Merge conflict fix
This commit is contained in:
@@ -42,7 +42,7 @@
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if(objective.completable)
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var/completion = objective.check_completion()
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if(completion >= 1)
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
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else if(completion <= 0)
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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@@ -492,7 +492,7 @@
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user.do_attack_animation(L)
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if(L.run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
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if(L.mob_run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS)
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playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
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return FALSE
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@@ -6,6 +6,7 @@
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status = ORGAN_ROBOTIC
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beating = TRUE
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organ_flags = ORGAN_NO_SPOIL
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no_pump = TRUE
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var/true_name = "baseline placebo referencer"
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var/cooldown_low = 300
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var/cooldown_high = 300
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@@ -92,6 +93,7 @@
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update_gland_hud()
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/obj/item/organ/heart/gland/on_life()
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. = ..()
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if(!beating)
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// alien glands are immune to stopping.
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beating = TRUE
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@@ -10,7 +10,12 @@
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/obj/item/organ/heart/gland/slime/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
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..()
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owner.faction |= "slime"
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owner.grant_language(/datum/language/slime)
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owner.grant_language(/datum/language/slime, TRUE, TRUE, LANGUAGE_GLAND)
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/obj/item/organ/heart/gland/slime/Remove(mob/living/carbon/M, special = 0)
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..()
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owner.faction -= "slime"
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owner.remove_language(/datum/language/slime, TRUE, TRUE, LANGUAGE_GLAND)
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/obj/item/organ/heart/gland/slime/activate()
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to_chat(owner, "<span class='warning'>You feel nauseated!</span>")
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@@ -10,9 +10,9 @@
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/obj/item/organ/heart/gland/trauma/activate()
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to_chat(owner, "<span class='warning'>You feel a spike of pain in your head.</span>")
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if(prob(33))
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owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
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owner.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
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else
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if(prob(20))
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owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
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owner.gain_trauma_type(BRAIN_TRAUMA_SEVERE, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
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else
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owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_LOBOTOMY))
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owner.gain_trauma_type(BRAIN_TRAUMA_MILD, rand(TRAUMA_RESILIENCE_BASIC, TRAUMA_RESILIENCE_SURGERY))
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@@ -42,7 +42,7 @@
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/mob/living/simple_animal/hostile/blob/fire_act(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature)
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adjustFireLoss(CLAMP(0.01 * exposed_temperature, 1, 5))
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adjustFireLoss(clamp(0.01 * exposed_temperature, 1, 5))
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else
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adjustFireLoss(5)
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@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
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B.hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_core.obj_integrity)]</font></div>"
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/mob/camera/blob/proc/add_points(points)
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blob_points = CLAMP(blob_points + points, 0, max_blob_points)
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blob_points = clamp(blob_points + points, 0, max_blob_points)
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hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_points)]</font></div>"
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/mob/camera/blob/say(message, bubble_type, var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
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@@ -77,7 +77,7 @@
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/obj/structure/blob/CanAStarPass(ID, dir, caller)
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. = 0
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if(ismovableatom(caller))
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if(ismovable(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSBLOB)
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@@ -14,10 +14,10 @@
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set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
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var/notice_healing
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while(owner && !AmFinalDeath()) // owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) == src
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if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_DEATHCOMA)) // Deduct Blood
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if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_FAKEDEATH)) // Deduct Blood
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AddBloodVolume(passive_blood_drain) // -.1 currently
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if(HandleHealing(1)) // Heal
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if(notice_healing == FALSE && owner.current.blood_volume > 0)
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if(!notice_healing && owner.current.blood_volume > 0)
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to_chat(owner, "<span class='notice'>The power of your blood begins knitting your wounds...</span>")
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notice_healing = TRUE
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else if(notice_healing == TRUE)
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@@ -25,7 +25,7 @@
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HandleStarving() // Death
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HandleDeath() // Standard Update
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update_hud()// Daytime Sleep in Coffin
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if(SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker"))
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if(SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker"))
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if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
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Torpor_Begin()
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// Wait before next pass
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@@ -39,7 +39,7 @@
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
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owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, max_blood_volume)
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owner.current.blood_volume = clamp(owner.current.blood_volume + value, 0, max_blood_volume)
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update_hud()
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/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1)
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@@ -83,7 +83,7 @@
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// NOTE: Mult of 0 is just a TEST to see if we are injured and need to go into Torpor!
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//It is called from your coffin on close (by you only)
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var/actual_regen = regen_rate + additional_regen
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if(poweron_masquerade == TRUE || owner.current.AmStaked())
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if(poweron_masquerade|| owner.current.AmStaked())
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return FALSE
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if(owner.current.reagents.has_reagent(/datum/reagent/consumable/garlic))
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return FALSE
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@@ -101,8 +101,8 @@
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var/mob/living/carbon/C = owner.current
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var/costMult = 1 // Coffin makes it cheaper
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var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
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var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_FAKEDEATH)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
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if(amInCoffinWhileTorpor)
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// Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
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if(istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_FAKEDEATH)))
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mult *= 4 // Increase multiplier if we're sleeping in a coffin.
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fireheal = min(C.getFireLoss(), regen_rate) // NOTE: Burn damage ONLY heals in torpor.
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C.ExtinguishMob()
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@@ -112,7 +112,10 @@
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CheckVampOrgans() // Heart, Eyes
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if(check_limbs(costMult))
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return TRUE
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else if(owner.current.stat >= UNCONSCIOUS) //Faster regeneration and slight burn healing while unconcious
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mult *= 2
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fireheal = min(C.getFireLoss(), regen_rate * 0.2)
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// BRUTE: Always Heal
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var/bruteheal = min(C.getBruteLoss(), actual_regen)
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var/toxinheal = min(C.getToxLoss(), actual_regen)
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@@ -120,8 +123,6 @@
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if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
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if(mult == 0)
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return TRUE
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if(owner.current.stat >= UNCONSCIOUS) //Faster regeneration while unconcious, so you dont have to wait all day
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mult *= 2
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// We have damage. Let's heal (one time)
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C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.
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C.adjustFireLoss(-fireheal * mult, forced = TRUE)
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@@ -129,7 +130,7 @@
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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return TRUE // Healed! Done for this tick.
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/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
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@@ -137,7 +138,7 @@
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var/mob/living/carbon/C = owner.current
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var/list/missing = C.get_missing_limbs()
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if(missing.len && C.blood_volume < limb_regen_cost + 5)
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return FALSE
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return FALSE
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for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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AddBloodVolume(50)
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@@ -146,12 +147,6 @@
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to_chat(C, "<span class='notice'>Your flesh knits as it regrows your [L]!</span>")
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playsound(C, 'sound/magic/demon_consume.ogg', 50, TRUE)
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return TRUE
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/*for(var/obj/item/bodypart/BP in C.bodyparts)
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if(!istype(BP) && !BP.status == 2)
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return FALSE
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to_chat(C, "<span class='notice'>Your body expels the [BP]!</span>")
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BP.drop_limb()
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return TRUE */
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/datum/antagonist/bloodsucker/proc/CureDisabilities()
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var/mob/living/carbon/C = owner.current
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@@ -176,14 +171,14 @@
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// EMPTY: Frenzy!
