Lil flavour tweaks.
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@@ -395,12 +395,12 @@ h1.alert, h2.alert {color: #000000;}
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.redtext {color: #FF0000; font-size: 24px;}
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.clown {color: #FF69Bf; font-size: 24px; font-family: "Comic Sans MS", cursive, sans-serif; font-weight: bold;}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 3000ms infinite;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
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@keyframes velvet {
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0% { color: #400020; }
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25% { color: #FF0000; }
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50% { color: #FFAAAA; }
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75% { color: #FF0000; }
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40% { color: #FF0000; }
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50% { color: #FF8888; }
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60% { color: #FF0000; }
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100% { color: #400020; }
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}
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@@ -1234,7 +1234,7 @@
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H.SetStun(1000)
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if (E.mental_capacity >= 5)
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var/trigger = html_decode(stripped_input(user, "Enter the trigger phrase", MAX_MESSAGE_LEN))
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var/custom_words_words_list = list("Speak", "Echo", "Shock", "Cum", "Kneel", "Strip", "Trance")
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var/custom_words_words_list = list("Speak", "Echo", "Shock", "Cum", "Kneel", "Strip", "Trance", "Cancel")
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var/trigger2 = input(user, "Pick an effect", "Effects") in custom_words_words_list
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//var/trigger2 = stripped_input(user, "Enter the effect.", MAX_MESSAGE_LEN)
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trigger2 = lowertext(trigger2)
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@@ -392,12 +392,13 @@ h1.alert, h2.alert {color: #000000;}
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.greentext {color: #00FF00; font-size: 24px;}
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.redtext {color: #FF0000; font-size: 24px;}
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.clown {color: #FF69Bf; font-size: 24px; font-family: "Comic Sans MS", cursive, sans-serif; font-weight: bold;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 3000ms infinite;}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
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@keyframes velvet {
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0% { color: #400020; }
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25% { color: #FF0000; }
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50% { color: #FFAAAA; }
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75% { color: #FF0000; }
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40% { color: #FF0000; }
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50% { color: #FF8888; }
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60% { color: #FF0000; }
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100% { color: #400020; }
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}
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@@ -416,7 +417,6 @@ h1.alert, h2.alert {color: #000000;}
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50% { color: #dd0000; }
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100% { color: #f75a5a; }
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}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.icon {height: 1em; width: auto;}
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@@ -153,12 +153,12 @@ h1.alert, h2.alert {color: #000000;}
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.redtext {color: #FF0000; font-size: 3;}
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.clown {color: #FF69Bf; font-size: 3; font-family: "Comic Sans MS", cursive, sans-serif; font-weight: bold;}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 3000ms infinite;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
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@keyframes velvet {
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0% { color: #400020; }
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25% { color: #FF0000; }
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50% { color: #FFAAAA; }
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75% { color: #FF0000; }
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40% { color: #FF0000; }
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50% { color: #FF8888; }
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60% { color: #FF0000; }
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100% { color: #400020; }
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}
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@@ -361,9 +361,9 @@
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if(withdrawalTick > 0)
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withdrawalTick -= 1
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//calming effects
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M.hallucination = max(0, M.hallucination - 1)
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M.stuttering = max(0, M.stuttering - 1)
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M.jitteriness = max(0, M.jitteriness - 1)
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M.hallucination = max(0, M.hallucination - 5)
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M.stuttering = max(0, M.stuttering - 5)
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M.jitteriness = max(0, M.jitteriness - 5)
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if(owner.getBrainLoss() >=60)
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owner.adjustBrainLoss(-0.1)
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if(withdrawal == TRUE)
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@@ -564,19 +564,21 @@
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cTriggered = TRUE
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log_game("FERMICHEM: MKULTRA: [owner] ckey: [owner.key] has been triggered with [cached_trigger] from [speaker] saying: \"[message]\". (their master being [master] ckey: [enthrallID].)")
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//Speak (Forces player to talk) works
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//Speak (Forces player to talk)
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if (lowertext(customTriggers[trigger][1]) == "speak")//trigger2
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var/saytext = "Your mouth moves on it's own before you can even catch it."
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if(HAS_TRAIT(C, TRAIT_NYMPHO))
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saytext += " You find yourself fully believing in the validity of what you just said and don't think to question it."
