdown(60 * power_multiplier)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
L.Stun(30 * power_multiplier)
E.cooldown += 8
//HALLUCINATE
else if((findtext(message, hallucinate_words)))
cooldown = COOLDOWN_MEME
for(var/mob/living/carbon/C in listeners)
new /datum/hallucination/delusion(C, TRUE, null,150 * power_multiplier,0)
//HEAL (maybe make this nap instead?)
else if((findtext(message, heal_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
var/mob/living/carbon/C = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
E.status = "heal"
E.statusStrength = (5 * power_multiplier)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
new /datum/hallucination/delusion(C, TRUE, null,150 * power_multiplier,0)
//HOT
else if((findtext(message, hot_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.adjust_bodytemperature(10 * power_multiplier)//This seems nuts, reduced it
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
L.adjust_bodytemperature(10 * power_multiplier)//This seems nuts, reduced it
to_chat(L, "<span class='warning'>You feel your metabolism speed up!</b></span>")
//COLD
else if((findtext(message, cold_words)))
cooldown = COOLDOWN_DAMAGE
for(var/V in listeners)
var/mob/living/L = V
L.adjust_bodytemperature(-10 * power_multiplier)//This
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
L.adjust_bodytemperature(-10 * power_multiplier)//This
to_chat(L, "<span class='warning'>You feel your metabolism slow down!</b></span>")
//WHO ARE YOU?
else if((findtext(message, whoareyou_words)))
cooldown = COOLDOWN_MEME
//GET UP
else if((findtext(message, getup_words)))
for(var/V in listeners)
var/mob/living/L = V
var/text = ""
if(is_devil(L))
var/datum/antagonist/devil/devilinfo = is_devil(L)
text = devilinfo.truename
else
text = L.real_name
addtimer(CALLBACK(L, /atom/movable/proc/say, text), 5 * i)
i++
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
if(L.resting)
L.lay_down() //aka get up
L.SetStun(0)
L.SetKnockdown(0)
L.SetUnconscious(0) //i said get up i don't care if you're being tased
E.cooldown += 10 //This could be really strong
//SAY MY NAME
else if((findtext(message, saymyname_words)))
cooldown = COOLDOWN_MEME
//PACIFY
else if((findtext(message, pacify_words)))
for(var/V in listeners)
var/mob/living/L = V
addtimer(CALLBACK(L, /atom/movable/proc/say, "master"), 5 * i)//When I figure out how to do genedered names put them here
i++
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
E.status = "pacify"
E.cooldown += 10
//STATE TRIGGERS
else if((findtext(message, statelaws_words)))
cooldown = COOLDOWN_STUN
for(var/mob/living/silicon/S in listeners)
S.statelaws(force = 1)
//CHARGE
else if((findtext(message, charge_words)))
for(var/V in listeners)
var/mob/living/L = V
var/datum/status_effect/chem/enthral/E = L.has_status_effect(/datum/status_effect/chem/enthral)
switch(E.phase)
if(3 to INFINITY)//Tier 3 only
E.status = "charge"
E.cooldown += 10
/* THE MAYBE PILE
//MOVE
else if((findtext(message, move_words)))
cooldown = COOLDOWN_MEME
var/direction
if(findtext(message, up_words))
direction = NORTH
@@ -1170,22 +1218,6 @@
var/mob/living/L = V
addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, L, direction? direction : pick(GLOB.cardinals)), 10 * (iter - 1))
//WALK
else if((findtext(message, walk_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(L.m_intent != MOVE_INTENT_WALK)
L.toggle_move_intent()
//RUN
else if((findtext(message, run_words)))
cooldown = COOLDOWN_MEME
for(var/V in listeners)
var/mob/living/L = V
if(L.m_intent != MOVE_INTENT_RUN)
L.toggle_move_intent()
//HELP INTENT
else if((findtext(message, helpintent_words)))
cooldown = COOLDOWN_MEME
@@ -1225,16 +1257,6 @@
addtimer(CALLBACK(L, /atom/movable/proc/say, pick_list_replacements(BRAIN_DAMAGE_FILE, "brain_damage")), 5 * i)
i++
//GET UP
else if((findtext(message, getup_words)))
cooldown = COOLDOWN_DAMAGE //because stun removal
for(var/V in listeners)
var/mob/living/L = V