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// BLOOD_VOLUME_GOOD: [336] Pale (handled in bloodsucker_integration.dm
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// BLOOD_VOLUME_BAD: [224] Jitter
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if(owner.current.blood_volume < BLOOD_VOLUME_BAD && !prob(0.5))
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if(owner.current.blood_volume < BLOOD_VOLUME_BAD && !prob(0.5 && HAS_TRAIT(owner, TRAIT_FAKEDEATH)) && !poweron_masquerade)
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owner.current.Jitter(3)
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// BLOOD_VOLUME_SURVIVE: [122] Blur Vision
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if(owner.current.blood_volume < BLOOD_VOLUME_BAD / 2)
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owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
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// Nutrition
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owner.current.nutrition = clamp(owner.current.blood_volume, 545, 0) //The amount of blood is how full we are.
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//A bit higher regeneration based on blood volume
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//A bit higher regeneration based on blood volume
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if(owner.current.blood_volume < 700)
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additional_regen = 0.4
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else if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
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@@ -230,16 +225,16 @@
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Torpor_Begin()
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to_chat(owner, "<span class='danger'>Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.</span>")
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sleep(30) //To avoid spam
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if(poweron_masquerade == TRUE)
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if(poweron_masquerade)
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to_chat(owner, "<span class='warning'>Your wounds will not heal until you disable the <span class='boldnotice'>Masquerade</span> power.</span>")
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// End Torpor:
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else // No damage, OR toxin healed AND brute healed and NOT in coffin (since you cannot heal burn)
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if(total_damage <= 0 || total_toxloss <= 0 && total_brute <= 0 && !istype(owner.current.loc, /obj/structure/closet/crate/coffin))
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// Not Daytime, Not in Torpor
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if(!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker"))
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// Not Daytime, Not in Torpor, enough health to not die the moment you end torpor
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if(!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker") && total_damage < owner.current.getMaxHealth())
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Torpor_End()
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// Fake Unconscious
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if(poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT)
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if(poweron_masquerade && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT)
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owner.current.Unconscious(20, 1)
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/datum/antagonist/bloodsucker/proc/Torpor_Begin(amInCoffin = FALSE)
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@@ -249,6 +244,7 @@
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ADD_TRAIT(owner.current, TRAIT_NODEATH, "bloodsucker") // Without this, you'll just keep dying while you recover.
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ADD_TRAIT(owner.current, TRAIT_RESISTHIGHPRESSURE, "bloodsucker") // So you can heal in space. Otherwise you just...heal forever.
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ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, "bloodsucker")
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owner.current.Jitter(0)
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// Visuals
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owner.current.update_sight()
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owner.current.reload_fullscreen()
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@@ -256,6 +252,9 @@
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for(var/datum/action/bloodsucker/power in powers)
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if(power.active && !power.can_use_in_torpor)
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power.DeactivatePower()
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if(owner.current.suiciding)
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owner.current.suiciding = FALSE //Youll die but not for long.
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to_chat(owner.current, "<span class='warning'>Your body keeps you going, even as you try to end yourself.</span>")
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/datum/antagonist/bloodsucker/proc/Torpor_End()
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owner.current.stat = SOFT_CRIT
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@@ -369,8 +368,8 @@
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//Puke blood only if puke_blood is true, and loose some blood, else just puke normally.
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if(puke_blood)
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C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, FALSE, 0)
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C.Stun(30)
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//C.Dizzy(50)
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@@ -87,7 +87,7 @@
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// Heads?
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if (target_role == "HEAD")
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target_amount = rand(1, round(SSticker.mode.num_players() / 20))
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target_amount = CLAMP(target_amount,1,3)
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target_amount = clamp(target_amount,1,3)
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// Department?
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else
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switch(target_role)
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@@ -100,7 +100,7 @@
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if("Quartermaster")
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department_string = "Cargo"
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target_amount = rand(round(SSticker.mode.num_players() / 20), round(SSticker.mode.num_players() / 10))
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target_amount = CLAMP(target_amount, 2, 4)
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target_amount = clamp(target_amount, 2, 4)
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..()
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// EXPLANATION
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@@ -45,15 +45,15 @@
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// (FINAL LIL WARNING)
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while(time_til_cycle > 5)
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sleep(10)
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if (cancel_me)
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if(cancel_me)
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return
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//sleep(TIME_BLOODSUCKER_DAY_FINAL_WARN - 50)
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warn_daylight(3,"<span class = 'userdanger'>Seek cover, for Sol rises!</span>")
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// Part 3: Night Ending
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while (time_til_cycle > 0)
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while(time_til_cycle > 0)
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sleep(10)
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if (cancel_me)
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if(cancel_me)
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return
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//sleep(50)
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warn_daylight(4,"<span class = 'userdanger'>Solar flares bombard the station with deadly UV light!</span><br><span class = ''>Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!</span>",\
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@@ -69,11 +69,11 @@
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while(time_til_cycle > 0)
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punish_vamps()
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sleep(TIME_BLOODSUCKER_BURN_INTERVAL)
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if (cancel_me)
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if(cancel_me)
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return
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//daylight_time -= TIME_BLOODSUCKER_BURN_INTERVAL
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// Issue Level Up!
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if(!issued_XP && time_til_cycle <= 15)
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if(!issued_XP && time_til_cycle <= 5)
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issued_XP = TRUE
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vamps_rank_up()
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@@ -20,7 +20,7 @@
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var/poweron_feed = FALSE // Am I feeding?
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var/poweron_masquerade = FALSE
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// STATS
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var/bloodsucker_level
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var/bloodsucker_level
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var/bloodsucker_level_unspent = 1
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var/regen_rate = 0.3 // How fast do I regenerate?
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var/additional_regen // How much additional blood regen we gain from bonuses such as high blood.
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@@ -209,7 +209,7 @@
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// Physiology
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CheckVampOrgans() // Heart, Eyes
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// Language
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owner.current.grant_language(/datum/language/vampiric)
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owner.current.grant_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
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owner.hasSoul = FALSE // If false, renders the character unable to sell their soul.
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owner.isholy = FALSE // is this person a chaplain or admin role allowed to use bibles
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// Disabilities
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||||
@@ -227,7 +227,7 @@
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// Traits
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for(var/T in defaultTraits)
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REMOVE_TRAIT(owner.current, T, BLOODSUCKER_TRAIT)
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if(had_toxlover == TRUE)
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||||
if(had_toxlover)
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ADD_TRAIT(owner.current, TRAIT_TOXINLOVER, SPECIES_TRAIT)
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||||
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// Traits: Species
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||||
@@ -246,7 +246,7 @@
|
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// Update Health
|
||||
owner.current.setMaxHealth(100)
|
||||
// Language
|
||||
owner.current.remove_language(/datum/language/vampiric)
|
||||
owner.current.remove_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_BLOODSUCKER)
|
||||
// Soul
|
||||
if (owner.soulOwner == owner) // Return soul, if *I* own it.
|
||||
owner.hasSoul = TRUE
|
||||
@@ -649,10 +649,10 @@
|
||||
return TRUE
|
||||
// Check 3) If I am a BLOODSUCKER, then are they my Vassal?
|
||||
if (mob_B && atom_V && (atom_V in mob_B.vassals))
|
||||
return TRUE
|
||||
return TRUE
|
||||
// Check 4) If we are both VASSAL, then do we have the same master?
