This commit is contained in:
Ghommie
2019-12-06 20:09:35 +01:00
1029 changed files with 34299 additions and 143444 deletions
+3
View File
@@ -65,6 +65,9 @@
target.visible_message("...[target] wakes up, alive and aware!")
target.emote("gasp")
target.adjustOrganLoss(ORGAN_SLOT_BRAIN, 50, 199) //MAD SCIENCE
for(var/obj/item/organ/O in target.internal_organs)//zap those buggers back to life!
if(O.organ_flags & ORGAN_FAILING)
O.applyOrganDamage(-5)
return TRUE
else
user.visible_message("...[target.p_they()] convulses, then lies still.")
+37 -46
View File
@@ -70,11 +70,11 @@
var/heavy_burn_msg = "peeling away"
/obj/item/bodypart/examine(mob/user)
..()
. = ..()
if(brute_dam > DAMAGE_PRECISION)
to_chat(user, "<span class='warning'>This limb has [brute_dam > 30 ? "severe" : "minor"] bruising.</span>")
. += "<span class='warning'>This limb has [brute_dam > 30 ? "severe" : "minor"] bruising.</span>"
if(burn_dam > DAMAGE_PRECISION)
to_chat(user, "<span class='warning'>This limb has [burn_dam > 30 ? "severe" : "minor"] burns.</span>")
. += "<span class='warning'>This limb has [burn_dam > 30 ? "severe" : "minor"] burns.</span>"
/obj/item/bodypart/blob_act()
take_damage(max_damage)
@@ -248,11 +248,12 @@
/obj/item/bodypart/proc/set_disabled(new_disabled)
if(disabled == new_disabled)
return
return FALSE
disabled = new_disabled
owner.update_health_hud() //update the healthdoll
owner.update_body()
owner.update_canmove()
return TRUE
//Updates an organ's brute/burn states for use by update_damage_overlays()
//Returns 1 if we need to update overlays. 0 otherwise.
@@ -354,7 +355,7 @@
if("legs" in S.default_features)
if(body_zone == BODY_ZONE_L_LEG || body_zone == BODY_ZONE_R_LEG)
if(DIGITIGRADE in S.species_traits)
digitigrade_type = lowertext(H.dna.features.["legs"])
digitigrade_type = lowertext(H.dna.features["legs"])
else
digitigrade_type = null
@@ -363,9 +364,9 @@
Smark = GLOB.mam_body_markings_list[H.dna.features["mam_body_markings"]]
if(Smark)
body_markings_icon = Smark.icon
if(H.dna.features.["mam_body_markings"] != "None")
body_markings = lowertext(H.dna.features.["mam_body_markings"])
aux_marking = lowertext(H.dna.features.["mam_body_markings"])
if(H.dna.features["mam_body_markings"] != "None")
body_markings = lowertext(H.dna.features["mam_body_markings"])
aux_marking = lowertext(H.dna.features["mam_body_markings"])
else
body_markings = "plain"
aux_marking = "plain"
@@ -654,20 +655,17 @@
/obj/item/bodypart/l_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!.)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.stat < UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/L = owner.hud_used.hand_slots["[held_index]"]
if(L)
@@ -718,20 +716,17 @@
/obj/item/bodypart/r_arm/set_disabled(new_disabled)
. = ..()
if(disabled == new_disabled)
if(!.)
return
if(disabled == BODYPART_DISABLED_DAMAGE)
if(owner.stat > UNCONSCIOUS)
owner.emote("scream")
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.stat < UNCONSCIOUS)
switch(disabled)
if(BODYPART_DISABLED_DAMAGE)
owner.emote("scream")
to_chat(owner, "<span class='userdanger'>Your [name] is too damaged to function!</span>")
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
if(held_index)
owner.dropItemToGround(owner.get_item_for_held_index(held_index))
if(owner.hud_used)
var/obj/screen/inventory/hand/R = owner.hud_used.hand_slots["[held_index]"]
if(R)
@@ -783,15 +778,13 @@
/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>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
@@ -845,15 +838,13 @@
/obj/item/bodypart/r_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>")
else if(disabled == BODYPART_DISABLED_PARALYSIS)
if(. && (owner.stat > DEAD))
if(BODYPART_DISABLED_PARALYSIS)
to_chat(owner, "<span class='userdanger'>You can't feel your [name]!</span>")
/obj/item/bodypart/r_leg/digitigrade
@@ -0,0 +1,125 @@
/datum/surgery/cardioversion
name = "Emergency Cardioversion Induction"
steps = list(/datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/saw, /datum/surgery_step/clamp_bleeders,
/datum/surgery_step/incise_heart, /datum/surgery_step/ventricular_electrotherapy, /datum/surgery_step/close)
possible_locs = list(BODY_ZONE_CHEST)
/datum/surgery_step/ventricular_electrotherapy
name = "ventricular electrotherapy"
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
time = 50
repeatable = TRUE //So you can retry
/datum/surgery_step/ventricular_electrotherapy/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/twohanded/shockpaddles))
var/obj/item/twohanded/shockpaddles/pads = tool
if(!pads.wielded)
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them!</span>")
return FALSE
display_results(user, target, "<span class='notice'>You begin to apply the [tool] onto the heart directly...</span>",
"[user] begin to prepare the heart for contact with the [tool].",
"[user] begin to prepare the heart for contact with the [tool]. ")
target.notify_ghost_cloning("Your heart is undergoing Emergency Cardioversion Induction Surgery!")