if(L.resting)
L.lay_down() //aka get up
L.SetStun(0)
L.SetKnockdown(0)
L.SetUnconscious(0) //i said get up i don't care if you're being tased
//SIT
else if((findtext(message, sit_words)))
@@ -1268,6 +1290,7 @@
var/mob/living/L = V
addtimer(CALLBACK(L, /mob/living/.proc/emote, "deathgasp"), 5 * i)
i++
*/
else
cooldown = COOLDOWN_NONE
@@ -1275,7 +1298,7 @@
if(message_admins)
message_admins("[ADMIN_LOOKUPFLW(user)] has said '[log_message]' with a Velvet Voice, affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
log_game("[key_name(user)] has said '[log_message]' with a Velvet Voice, affecting [english_list(listeners)], with a power multiplier of [power_multiplier].")
SSblackbox.record_feedback("tally", "voice_of_god", 1, log_message)
SSblackbox.record_feedback("tally", "Velvet_voice", 1, log_message)
return cooldown

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@@ -17,13 +17,17 @@
timeout = 600
/datum/mood_event/enthrallmissing1
mood_change = -10
mood_change = -5
description = "<span class='warning'>I feel empty when Master's not around..</span>\n"
/datum/mood_event/enthrallmissing2
mood_change = -15
mood_change = -10
description = "<span class='warning'>I feel so lost in this complicated world without Master, where are they?!</span>\n"
/datum/mood_event/enthrallmissing3
mood_change = -25
mood_change = -15
description = "<span class='warning'>Where are you Master??!</span>\n"
/datum/mood_event/enthrallmissing4
mood_change = -25
description = "<span class='warning'>You're all alone, It's so hard to continute without your Master...</span>\n"

View File

@@ -164,31 +164,33 @@
alert_type = null
var/mob/living/E //E for enchanter
//var/mob/living/V = list() //V for victims
var/enthrallTally = 10
var/resistanceTally = 0
var/deltaResist
var/deltaEnthrall
var/enthrallTally = 1 //Keeps track of the enthralling process
var/resistanceTally = 0 //Keeps track of the resistance
var/deltaResist //The total resistance added per resist click
var/deltaEnthrall //currently unused (i think)
var/phase = 1 //-1: resisted state, due to be removed.0: sleeper agent, no effects unless triggered 1: initial, 2: 2nd stage - more commands, 3rd: fully enthralled, 4th Mindbroken
var/status = null
var/statusStrength = 0
var/enthrallID
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
var/status = null //status effects
var/statusStrength = 0 //strength of status effect
var/enthrallID //Enchanter's name/ID
var/obj/item/organ/brain/B = getorganslot(ORGAN_SLOT_BRAIN) //It's their brain!
var/mental_capacity //Higher it is, lower the cooldown on commands, capacity reduces with resistance.
var/mindbroken = FALSE
var/datum/weakref/redirect_component1
var/datum/weakref/redirect_component2
var/distancelist = list(4,3,2,1.5,1,0.8,0.6,0.4,0.2)
var/withdrawal = FALSE
var/withdrawalTick = 0
var/list/customTriggers = list()
var/mental_cost //Current cost of custom triggers
var/mindbroken = FALSE //Not sure I use this, replaced with phase 4
var/datum/weakref/redirect_component1 //resistance
var/datum/weakref/redirect_component2 //say
var/distancelist = list(4,3,2,1.5,1,0.8,0.6,0.4,0.2) //Distance multipliers
var/withdrawal = FALSE //withdrawl
var/withdrawalTick = 0 //counts how long withdrawl is going on for
var/list/customTriggers = list() //the list of custom triggers (maybe have to split into two)
/datum/status_effect/chem/enthrall/on_apply(mob/living/carbon/M)
if(M.ID == enthrallID)
owner.remove_status_effect(src)//This should'nt happen, but just in case
owner.remove_status_effect(src)//This shouldn't happen, but just in case
redirect_component1 = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_RESIST = CALLBACK(src, .proc/owner_resist)))) //Do resistance calc if resist is pressed#
redirect_component2 = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_SAY = CALLBACK(src, .proc/owner_say)))) //Do resistance calc if resist is pressed
//Might need to add redirect component for listening too.