|
||||
if (atom_V && mob_V && atom_V.master == mob_V.master)
|
||||
return TRUE
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
|
||||
@@ -710,7 +710,7 @@
|
||||
invisibility = INVISIBILITY_ABSTRACT
|
||||
|
||||
/obj/screen/bloodsucker/proc/update_counter(value, valuecolor)
|
||||
invisibility = 0
|
||||
invisibility = 0
|
||||
|
||||
/obj/screen/bloodsucker/blood_counter
|
||||
icon = 'icons/mob/actions/bloodsucker.dmi'
|
||||
@@ -758,7 +758,7 @@
|
||||
|
||||
/obj/screen/bloodsucker/sunlight_counter/update_counter(value, valuecolor)
|
||||
..()
|
||||
maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
|
||||
maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
|
||||
|
||||
/datum/antagonist/bloodsucker/proc/count_vassals(datum/mind/master)
|
||||
var/datum/antagonist/bloodsucker/B = master.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
objectives += vassal_objective
|
||||
objectives_given += vassal_objective
|
||||
give_thrall_eyes()
|
||||
owner.current.grant_language(/datum/language/vampiric)
|
||||
owner.current.grant_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_VASSAL)
|
||||
// Add Antag HUD
|
||||
update_vassal_icons_added(owner.current, "vassal")
|
||||
. = ..()
|
||||
@@ -81,7 +81,7 @@
|
||||
qdel(O)
|
||||
objectives_given = list()
|
||||
remove_thrall_eyes()
|
||||
owner.current.remove_language(/datum/language/vampiric)
|
||||
owner.current.remove_language(/datum/language/vampiric, TRUE, TRUE, LANGUAGE_VASSAL)
|
||||
// Clear Antag HUD
|
||||
update_vassal_icons_removed(owner.current)
|
||||
|
||||
|
||||
@@ -63,7 +63,7 @@
|
||||
// Find Animals in Area
|
||||
/* if(rand(0,2) == 0)
|
||||
var/mobCount = 0
|
||||
var/mobMax = CLAMP(area_turfs.len / 25, 1, 4)
|
||||
var/mobMax = clamp(area_turfs.len / 25, 1, 4)
|
||||
for (var/turf/T in area_turfs)
|
||||
if(!T) continue
|
||||
var/mob/living/simple_animal/SA = locate() in T
|
||||
|
||||
@@ -18,14 +18,11 @@
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
|
||||
// must have nobody around to see the cloak
|
||||
var/watchers = viewers(9,get_turf(owner))
|
||||
for(var/mob/living/M in watchers)
|
||||
for(var/mob/living/M in viewers(9, owner))
|
||||
if(M != owner)
|
||||
to_chat(owner, "<span class='warning'>You may only vanish into the shadows unseen.</span>")
|
||||
return FALSE
|
||||
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/cloak/ActivatePower()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/fortitude
|
||||
name = "Fortitude"//"Cellular Emporium"
|
||||
name = "Fortitude"
|
||||
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
|
||||
button_icon_state = "power_fortitude"
|
||||
bloodcost = 30
|
||||
@@ -11,28 +11,27 @@
|
||||
bloodsucker_can_buy = TRUE
|
||||
amToggle = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
var/was_running
|
||||
|
||||
var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
|
||||
var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
|
||||
|
||||
/datum/action/bloodsucker/fortitude/ActivatePower()
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/mob/living/user = owner
|
||||
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
|
||||
// Traits & Effects
|
||||
ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
this_resist = max(0.3, 0.7 - level_current * 0.1)
|
||||
H.physiology.brute_mod *= this_resist//0.5
|
||||
H.physiology.burn_mod *= this_resist//0.5
|
||||
// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
|
||||
var/was_running = (user.m_intent == MOVE_INTENT_RUN)
|
||||
fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
|
||||
H.physiology.brute_mod *= fortitude_resist
|
||||
H.physiology.burn_mod *= fortitude_resist
|
||||
was_running = (user.m_intent == MOVE_INTENT_RUN)
|
||||
if(was_running)
|
||||
user.toggle_move_intent()
|
||||
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
|
||||
while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
|
||||
if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
|
||||
var/obj/vehicle/V = user.buckled
|
||||
var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
|
||||
@@ -44,20 +43,21 @@
|
||||
to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
|
||||
// Pay Blood Toll (if awake)
|
||||
if(user.stat == CONSCIOUS)
|
||||
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
|
||||
B.AddBloodVolume(-0.5)
|
||||
sleep(20) // Check every few ticks that we haven't disabled this power
|
||||
// Return to Running (if you were before)
|
||||
if(was_running && user.m_intent != MOVE_INTENT_RUN)
|
||||
user.toggle_move_intent()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..()
|
||||
// Restore Traits & Effects
|
||||
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.physiology.brute_mod /= this_resist//0.5
|
||||
H.physiology.burn_mod /= this_resist//0.5
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.physiology.brute_mod /= fortitude_resist
|
||||
H.physiology.burn_mod /= fortitude_resist
|
||||
if(was_running && user.m_intent == MOVE_INTENT_WALK)
|
||||
user.toggle_move_intent()
|
||||
|
||||
|
||||
@@ -1,88 +1,46 @@
|
||||
// Level 1: Grapple level 2
|
||||
// Level 2: Grapple 3 from Behind
|
||||
// Level 3: Grapple 3 from Shadows
|
||||
/datum/action/bloodsucker/targeted/lunge
|
||||
|
||||
|
||||
/datum/action/bloodsucker/lunge
|
||||
name = "Predatory Lunge"
|
||||
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
|
||||
desc = "Prepare the strenght to grapple your prey."
|
||||
button_icon_state = "power_lunge"
|
||||
bloodcost = 10
|
||||
cooldown = 120
|
||||
target_range = 3
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = "Whom will you ensnare within your grasp?"
|
||||
must_be_capacitated = TRUE
|
||||
cooldown = 30
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
amToggle = TRUE
|
||||
var/leap_skill_mod = 5
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
|
||||
if(!..(display_error))// DEFAULT CHECKS
|
||||
return FALSE
|
||||
// Being Grabbed
|
||||
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
|
||||
return FALSE
|
||||
if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
/datum/action/bloodsucker/lunge/New()
|
||||
. = ..()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
|
||||
return iscarbon(A)
|
||||
/datum/action/bloodsucker/lunge/Destroy()
|
||||
. = ..()
|
||||
UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
|
||||
// Check: Self
|
||||
if(target == owner)
|
||||
return FALSE
|
||||
// Check: Range
|
||||
//if (!(target in view(target_range, get_turf(owner))))
|
||||
// if (display_error)
|
||||
// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
|
||||
// return FALSE
|
||||
// DEFAULT CHECKS (Distance)
|
||||
if(!..())
|
||||
return FALSE
|
||||
// Check: Turf
|
||||
var/mob/living/L = A
|
||||
if(!isturf(L.loc))
|
||||
return FALSE
|
||||
return TRUE
|
||||
/datum/action/bloodsucker/lunge/ActivatePower()
|
||||
var/mob/living/carbon/user = owner
|
||||
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/datum/component/tackler/T = user.LoadComponent(/datum/component/tackler)
|
||||
T.stamina_cost = 50
|
||||
T.base_knockdown = 3 SECONDS
|
||||
T.range = 4
|
||||
T.speed = 0.8
|
||||
T.skill_mod = 5 //Monstrous tackling
|
||||
T.min_distance = 2
|
||||
active = TRUE
|
||||
user.toggle_throw_mode()
|
||||
RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DelayedDeactivatePower)
|
||||
while(B && ContinueActive(user))
|
||||
B.AddBloodVolume(-0.1)
|
||||
sleep(5)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/FireTargetedPower(atom/A)
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
|
||||
var/mob/living/carbon/target = A
|
||||
var/turf/T = get_turf(target)
|
||||
var/mob/living/L = owner
|
||||
// Clear Vars
|
||||
owner.pulling = null
|
||||
// Will we Knock them Down?