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to_chat(C, "<span class='notice'><i>[saytext]</i></span>")
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(C.say(customTriggers[trigger][2]))//trigger3
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='notice'><i>[saytext]</i></span>"), 5)
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addtimer(CALLBACK(C, /atom/movable/proc/say, "[customTriggers[trigger][2]]"), 5)
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//(C.say(customTriggers[trigger][2]))//trigger3
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log_game("FERMICHEM: MKULTRA: [owner] ckey: [owner.key] has been forced to say: \"[customTriggers[trigger][2]]\" from previous trigger.")
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//Echo (repeats message!)
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//Echo (repeats message!) allows customisation, but won't display var calls! Defaults to hypnophrase.
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else if (lowertext(customTriggers[trigger][1]) == "echo")//trigger2
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(to_chat(owner, "<span class='hypnophrase'><i>[customTriggers[trigger][2]]</i></span>"))//trigger3
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addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='hypnophrase'><i>[customTriggers[trigger][2]]</i></span>"), 5)
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//(to_chat(owner, "<span class='hypnophrase'><i>[customTriggers[trigger][2]]</i></span>"))//trigger3
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//Shocking truth!
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else if (lowertext(customTriggers[trigger]) == "shock")
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@@ -205,18 +205,28 @@ Creating a chem with a low purity will make you permanently fall in love with so
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/datum/reagent/fermi/enthrall/on_mob_life(mob/living/carbon/M)
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. = ..()
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if(purity < 0.5)//DO NOT SPLIT INTO DIFFERENT CHEM: This relies on DoNotSplit - has to be done this way.
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if(volume < 0.5)//You don't get to escape that easily
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FallInLove(pick(GLOB.player_list), M)
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M.reagents.remove_reagent(id, volume)
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if (M.ckey == creatorID && creatorName == M.real_name)//If the creator drinks it, they fall in love randomly. If someone else drinks it, the creator falls in love with them.
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if(M.has_status_effect(STATUS_EFFECT_INLOVE))//Can't be enthralled when enthralled, so to speak.
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return
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var/list/seen = viewers(7, get_turf(M))
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for(var/victim in seen)
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if((victim == /mob/living/simple_animal/pet/) || (victim == M) || (!M.client) || (M.stat == DEAD))
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if(ishuman(victim))
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var/mob/living/carbon/V = victim
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if((V == M) || (!V.client) || (V.stat == DEAD))
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seen = seen - victim
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else
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seen = seen - victim
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if(!seen)
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if(LAZYLEN(seen))
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return
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M.reagents.remove_reagent(id, volume)
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FallInLove(M, pick(seen))
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return
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else // If someone else drinks it, the creator falls in love with them!
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var/mob/living/carbon/C = get_mob_by_key(creatorID)
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if(M.has_status_effect(STATUS_EFFECT_INLOVE))
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@@ -225,11 +235,8 @@ Creating a chem with a low purity will make you permanently fall in love with so
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M.reagents.remove_reagent(id, volume)
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FallInLove(C, M)
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return
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if(volume < 1)//You don't get to escape that easily
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FallInLove(pick(GLOB.player_list), M)
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if (M.ckey == creatorID && creatorName == M.real_name)//If you yourself drink it, it supresses the vocal effects, for stealth.
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var/obj/item/organ/vocal_cords/Vc = M.getorganslot(ORGAN_SLOT_VOICE)
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Vc.spans = list("say")
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if (M.ckey == creatorID && creatorName == M.real_name)//If you yourself drink it, it supresses the vocal effects, for stealth. NEVERMIND ADD THIS LATER I CAN'T GET IT TO WORK
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return
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if(!M.client)
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metabolization_rate = 0 //Stops powergamers from quitting to avoid affects. but prevents affects on players that don't exist for performance.
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@@ -287,13 +294,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
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M.adjustBrainLoss(0.2)//should be ~40 in total
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..()
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/datum/reagent/fermi/enthrall/on_mob_delete(mob/living/carbon/M)
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message_admins("Del enthrall")
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if (M.getorganslot(ORGAN_SLOT_VOICE))//Returns spans
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var/obj/item/organ/vocal_cords/Vc = M.getorganslot(ORGAN_SLOT_VOICE)
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Vc.spans = list("velvet")
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..()
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//Creates a gas cloud when the reaction blows up, causing everyone in it to fall in love with someone/something while it's in their system.
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/datum/reagent/fermi/enthrallExplo//Created in a gas cloud when it explodes
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name = "MKUltra"
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