mental_capacity = 500 - B.get_brain_damage()
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "enthrall", /datum/mood_event/enthrall)
/datum/status_effect/chem/enthrall/tick(mob/living/carbon/M)
if(M.has_trait(TRAIT_MINDSHIELD))
@@ -199,6 +201,7 @@
//phase specific events
switch(phase)
if(-1)//fully removed
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "enthrall")
owner.remove_status_effect(src)
else if(0)// sleeper agent
return
@@ -207,13 +210,15 @@
phase += 1
mental_capacity -= resistanceTally//leftover resistance per step is taken away from mental_capacity.
enthrallTally = 0
return
to_chat(owner, "<span class='notice'><i>Your conciousness slips, as you sink deeper into trance.</i></span>")
continue
if (resistanceTally > 100)
enthrallTally *= 0.5
phase -= 1
phase = -1
resistanceTally = 0
to_chat(owner, "<span class='notice'><i>You break free of the influence in your mind, your thoughts suddenly turning lucid!</i></span>")
owner.remove_status_effect(src) //If resisted in phase 1, effect is removed.
return
continue
if(prob(10))
to_chat(owner, "<span class='notice'><i>[pick("It feels so good to listen to [enthrallID.name].", "You can't keep your eyes off [enthrallID.name].", "[enthrallID.name]'s voice is making you feel so sleepy.", "You feel so comfortable with [enthrallID.name]", "[enthrallID.name] is so sexy and dominant, it feels right to obey them.")].</i></span>")
else if (2) //partially enthralled
@@ -221,21 +226,33 @@
phase += 1
mental_capacity -= resistanceTally//leftover resistance per step is taken away from mental_capacity.
enthrallTally = 0
return
to_chat(owner, "<span class='notice'><i>Your mind gives, eagerly obeying and serving [enthrallID.name].</i></span>")
to_chat(owner, "<span class='warning'><i>You are now fully enthralled to [enthrallID.name], and eager to follow their commands. However you find that in your intoxicated state you are much less likely to resort to violence, unless it is to defend your master. Equally you are unable to commit suicide, even if ordered to, as you cannot server your Master in death. </i></span>")//If people start using this as an excuse to be violent I'll just make them all pacifists so it's not OP.
continue
if (resistanceTally > 150)
enthrallTally *= 0.5
phase -= 1
resistanceTally = 0
owner.remove_status_effect(src) //If resisted in phase 1, effect is removed.
return
else if (3)
else if (4)
to_chat(owner, "<span class='notice'><i>You manage to shake some of the entrancement from your addled mind, however you can still feel yourself drawn towards [enthrallID.name].</i></span>")
//owner.remove_status_effect(src) //If resisted in phase 1, effect is removed. Not at the moment,
continue
else if (3)//fully entranced
if (resistanceTally >= 250 && withdrawalTick >= 150)
enthrallTally = 0
phase -= 1
resistanceTally = 0
to_chat(owner, "<span class='notice'><i>The separation from you master sparks a small flame of resistance in yourself, as your mind slowly starts to return to normal.</i></span>")
else if (4) //mindbroken
if (mental_capacity >= 499 || owner.getBrainLoss() >=20 || !user.has_reagent("MKUltra"))
phase = 2
mental_capacity = 500
mental_capacity -= resistanceTally
resistanceTally = 0
E.customTriggers = list()
to_chat(owner, "<span class='notice'><i>Your mind starts to heal, fixing the damage caused by the massive ammounts of chem injected into your system earlier, .</i></span>")
M.slurring = 0
M.confused = 0
else
return//If you break the mind of someone, you can't use status effects on them.