|
||||
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
|
||||
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
|
||||
// Step One: Heatseek toward Target's Turf
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
|
||||
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
|
||||
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
|
||||
if(do_mob(owner, owner, 7, TRUE, TRUE))
|
||||
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
|
||||
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
|
||||
var/send_dir = get_dir(owner, T)
|
||||
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
|
||||
owner.spin(10)
|
||||
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
|
||||
for(var/i in 1 to 6)
|
||||
if (target.Adjacent(owner))
|
||||
// LEVEL 2: If behind target, mute or unconscious!
|
||||
if(do_knockdown) // && level_current >= 1)
|
||||
target.Knockdown(15 + 10 * level_current,1)
|
||||
target.adjustStaminaLoss(40 + 10 * level_current)
|
||||
// Cancel Walk (we were close enough to contact them)
|
||||
walk(owner, 0)
|
||||
target.Stun(10,1) //Without this the victim can just walk away
|
||||
target.grabbedby(owner) // Taken from mutations.dm under changelings
|
||||
target.grippedby(owner, instant = TRUE) //instant aggro grab
|
||||
break
|
||||
sleep(3)
|
||||
//Without this, the leap component would get removed too early, causing the normal crash into effects.
|
||||
/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
|
||||
addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
user.update_mobility()
|
||||
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
|
||||
. = ..()
|
||||
qdel(user.GetComponent(/datum/component/tackler))
|
||||
UnregisterSignal(user, COMSIG_CARBON_TACKLED)
|
||||
|
||||
@@ -52,6 +52,7 @@
|
||||
REMOVE_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker")
|
||||
REMOVE_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker")
|
||||
REMOVE_TRAIT(user, TRAIT_VIRUSIMMUNE, "bloodsucker")
|
||||
REMOVE_TRAIT(user, TRAIT_NOBREATH, "bloodsucker")
|
||||
var/obj/item/organ/heart/vampheart/H = user.getorganslot(ORGAN_SLOT_HEART)
|
||||
var/obj/item/organ/eyes/vassal/bloodsucker/E = user.getorganslot(ORGAN_SLOT_EYES)
|
||||
E.flash_protect = 0
|
||||
@@ -93,6 +94,7 @@
|
||||
ADD_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker")
|
||||
ADD_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker")
|
||||
ADD_TRAIT(user, TRAIT_VIRUSIMMUNE, "bloodsucker")
|
||||
ADD_TRAIT(user, TRAIT_NOBREATH, "bloodsucker")
|
||||
|
||||
// HEART
|
||||
var/obj/item/organ/heart/H = user.getorganslot(ORGAN_SLOT_HEART)
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
|
||||
// Can't target my tile
|
||||
if (A == get_turf(owner) || get_turf(A) == get_turf(owner))
|
||||
if(A == get_turf(owner) || get_turf(A) == get_turf(owner))
|
||||
return FALSE
|
||||
|
||||
return TRUE // All we care about is destination. Anything you click is fine.
|
||||
@@ -43,13 +43,13 @@
|
||||
// Are either tiles WALLS?
|
||||
var/turf/from_turf = get_turf(owner)
|
||||
var/this_dir // = get_dir(from_turf, target_turf)
|
||||
for (var/i=1 to 2)
|
||||
for(var/i=1 to 2)
|
||||
// Keep Prev Direction if we've reached final turf
|
||||
if (from_turf != final_turf)
|
||||
if(from_turf != final_turf)
|
||||
this_dir = get_dir(from_turf, final_turf) // Recalculate dir so we don't overshoot on a diagonal.
|
||||
from_turf = get_step(from_turf, this_dir)
|
||||
// ERROR! Wall!
|
||||
if (iswallturf(from_turf))
|
||||
if(iswallturf(from_turf))
|
||||
if (display_error)
|
||||
var/wallwarning = (i == 1) ? "in the way" : "at your destination"
|
||||
to_chat(owner, "<span class='warning'>There is a solid wall [wallwarning].</span>")
|
||||
@@ -84,7 +84,7 @@
|
||||
user.next_move = world.time + mist_delay
|
||||
user.Stun(mist_delay, ignore_canstun = TRUE)
|
||||
user.notransform = TRUE
|
||||
user.density = 0
|
||||
user.density = FALSE
|
||||
var/invis_was = user.invisibility
|
||||
user.invisibility = INVISIBILITY_MAXIMUM
|
||||
|
||||
@@ -94,7 +94,7 @@
|
||||
sleep(mist_delay / 2)
|
||||
|
||||
// Move & Freeze
|
||||
if (isturf(target_turf))
|
||||
if(isturf(target_turf))
|
||||
do_teleport(owner, target_turf, no_effects=TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
|
||||
user.next_move = world.time + mist_delay / 2
|
||||
user.Stun(mist_delay / 2, ignore_canstun = TRUE)
|
||||
|
||||
@@ -93,7 +93,7 @@
|
||||
H.socks = random_socks(H.gender)
|
||||
//H.eye_color = random_eye_color()
|
||||
REMOVE_TRAIT(H, TRAIT_DISFIGURED, null) //
|
||||
H.dna.features = random_features(H.dna.species?.id)
|
||||
H.dna.features = random_features(H.dna.species?.id, H.gender)
|
||||
|
||||
// Apply Appearance
|
||||
H.update_body(TRUE) // Outfit and underwear, also body and privates.
|
||||
|
||||
@@ -111,7 +111,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
win = FALSE
|
||||
|
||||
@@ -78,6 +78,7 @@
|
||||
create_initial_profile()
|
||||
if(give_objectives)
|
||||
forge_objectives()
|
||||
owner.current.grant_all_languages(FALSE, FALSE, TRUE) //Grants omnitongue. We are able to transform our body after all.
|
||||
remove_clownmut()
|
||||
. = ..()
|
||||
|
||||
@@ -430,7 +431,7 @@
|
||||
objectives += destroy_objective
|
||||
else
|
||||
if(prob(70))
|
||||
var/datum/objective/assassinate/kill_objective = new
|
||||
var/datum/objective/assassinate/once/kill_objective = new
|
||||
kill_objective.owner = owner
|
||||
if(team_mode) //No backstabbing while in a team
|
||||
kill_objective.find_target_by_role(role = ROLE_CHANGELING, role_type = 1, invert = 1)
|
||||
@@ -563,7 +564,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
changelingwin = FALSE
|
||||
|
||||
@@ -61,10 +61,10 @@
|
||||
if(user.nutrition < NUTRITION_LEVEL_WELL_FED)
|
||||
user.nutrition = min((user.nutrition + target.nutrition), NUTRITION_LEVEL_WELL_FED)
|
||||
|
||||
if(target.mind)//if the victim has got a mind
|
||||
// Absorb a lizard, speak Draconic.
|
||||
user.copy_known_languages_from(target)
|
||||
// Absorb a lizard, speak Draconic.
|
||||
user.copy_languages(target, LANGUAGE_ABSORB)
|
||||
|
||||
if(target.mind && user.mind)//if the victim and user have minds
|
||||
target.mind.show_memory(user, 0) //I can read your mind, kekeke. Output all their notes.
|
||||
|
||||
//Some of target's recent speech, so the changeling can attempt to imitate them better.
|
||||
|
||||
@@ -13,5 +13,5 @@
|
||||
|
||||
//Recover from stuns.