playsound(src, 'sound/machines/defib_charge.ogg', 75, 0)
/datum/surgery_step/ventricular_electrotherapy/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
if(istype(tool, /obj/item/twohanded/shockpaddles))
var/obj/item/twohanded/shockpaddles/pads = tool
if(!pads.wielded)
return FALSE
var/mob/living/carbon/human/H = target
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
playsound(src, "bodyfall", 50, 1)
if(H.stat != DEAD)
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>",
"<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.emote("scream")
H.electrocute_act(25, (tool), 1, FALSE, FALSE, FALSE, TRUE)
H.adjustFireLoss(10)
H.emote("flip")
H.Jitter(100)
return FALSE
display_results(user, target, "<span class='notice'>You attach the [tool] to [target]'s heart and prepare to pulse.</span>",
"[user] attaches the [tool] to [H]'s heart and prepares to pulse.",
"")
H.adjustBruteLoss(10)
var/obj/item/organ/heart = H.getorgan(/obj/item/organ/heart)
if(heart.organ_flags & ORGAN_FAILING)
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)
H.electrocute_act(0, (tool), 1, FALSE, FALSE, FALSE, TRUE)
//If we're using a defib, let the defib handle the revive.
if(istype(tool, /obj/item/twohanded/shockpaddles))
return
//Otherwise, we're ad hocing it
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")
return TRUE
/datum/surgery_step/ventricular_electrotherapy/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
playsound(src, 'sound/machines/defib_zap.ogg', 75, 1, -1)
playsound(src, "bodyfall", 50, 1)
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")
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)
@@ -110,4 +110,4 @@
requires_tech = TRUE
replaced_by = null
#undef EXPDIS_FAIL_MSG
#undef BASE_HUMAN_REWARD
+1 -1
View File
@@ -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
+2 -2
View File
@@ -38,8 +38,8 @@
transform = matrix(-1, 0, 0, 0, 1, 0)
/obj/item/organ/cyberimp/arm/examine(mob/user)
..()
to_chat(user, "<span class='info'>[src] is assembled in the [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm configuration. You can use a screwdriver to reassemble it.</span>")
. = ..()
. += "<span class='info'>[src] is assembled in the [zone == BODY_ZONE_R_ARM ? "right" : "left"] arm configuration. You can use a screwdriver to reassemble it.</span>"
/obj/item/organ/cyberimp/arm/screwdriver_act(mob/living/user, obj/item/I)
. = ..()
+1 -2
View File
@@ -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>"
@@ -212,7 +212,6 @@ obj/item/organ/heart/cybernetic/upgraded/on_life()
ramount += regen_amount
/obj/item/organ/heart/cybernetic/upgraded/proc/used_dose()
. = ..()
addtimer(VARSET_CALLBACK(src, dose_available, TRUE), 5 MINUTES)
ramount = 0
+26 -8
View File
@@ -1,6 +1,3 @@
#define STANDARD_ORGAN_THRESHOLD 100
#define STANDARD_ORGAN_HEALING 0.001
/obj/item/organ
name = "organ"
icon = 'icons/obj/surgery.dmi'
@@ -98,13 +95,12 @@
//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.
@@ -114,7 +110,7 @@
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
@@ -124,7 +120,7 @@
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
@@ -235,6 +231,8 @@
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
@@ -242,6 +240,8 @@
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)
@@ -276,6 +276,12 @@
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
@@ -365,3 +371,15 @@
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
+27 -21
View File
@@ -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.")
+3 -3
View File
@@ -30,7 +30,7 @@
/obj/item/retractor/advanced/examine(mob/living/user)
. = ..()
to_chat(user, "<span class = 'notice> It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]. </span>")
. += "<span class = 'notice> It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]. </span>"
/obj/item/retractor/augment
name = "retractor"
@@ -133,7 +133,7 @@
/obj/item/surgicaldrill/advanced/examine(mob/living/user)
. = ..()
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode.</span>")
. += "<span class = 'notice> It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode.</span>"
/obj/item/surgicaldrill/augment
name = "surgical drill"
@@ -206,7 +206,7 @@
/obj/item/scalpel/advanced/examine(mob/living/user)
. = ..()
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode. </span>")
. += "<span class = 'notice> It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode. </span>"
/obj/item/scalpel/augment
name = "scalpel"