//distance calculations
switch(get_dist(enthrallID, owner))
@@ -244,17 +261,21 @@
var/withdrawal = FALSE
if(withdrawalTick > 0)
withdrawalTick -= 2
M.hallucination = max(0, M.hallucination - 2)
M.stuttering = max(0, M.stuttering - 2)
M.jitteriness = max(0, M.jitteriness - 2)
if(9 to INFINITY)//If
var/withdrawal = TRUE
//chem calculations
if (user.has_reagent("MKUltra"))
enthrallTally += 2
if (phase >= 2)
enthrallTally += phase
else
if (phase < 3)
resistance += 10//If you've no chem, then you break out quickly
to_chat(owner, "<span class='notice'><i>You're starting to miss your Master/Mistress.</i></span>")
if (mental_capacity <= 500)
if (mental_capacity <= 500 || phase == 4)
if (user.has_reagent("mannitol"))
mental_capacity += 1
if (user.has_reagent("neurine"))
@@ -262,51 +283,112 @@
//Withdrawal subproc:
if (withdrawal == TRUE)//Your minions are really REALLY needy.
switch(withdrawalTick)
switch(withdrawalTick)//denial
if(20 to 40)//Gives wiggle room, so you're not SUPER needy
prob(10)
if(prob(10))
to_chat(owner, "You're starting to miss your Master/Mistress.")
prob(5)
owner.adjustBrainLoss(1)
if(prob(10))
owner.adjustBrainLoss(0.5)
to_chat(owner, "They'll surely be back soon") //denial
if(41)
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "EnthMissing1", /datum/mood_event/enthrallmissing1)
if(42 to 65)
prob(10)
to_chat(owner, "You're starting to miss your Master/Mistress.")
if(42 to 65)//barganing
if(prob(10))
to_chat(owner, "They are coming back, right...?")
owner.adjustBrainLoss(1)
if(prob(20))
to_chat(owner, "I just need to be a good pet for Master, they'll surely return if I'm a good pet.")
owner.adjustBrainLoss(-2)
if(66)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "EnthMissing1") //Why does this not work?
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "EnthMissing2", /datum/mood_event/enthrallmissing2)
owner.stuttering += 20
owner.jitteriness += 20
if(67 to 90)
prob(10)
owner.SetStun(10, 0)
if(67 to 90) //anger
if(prob(30))
addtimer(CALLBACK(H, /mob/verb/a_intent_change, INTENT_HARM), i * 2)
addtimer(CALLBACK(H, /mob/proc/click_random_mob), i * 2)
to_chat(owner, "You suddenly lash out at the station in anger for it keeping you away from your Master.")
if(90)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "EnthMissing2") //Why does this not work?
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "EnthMissing3", /datum/mood_event/enthrallmissing3)
to_chat(owner, "<span class='warning'><i>You need to find your Master at all costs, you can't hold yourself back anymore.</i></span>")
if(91 to 120)//depression
if(prob(20))
owner.adjustBrainLoss(1)
owner.stuttering += 2
owner.jitteriness += 2
if(prob(25))
M.hallucination += 2
if(121)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "EnthMissing3")
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "EnthMissing4", /datum/mood_event/enthrallmissing4)
to_chat(owner, "<span class='warning'><i>You can hardly find the strength to continue without your Master.</i></span>")
if(120 to 140) //depression
if(prob(25))
owner.SetStun(20, 0)
owner.emote("cry")//does this exist?
pro(10)
to_chat(owner, "You're unable to hold back your tears, suddenly sobbing as the desire to see your Master oncemore overwhelms you.")