|
||||
/obj/effect/proc_holder/changeling/adrenaline/sting_action(mob/living/user)
|
||||
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/mannitol = 10, /datum/reagent/medicine/regen_jelly = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
|
||||
return TRUE
|
||||
user.do_adrenaline(0, FALSE, 70, 0, TRUE, list(/datum/reagent/medicine/epinephrine = 3, /datum/reagent/drug/methamphetamine/changeling = 10, /datum/reagent/medicine/changelingadrenaline = 5), "<span class='notice'>Energy rushes through us.</span>", 0, 0.75, 0)
|
||||
return TRUE
|
||||
|
||||
@@ -27,12 +27,12 @@
|
||||
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
|
||||
if(E)
|
||||
if(!active)
|
||||
E.sight_flags |= SEE_MOBS | SEE_OBJS | SEE_TURFS //Add sight flags to the user's eyes
|
||||
ADD_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
|
||||
E.flash_protect = -1 //Adjust the user's eyes' flash protection
|
||||
to_chat(user, "We adjust our eyes to sense prey through walls.")
|
||||
active = TRUE //Defined in code/modules/spells/spell.dm
|
||||
else
|
||||
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS //Remove sight flags from the user's eyes
|
||||
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
|
||||
E.flash_protect = 2 //Adjust the user's eyes' flash protection
|
||||
to_chat(user, "We adjust our eyes to protect them from bright lights.")
|
||||
active = FALSE
|
||||
@@ -47,10 +47,8 @@
|
||||
|
||||
/obj/effect/proc_holder/changeling/augmented_eyesight/on_refund(mob/user) //Get rid of X-ray vision and flash protection when the user refunds this ability
|
||||
action.Remove(user)
|
||||
REMOVE_TRAIT(user, TRAIT_THERMAL_VISION, CHANGELING_TRAIT)
|
||||
var/obj/item/organ/eyes/E = user.getorganslot(ORGAN_SLOT_EYES)
|
||||
if(E)
|
||||
if (active)
|
||||
E.sight_flags ^= SEE_MOBS | SEE_OBJS | SEE_TURFS
|
||||
else
|
||||
E.flash_protect = 0
|
||||
user.update_sight()
|
||||
E.flash_protect = initial(E.flash_protect)
|
||||
user.update_sight()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "Biodegrade"
|
||||
desc = "Dissolves restraints or other objects preventing free movement."
|
||||
helptext = "This is obvious to nearby people, and can destroy standard restraints and closets. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
|
||||
chemical_cost = 30 //High cost to prevent spam
|
||||
chemical_cost = 15 //High cost to prevent spam
|
||||
loudness = 1
|
||||
dna_cost = 2
|
||||
req_human = 1
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
desc = "Our skin pigmentation rapidly changes to suit our current environment."
|
||||
helptext = "Allows us to become invisible after a few seconds of standing still. Can be toggled on and off."
|
||||
dna_cost = 2
|
||||
chemical_cost = 25
|
||||
req_human = 1
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
action_icon_state = "ling_camouflage"
|
||||
@@ -23,4 +22,4 @@
|
||||
action.Remove(user)
|
||||
if(user.has_dna())
|
||||
var/mob/living/carbon/C = user
|
||||
C.dna.remove_mutation(CHAMELEON)
|
||||
C.dna.remove_mutation(CHAMELEON)
|
||||
|
||||
@@ -1,8 +1,9 @@
|
||||
/obj/effect/proc_holder/changeling/fleshmend
|
||||
name = "Fleshmend"
|
||||
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious."
|
||||
desc = "Our flesh rapidly regenerates, healing our burns, bruises, and shortness of breath. Functions while unconscious. This ability is loud, and might cause our blood to react violently to heat."
|
||||
helptext = "If we are on fire, the healing effect will not function. Does not regrow limbs or restore lost blood."
|
||||
chemical_cost = 20
|
||||
loudness = 2
|
||||
dna_cost = 2
|
||||
req_stat = UNCONSCIOUS
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
|
||||
changeling.purchasedpowers -= src
|
||||
|
||||
var/newmob = user.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS)
|
||||
var/newmob = user.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_KEEPSE)
|
||||
|
||||
changeling_transform(newmob, chosen_prof)
|
||||
return TRUE
|
||||
|
||||
@@ -137,7 +137,7 @@
|
||||
name = "Arm Blade"
|
||||
desc = "We reform one of our arms into a deadly blade."
|
||||
helptext = "We may retract our armblade in the same manner as we form it. Cannot be used while in lesser form. This ability is loud, and might cause our blood to react violently to heat."
|
||||
chemical_cost = 20
|
||||
chemical_cost = 10
|
||||
dna_cost = 2
|
||||
loudness = 2
|
||||
req_human = 1
|
||||
@@ -410,7 +410,7 @@
|
||||
desc = "We reform one of our arms into a hard shield."
|
||||
helptext = "Organic tissue cannot resist damage forever; the shield will break after it is hit too much. The more genomes we absorb, the stronger it is. Cannot be used while in lesser form. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
|
||||
chemical_cost = 20
|
||||
dna_cost = 1
|
||||
dna_cost = 2
|
||||
loudness = 1
|
||||
req_human = 1
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
@@ -522,12 +522,12 @@
|
||||
/obj/effect/proc_holder/changeling/suit/armor
|
||||
name = "Chitinous Armor"
|
||||
desc = "We turn our skin into tough chitin to protect us from damage."
|
||||
helptext = "Upkeep of the armor requires a low expenditure of chemicals. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
|
||||
helptext = "Upkeep of the armor requires a constant expenditure of chemicals, resulting in a reduced chemical generation. The armor is strong against brute force, but does not provide much protection from lasers. Cannot be used in lesser form. This ability is loud, and might cause our blood to react violently to heat."
|
||||
chemical_cost = 20
|
||||
dna_cost = 1
|
||||
loudness = 2
|
||||
req_human = 1
|
||||
recharge_slowdown = 0.25
|
||||
recharge_slowdown = 0.5
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
action_icon_state = "ling_armor"
|
||||
action_background_icon_state = "bg_ling"
|
||||
@@ -543,7 +543,7 @@
|
||||
icon_state = "lingarmor"
|
||||
item_flags = DROPDEL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
|
||||
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = 0
|
||||
heat_protection = 0
|
||||
@@ -559,7 +559,7 @@
|
||||
desc = "A tough, hard covering of black chitin with transparent chitin in front."
|
||||
icon_state = "lingarmorhelmet"
|
||||
item_flags = DROPDEL
|
||||
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
|
||||
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
|
||||
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
|
||||
|
||||
/obj/item/clothing/head/helmet/changeling/Initialize()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "Our lungs and vocal cords shift, allowing us to briefly emit a noise that deafens and confuses the weak-minded."
|
||||
helptext = "Emits a high-frequency sound that confuses and deafens humans, blows out nearby lights and overloads cyborg sensors. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
|
||||
chemical_cost = 20
|
||||
dna_cost = 1
|
||||
dna_cost = 2
|
||||
loudness = 1
|
||||
req_human = 1
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
@@ -37,7 +37,7 @@
|
||||
desc = "We shift our vocal cords to release a high-frequency sound that overloads nearby electronics."
|
||||
helptext = "Emits a high-frequency sound that overloads nearby electronics. This ability is somewhat loud, and carries a small risk of our blood gaining violent sensitivity to heat."
|
||||
chemical_cost = 20
|
||||
dna_cost = 1
|
||||
dna_cost = 2
|
||||
loudness = 1
|
||||
action_icon = 'icons/mob/actions/actions_changeling.dmi'
|
||||
action_icon_state = "ling_dissonant"
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
name = "Strained Muscles"
|
||||
desc = "We evolve the ability to reduce the acid buildup in our muscles, allowing us to move much faster."
|
||||
helptext = "The strain will make us tired, and we will rapidly become fatigued. Standard weight restrictions, like hardsuits, still apply. Cannot be used in lesser form."
|
||||
chemical_cost = 15
|
||||
dna_cost = 1
|
||||
req_human = 1
|
||||
var/stacks = 0 //Increments every 5 seconds; damage increases over time
|
||||
@@ -15,16 +14,13 @@
|
||||
action_background_icon_state = "bg_ling"
|
||||
|
||||
/obj/effect/proc_holder/changeling/strained_muscles/sting_action(mob/living/carbon/user)
|
||||
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
|
||||
active = !active
|
||||
if(active)
|
||||
to_chat(user, "<span class='notice'>Our muscles tense and strengthen.</span>")
|
||||
changeling.chem_recharge_slowdown += 0.5
|
||||
else
|
||||
user.remove_movespeed_modifier(MOVESPEED_ID_CHANGELING_MUSCLES)
|
||||
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
|
||||
to_chat(user, "<span class='notice'>Our muscles relax.</span>")
|
||||
changeling.chem_recharge_slowdown -= 0.5
|
||||
if(stacks >= 20)
|
||||
if(stacks >= 10)
|
||||
to_chat(user, "<span class='danger'>We collapse in exhaustion.</span>")
|
||||
user.DefaultCombatKnockdown(60)
|
||||
user.emote("gasp")
|
||||
@@ -34,26 +30,24 @@
|
||||
return TRUE
|
||||
|
||||
/obj/effect/proc_holder/changeling/strained_muscles/proc/muscle_loop(mob/living/carbon/user)
|
||||
var/datum/antagonist/changeling/changeling = user.mind.has_antag_datum(/datum/antagonist/changeling)
|
||||
while(active)
|
||||
user.add_movespeed_modifier(MOVESPEED_ID_CHANGELING_MUSCLES, update=TRUE, priority=100, multiplicative_slowdown=-1, blacklisted_movetypes=(FLYING|FLOATING))
|
||||
user.add_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
|
||||
if(user.stat != CONSCIOUS || user.staminaloss >= 90)
|
||||
active = !active
|
||||
to_chat(user, "<span class='notice'>Our muscles relax without the energy to strengthen them.</span>")
|
||||
user.DefaultCombatKnockdown(40)
|
||||
user.remove_movespeed_modifier(MOVESPEED_ID_CHANGELING_MUSCLES)
|
||||
changeling.chem_recharge_slowdown -= 0.5
|
||||
user.remove_movespeed_modifier(/datum/movespeed_modifier/strained_muscles)
|
||||
break
|
||||
|
||||
stacks++
|
||||
//user.take_bodypart_damage(stacks * 0.03, 0)
|
||||
user.adjustStaminaLoss(stacks*1.3) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
|
||||
user.adjustStaminaLoss(stacks*1.5) //At first the changeling may regenerate stamina fast enough to nullify fatigue, but it will stack
|
||||
|
||||
if(stacks == 10) //Warning message that the stacks are getting too high
|
||||
if(stacks == 5) //Warning message that the stacks are getting too high
|
||||
to_chat(user, "<span class='warning'>Our legs are really starting to hurt...</span>")
|
||||
|
||||
sleep(40)
|
||||
|
||||
while(!active && stacks) //Damage stacks decrease fairly rapidly while not in sanic mode
|
||||
while(!active && stacks) //Damage stacks decrease slowly while not in sanic mode
|
||||
stacks--
|
||||
sleep(20)
|
||||
sleep(100)
|
||||
|
||||
@@ -239,7 +239,7 @@
|
||||
if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
|
||||
extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
|
||||
break
|
||||
obj_integrity = CLAMP(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
|
||||
obj_integrity = clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
|
||||
adjust_clockwork_power(-repair_values["power_required"])
|
||||
playsound(src, 'sound/machines/click.ogg', 50, 1)
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
if(GLOB.ratvar_awakens)
|
||||
current_power = GLOB.clockwork_power = INFINITY
|
||||
else
|
||||
current_power = GLOB.clockwork_power = CLAMP(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
|
||||
current_power = GLOB.clockwork_power = clamp(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
|
||||
for(var/obj/effect/clockwork/sigil/transmission/T in GLOB.all_clockwork_objects)
|
||||
T.update_icon()
|
||||
var/unlock_message
|
||||
|
||||
@@ -211,7 +211,7 @@
|
||||
var/mob/living/carbon/C = L
|
||||
C.stuttering = max(8, C.stuttering)
|
||||
C.drowsyness = max(8, C.drowsyness)
|
||||
C.confused += CLAMP(16 - C.confused, 0, 8)
|
||||
C.confused += clamp(16 - C.confused, 0, 8)
|
||||
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
L.adjustFireLoss(15)
|
||||
..()
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
if(issilicon(L))
|
||||
L.DefaultCombatKnockdown(100)
|
||||
else if(iscultist(L))
|
||||
L.confused += CLAMP(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
|
||||
L.confused += clamp(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
|
||||
to_chat(L, "<span class ='userdanger'>[src] crashes into you with burning force, sending you reeling!</span>")
|
||||
L.adjust_fire_stacks(2)
|
||||
L.DefaultCombatKnockdown(1)
|
||||
|
||||
@@ -31,6 +31,7 @@
|
||||
laws = new /datum/ai_laws/ratvar()
|
||||
braintype = picked_name
|
||||
GLOB.all_clockwork_objects += src
|
||||
brainmob.add_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
|
||||
|
||||
/obj/item/mmi/posibrain/soul_vessel/Destroy()
|
||||
GLOB.all_clockwork_objects -= src
|
||||
|
||||
@@ -111,7 +111,7 @@
|
||||
var/mob/living/L = M.current
|
||||
if(ishuman(L) && L.stat != DEAD)
|
||||
human_servants++
|
||||
construct_limit = round(CLAMP((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
|
||||
construct_limit = round(clamp((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
|
||||
|
||||
//Summon Neovgre: Summon a very powerful combat mech that explodes when destroyed for massive damage.