owner.adjustBrainLoss(2)
owner.stuttering += 2
owner.jitteriness += 2
if(prob(10))
deltaResist += 5
if(140 to INFINITY) //acceptance
if(prob(20))
deltaResist += 5
if(prob(20))
to_chat(owner, "Maybe you'll be okay without your Master.")
if(prob(10))
owner.adjustBrainLoss(1)
M.hallucination += 5
withdrawalTick++
//Status subproc - statuses given to you from your Master
//currently 3 statuses; antiresist -if you press resist, increases your enthrallment instead, HEAL - which slowly heals the pet, CHARGE - which breifly increases speed, PACIFY - makes pet a pacifist.
if (!status == null)
switch(status)
if("Antiresist")
if (statusStrength == 0)
status = null
to_chat(owner, "You feel able to resist oncemore.")
else
statusStrength -= 1
if("heal")
else if("heal")
if (statusStrength == 0)
status = null
to_chat(owner, "You finish licking your wounds.")
else
statusStrength -= 1
owner.heal_overall_damage(1, 1, 0, FALSE, FALSE)
cooldown += 1 //Cooldown doesn't process till status is done
else if("charge")
owner.add_trait(TRAIT_GOTTAGOFAST, "MKUltra")
status = "charged"
to_chat(owner, "Your Master's order fills you with a burst of speed!")
else if ("charged")
if (statusStrength == 0)
status = null
owner.remove_trait(TRAIT_GOTTAGOFAST, "MKUltra")
owner.Knockdown(30)
to_chat(owner, "Your body gives out as the adrenaline in your system runs out.")
else
statusStrength -= 1
cooldown += 1 //Cooldown doesn't process till status is done
else if ("pacify")
owner.add_trait(TRAIT_PACIFISM, "MKUltra")
status = null
//Truth serum?
//adrenals?
//M.next_move_modifier *= 0.5
//M.adjustStaminaLoss(-5*REM)
//final tidying
resistance += deltaResist

View File

@@ -393,13 +393,13 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.nutrition += 500
//If the reaction explodes
/*
/datum/reagent/fermi/SDGF/FermiExplode(turf/open/T)//Spawns an angery teratoma!! Spooky..! be careful!!
/datum/reagent/fermi/SDGF/FermiExplode(turf/open/T)//Spawns an angery teratoma!! Spooky..! be careful!! TODO: Add teratoma slime subspecies
//var/mob/living/simple_animal/slime/S = new(get_turf(location_created),"grey")
var/mob/living/simple_animal/slime/S = new(T,"grey")//should work, in theory
S.damage_coeff = list(BRUTE = 0.9 , BURN = 2, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
S.damage_coeff = list(BRUTE = 0.9 , BURN = 2, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)//I dunno how slimes work cause fire is burny
S.name = "Living teratoma"
S.real_name = "Living teratoma"//horrifying!!
S.rabid = 1//Make them an angery boi
S.rabid = 1//Make them an angery boi, grr grr
to_chat("<span class='notice'>The cells clump up into a horrifying tumour.</span>")
*/
@@ -457,7 +457,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.nutrition = M.nutrition + (M.nutrition/2)
if(74)
to_chat(M, "<span class='notice'>The cells begin to precipitate outwards of your body, but... something is wrong, the sythetic cells are beginnning to rot...</span>")
if (M.nutrition < 20000)
if (M.nutrition < 20000) //whoever knows the maxcap, please let me know, this seems a bit low.
M.nutrition = 20000 //https://www.youtube.com/watch?v=Bj_YLenOlZI
if(75 to 85)
M.adjustToxLoss(1, 0)// the warning!
@@ -577,13 +577,14 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
W = nW
..()
//TODO: failing the reaction creates a penis instead.