|
||||
/datum/clockwork_scripture/create_object/summon_arbiter
|
||||
|
||||
@@ -63,4 +63,4 @@
|
||||
break
|
||||
if(!M)
|
||||
M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR, src)
|
||||
M.severity = CLAMP(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
|
||||
M.severity = clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
|
||||
|
||||
@@ -91,7 +91,7 @@
|
||||
current = mob_override
|
||||
GLOB.all_clockwork_mobs += current
|
||||
current.faction |= "ratvar"
|
||||
current.grant_language(/datum/language/ratvar)
|
||||
current.grant_language(/datum/language/ratvar, TRUE, TRUE, LANGUAGE_CLOCKIE)
|
||||
current.update_action_buttons_icon() //because a few clockcult things are action buttons and we may be wearing/holding them for whatever reason, we need to update buttons
|
||||
if(issilicon(current))
|
||||
var/mob/living/silicon/S = current
|
||||
@@ -102,6 +102,7 @@
|
||||
R.module.rebuild_modules()
|
||||
else if(isAI(S))
|
||||
var/mob/living/silicon/ai/A = S
|
||||
A.add_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
|
||||
A.can_be_carded = FALSE
|
||||
A.requires_power = POWER_REQ_CLOCKCULT
|
||||
var/list/AI_frame = list(mutable_appearance('icons/mob/clockwork_mobs.dmi', "aiframe")) //make the AI's cool frame
|
||||
@@ -142,7 +143,7 @@
|
||||
current = mob_override
|
||||
GLOB.all_clockwork_mobs -= current
|
||||
current.faction -= "ratvar"
|
||||
current.remove_language(/datum/language/ratvar)
|
||||
current.remove_language(/datum/language/ratvar, TRUE, TRUE, LANGUAGE_CLOCKIE)
|
||||
current.clear_alert("clockinfo")
|
||||
for(var/datum/action/innate/clockwork_armaments/C in owner.current.actions) //Removes any bound clockwork armor
|
||||
qdel(C)
|
||||
@@ -152,6 +153,7 @@
|
||||
var/mob/living/silicon/S = current
|
||||
if(isAI(S))
|
||||
var/mob/living/silicon/ai/A = S
|
||||
A.remove_blocked_language(subtypesof(/datum/language) - /datum/language/ratvar, LANGUAGE_CLOCKIE)
|
||||
A.can_be_carded = initial(A.can_be_carded)
|
||||
A.requires_power = initial(A.requires_power)
|
||||
A.cut_overlays()
|
||||
|
||||
@@ -454,16 +454,16 @@
|
||||
S.emp_act(EMP_HEAVY)
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += CLAMP(12 - C.silent, 0, 6)
|
||||
C.stuttering += CLAMP(30 - C.stuttering, 0, 15)
|
||||
C.cultslurring += CLAMP(30 - C.cultslurring, 0, 15)
|
||||
C.silent += clamp(12 - C.silent, 0, 6)
|
||||
C.stuttering += clamp(30 - C.stuttering, 0, 15)
|
||||
C.cultslurring += clamp(30 - C.cultslurring, 0, 15)
|
||||
C.Jitter(15)
|
||||
else // cultstun no longer hardstuns + damages hostile cultists, instead debuffs them hard + deals some damage; debuffs for a bit longer since they don't add the clockie belligerent debuff
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = L
|
||||
C.stuttering = max(10, C.stuttering)
|
||||
C.drowsyness = max(10, C.drowsyness)
|
||||
C.confused += CLAMP(20 - C.confused, 0, 10)
|
||||
C.confused += clamp(20 - C.confused, 0, 10)
|
||||
L.adjustBruteLoss(15)
|
||||
to_chat(user, "<span class='cultitalic'>In an brilliant flash of red, [L] [iscultist(L) ? "writhes in pain" : "falls to the ground!"]</span>")
|
||||
uses--
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
if(mob_override)
|
||||
current = mob_override
|
||||
current.faction |= "cult"
|
||||
current.grant_language(/datum/language/narsie)
|
||||
current.grant_language(/datum/language/narsie, TRUE, TRUE, LANGUAGE_CULTIST)
|
||||
if(!cult_team?.cult_master)
|
||||
vote.Grant(current)
|
||||
communion.Grant(current)
|
||||
@@ -134,7 +134,7 @@
|
||||
if(mob_override)
|
||||
current = mob_override
|
||||
current.faction -= "cult"
|
||||
current.remove_language(/datum/language/narsie)
|
||||
current.remove_language(/datum/language/narsie, TRUE, TRUE, LANGUAGE_CULTIST)
|
||||
vote.Remove(current)
|
||||
communion.Remove(current)
|
||||
magic.Remove(current)
|
||||
@@ -441,7 +441,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
else
|
||||
|
||||
@@ -539,7 +539,7 @@
|
||||
if(SSshuttle.emergency.mode == SHUTTLE_CALL)
|
||||
var/cursetime = 1800
|
||||
var/timer = SSshuttle.emergency.timeLeft(1) + cursetime
|
||||
var/security_num = seclevel2num(get_security_level())
|
||||
var/security_num = SECLEVEL2NUM(NUM2SECLEVEL(GLOB.security_level))
|
||||
var/set_coefficient = 1
|
||||
switch(security_num)
|
||||
if(SEC_LEVEL_GREEN)
|
||||
@@ -731,7 +731,7 @@
|
||||
if(!L.anti_magic_check())
|
||||
if(is_servant_of_ratvar(L))
|
||||
to_chat(L, "<span class='cultlarge'>\"Kneel for me, scum\"</span>")
|
||||
L.confused += CLAMP(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
|
||||
L.confused += clamp(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
|
||||
L.DefaultCombatKnockdown(15)
|
||||
L.adjustBruteLoss(10)
|
||||
else
|
||||
|
||||
@@ -527,7 +527,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
|
||||
|
||||
/datum/antagonist/devil/apply_innate_effects(mob/living/mob_override)
|
||||
give_appropriate_spells()
|
||||
owner.current.grant_all_languages(TRUE)
|
||||
owner.current.grant_all_languages(TRUE, TRUE, TRUE, LANGUAGE_DEVIL)
|
||||
update_hud()
|
||||
.=..()
|
||||
|
||||
@@ -536,6 +536,7 @@ GLOBAL_LIST_INIT(devil_suffix, list(" the Red", " the Soulless", " the Master",
|
||||
var/obj/effect/proc_holder/spell/S = X
|
||||
if(is_type_in_typecache(S, devil_spells))
|
||||
owner.RemoveSpell(S)
|
||||
owner.current.remove_all_languages(LANGUAGE_DEVIL)
|
||||
.=..()
|
||||
|
||||
/datum/antagonist/devil/proc/printdevilinfo()
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
/mob/living/carbon/true_devil/Initialize()
|
||||
create_bodyparts() //initialize bodyparts
|
||||
create_internal_organs()
|
||||
grant_all_languages(omnitongue=TRUE)
|
||||
grant_all_languages()
|
||||
..()
|
||||
|
||||
/mob/living/carbon/true_devil/create_internal_organs()
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
result += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
win = FALSE
|
||||
|
||||
@@ -128,6 +128,9 @@ the new instance inside the host to be updated to the template's stats.
|
||||
link = FOLLOW_LINK(src, to_follow)
|
||||
else
|
||||
link = ""
|
||||
// Create map text prior to modifying message for goonchat
|
||||
if (client?.prefs.chat_on_map && (client.prefs.see_chat_non_mob || ismob(speaker)))
|
||||
create_chat_message(speaker, message_language, raw_message, spans, message_mode)
|
||||
// Recompose the message, because it's scrambled by default
|
||||
message = compose_message(speaker, message_language, raw_message, radio_freq, spans, message_mode, FALSE, source)
|
||||
to_chat(src, "[link] [message]")
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
STOP_PROCESSING(SSobj, core)
|
||||
update_icon()
|
||||
GLOB.poi_list |= src
|
||||
previous_level = get_security_level()
|
||||
previous_level = NUM2SECLEVEL(GLOB.security_level)
|
||||
|
||||
/obj/machinery/nuclearbomb/Destroy()
|
||||
safety = FALSE
|
||||
@@ -360,7 +360,7 @@
|
||||
if(NUKEUI_AWAIT_TIMER)
|
||||
var/number_value = text2num(numeric_input)
|
||||
if(number_value)
|
||||
timer_set = CLAMP(number_value, minimum_timer_set, maximum_timer_set)
|
||||
timer_set = clamp(number_value, minimum_timer_set, maximum_timer_set)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
set_safety()
|
||||
. = TRUE
|
||||
@@ -421,7 +421,7 @@
|
||||
return
|
||||
timing = !timing
|
||||
if(timing)
|
||||
previous_level = get_security_level()
|
||||
previous_level = NUM2SECLEVEL(GLOB.security_level)
|
||||
detonation_timer = world.time + (timer_set * 10)
|
||||
for(var/obj/item/pinpointer/nuke/syndicate/S in GLOB.pinpointer_list)
|
||||
S.switch_mode_to(TRACK_INFILTRATOR)
|
||||
|
||||
@@ -64,8 +64,8 @@
|
||||
|
||||
/mob/living/simple_animal/slaughter/phasein()
|
||||
. = ..()
|
||||
add_movespeed_modifier(MOVESPEED_ID_SLAUGHTER, update=TRUE, priority=100, multiplicative_slowdown=-1)
|
||||
addtimer(CALLBACK(src, .proc/remove_movespeed_modifier, MOVESPEED_ID_SLAUGHTER, TRUE), 6 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
|
||||
add_movespeed_modifier(/datum/movespeed_modifier/slaughter)
|
||||
addtimer(CALLBACK(src, .proc/remove_movespeed_modifier, /datum/movespeed_modifier/slaughter), 6 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
|
||||
|
||||
|
||||
//The loot from killing a slaughter demon - can be consumed to allow the user to blood crawl
|
||||
|
||||
@@ -27,6 +27,9 @@
|
||||
for(var/obj/effect/landmark/carpspawn/L in GLOB.landmarks_list)
|
||||
if(isturf(L.loc))
|
||||
spawn_locs += L.loc
|
||||
for(var/obj/effect/landmark/loneopspawn/L in GLOB.landmarks_list)
|
||||
if(isturf(L.loc))
|
||||
spawn_locs += L.loc
|
||||
|
||||
if(!spawn_locs)
|
||||
message_admins("No valid spawn locations found, aborting...")
|
||||
|
||||
@@ -65,5 +65,5 @@
|
||||
/datum/traitor_class/ai/finalize_traitor(datum/antagonist/traitor/T)
|
||||
T.add_law_zero()
|
||||
T.owner.current.playsound_local(get_turf(T.owner.current), 'sound/ambience/antag/malf.ogg', 100, FALSE, pressure_affected = FALSE)
|
||||
T.owner.current.grant_language(/datum/language/codespeak)
|
||||
T.owner.current.grant_language(/datum/language/codespeak, TRUE, TRUE, LANGUAGE_MALF)
|
||||
return FALSE
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
var/datum/traitor_class/class = GLOB.traitor_classes[C]
|
||||
var/weight = LOGISTIC_FUNCTION(1.5*class.weight,chaos_weight,class.chaos,0)
|
||||
weights[C] = weight * 1000
|
||||
var/choice = pickweightAllowZero(weights)
|
||||
var/choice = pickweight(weights, 0)
|
||||
if(!choice)
|
||||
choice = TRAITOR_HUMAN // it's an "easter egg"
|
||||
var/datum/traitor_class/actual_class = GLOB.traitor_classes[choice]
|
||||
@@ -239,7 +239,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
objectives_text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
traitorwin = FALSE
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
/obj/item/scrying/attack_self(mob/user)
|
||||
to_chat(user, "<span class='notice'>You can see...everything!</span>")
|
||||
visible_message("<span class='danger'>[user] stares into [src], their eyes glazing over.</span>")
|
||||
user.ghostize(1)
|
||||
user.ghostize(1, voluntary = TRUE)
|
||||
|
||||
/////////////////////////////////////////Necromantic Stone///////////////////
|
||||
|
||||
|
||||
@@ -233,7 +233,7 @@
|
||||
newstruct.cancel_camera()
|
||||
|
||||
|
||||
/obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/U, vic = 0)
|
||||
/obj/item/soulstone/proc/init_shade(mob/living/carbon/human/T, mob/user, vic = 0)
|
||||
new /obj/effect/decal/remains/human(T.loc) //Spawns a skeleton
|
||||
T.stop_sound_channel(CHANNEL_HEARTBEAT)
|
||||
T.invisibility = INVISIBILITY_ABSTRACT
|
||||
@@ -245,20 +245,23 @@
|
||||
S.name = "Shade of [T.real_name]"
|
||||
S.real_name = "Shade of [T.real_name]"
|
||||
T.transfer_ckey(S)
|
||||
S.language_holder = U.language_holder.copy(S)
|
||||
if(U)
|
||||
S.faction |= "[REF(U)]" //Add the master as a faction, allowing inter-mob cooperation
|
||||
if(U && iscultist(U))
|
||||
S.copy_languages(T, LANGUAGE_MIND)//Copies the old mobs languages into the new mob holder.
|
||||
S.copy_languages(user, LANGUAGE_MASTER)
|
||||
S.update_atom_languages()
|
||||
grant_all_languages(FALSE, FALSE, TRUE) //Grants omnitongue
|
||||
if(user)
|
||||
S.faction |= "[REF(user)]" //Add the master as a faction, allowing inter-mob cooperation
|
||||
if(user && iscultist(user))
|
||||
SSticker.mode.add_cultist(S.mind, 0)
|
||||
S.cancel_camera()
|
||||
name = "soulstone: Shade of [T.real_name]"
|
||||
icon_state = "soulstone2"
|
||||
if(U && (iswizard(U) || usability))
|
||||
to_chat(S, "Your soul has been captured! You are now bound to [U.real_name]'s will. Help [U.p_them()] succeed in [U.p_their()] goals at all costs.")
|
||||
else if(U && iscultist(U))
|
||||
if(user && (iswizard(user) || usability))
|
||||
to_chat(S, "Your soul has been captured! You are now bound to [user.real_name]'s will. Help [user.p_them()] succeed in [user.p_their()] goals at all costs.")
|
||||
else if(user && iscultist(user))
|
||||
to_chat(S, "Your soul has been captured! You are now bound to the cult's will. Help them succeed in their goals at all costs.")
|
||||
if(vic && U)
|
||||
to_chat(U, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from [T.p_their()] body and stored within the soul stone.")
|
||||
if(vic && user)
|
||||
to_chat(user, "<span class='info'><b>Capture successful!</b>:</span> [T.real_name]'s soul has been ripped from [T.p_their()] body and stored within the soul stone.")
|
||||
|
||||
|
||||
/obj/item/soulstone/proc/getCultGhost(mob/living/carbon/human/T, mob/U)
|
||||
|
||||
@@ -294,7 +294,7 @@
|
||||
name = "Staff of Change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself."
|
||||
item_path = /obj/item/gun/magic/staff/change
|
||||
dynamic_requirement = 60
|
||||
dynamic_requirement = 200
|
||||
|
||||
/datum/spellbook_entry/item/staffanimation
|
||||
name = "Staff of Animation"
|
||||
@@ -361,7 +361,7 @@
|
||||
desc = "A collection of wands that allow for a wide variety of utility. Wands have a limited number of charges, so be conservative in use. Comes in a handy belt."
|
||||
item_path = /obj/item/storage/belt/wands/full
|
||||
category = "Defensive"
|
||||
dynamic_requirement = 60
|
||||
dynamic_requirement = 200
|
||||
|
||||
/datum/spellbook_entry/item/armor
|
||||
name = "Mastercrafted Armor Set"
|
||||
@@ -386,7 +386,7 @@
|
||||
name = "Plasma Fist"
|
||||
desc = "A forbidden martial art designed on the surging power of plasma. Use it to harness the ancient power."
|
||||
item_path = /obj/item/book/granter/martial/plasma_fist
|
||||
cost = 3
|
||||
cost = 2
|
||||
|
||||
/datum/spellbook_entry/item/guardian
|
||||
name = "Guardian Deck"
|
||||
|
||||
@@ -269,7 +269,7 @@
|
||||
if(objective.completable)
|
||||
var/completion = objective.check_completion()
|
||||
if(completion >= 1)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</B></span>"
|
||||
else if(completion <= 0)
|
||||
parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
|
||||
wizardwin = FALSE
|
||||
|
||||
Reference in New Issue
Block a user