/datum/reagent/fermi/PElarger // Due to popular demand...!
name = "Incubus draft"
id = "PElarger"
description = "A volatile collodial mixture derived from various masculine solutions that encourages a larger gentleman's package via a potent testosterone mix, formula derived from a collaboration from Fermicem corp and Doctor Ronald Hyatt, who is well known for his phallus palace." //The toxic masculinity thing is a joke because I thought it would be funny to include it in the reagents, but I don't think many would find it funny?
color = "#H60584" // rgb: 96, 0, 255
color = "#888888" // This is greyish..?
taste_description = "chinese dragon powder"
overdose_threshold = 12
overdose_threshold = 12 //ODing makes you male and removes female genitals
metabolization_rate = 0.5
//var/mob/living/carbon/M
@@ -597,7 +598,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
*/
var/mob/living/carbon/human/H
/datum/reagent/fermi/PElarger/on_mob_life(mob/living/carbon/M) //Increases penis size
/datum/reagent/fermi/PElarger/on_mob_life(mob/living/carbon/M) //Increases penis size, 5u = +1 inch.
var/mob/living/carbon/human/H = M
var/obj/item/organ/genital/penis/P = M.getorganslot("penis")
if(!P)
@@ -613,7 +614,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
P = nP
P.cached_length = P.cached_length + 0.1
if (P.cached_length >= 10.5 && P.cached_length < 11) //too low?
if (P.cached_length >= 20.5 && P.cached_length < 21) //too low? Yes, 20 is the max
if(H.w_uniform || H.wear_suit)
var/target = M.get_bodypart(BODY_ZONE_CHEST)
to_chat(M, "<span class='warning'>Your cock begin to strain against your clothes tightly!</b></span>")
@@ -743,13 +744,14 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
description = "Need a description."
color = "#A080H4" // rgb: , 0, 255
taste_description = "synthetic chocolate, a base tone of alcohol, and high notes of roses"
metabolization_rate = 0.5
overdose_threshold = 200
//metabolization_rate = 0.5
overdose_threshold = 100 //If this is too easy to get 100u of this, then double it please.
//addiction_threshold = 30
//addiction_stage1_end = 9999//Should never end.
var/creatorID //add here
/datum/reagent/fermi/enthrall/on_mob_life(mob/living/carbon/M)
/datum/reagent/fermi/enthrall/on_mob_add(mob/living/carbon/M)
..()
if(!creatorID)
CRASH("Something went wrong in enthral creation")
else if(M.ID == creatorID)
@@ -758,7 +760,31 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
Vc.Remove(M)
nVc.Insert(M)
qdel(Vc)
to_chat(owner, "<span class='notice'><i>You feel your vocal chords tingle as your voice becomes more sultry.</span>")
else
M.apply_status_effect(/datum/status_effect/chem/enthrall)
/datum/reagent/fermi/enthrall/on_mob_life(mob/living/carbon/M)
var/datum/status_effect/chem/enthral/E = M.has_status_effect(/datum/status_effect/chem/enthral)
E.enthrallTally += 1
M.adjustBrainLoss(0.1)
..()
/datum/reagent/fermi/enthrall/overdose_start(mob/living/carbon/M)
owner.add_trait(TRAIT_PACIFISM, "MKUltra")
if (!M.has_status_effect(/datum/status_effect/chem/enthral))
M.apply_status_effect(/datum/status_effect/chem/enthrall)
var/datum/status_effect/chem/enthral/E = M.has_status_effect(/datum/status_effect/chem/enthral)
to_chat(owner, "<span class='warning'><i>Your mind shatters under the volume of the mild altering chem inside of you, breaking all will and thought completely. Instead the only force driving you now is the instinctual desire to obey and follow [enthrallID.name].</i></span>")
M.slurring = 100
M.confused = 100
E.phase = 4
E.mental_capacity = 0
E.customTriggers = list()
/datum/reagent/fermi/enthrall/overdose_process(mob/living/carbon/M)
M.adjustBrainLoss(0.2)
..()
//Requires player to be within vicinity of creator
//bonuses to mood