WIP
This commit is contained in:
@@ -67,6 +67,7 @@ GLOBAL_LIST_INIT(turfs_without_ground, typecacheof(list(
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#define iscatperson(A) (ishumanbasic(A) && istype(A.dna.species, /datum/species/human/felinid) )
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#define isdwarf(A) (is_species(A, /datum/species/dwarf))
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#define isdullahan(A) (is_species(A, /datum/species/dullahan))
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#define isvampire(A) (is_species(A,/datum/species/vampire))
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// Citadel specific species
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#define isipcperson(A) (is_species(A, /datum/species/ipc))
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@@ -1562,4 +1562,20 @@ GLOBAL_DATUM_INIT(dview_mob, /mob/dview, new)
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channels_to_use += channel
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if(channels_to_use.len)
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world.TgsChatBroadcast()
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world.TgsChatBroadcast()
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//Checks to see if either the victim has a garlic necklace or garlic in their blood
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/proc/sucking_checks(var/mob/living/carbon/target, check_neck, check_blood)
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//Byppass this if the target isnt carbon.
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if(!iscarbon)
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return TRUE
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if(check_neck)
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if(istype(target.get_item_by_slot(SLOT_NECK), /obj/item/clothing/neck/garlic_necklace))
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to_chat(owner, "<span class='notice'>[victim] is wearing a garlic clove around their neck! You cant drink from them while it is on them!</span>")
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return FALSE
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if(check_blood)
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if(target.reagents.has_reagent(/datum/reagent/consumable/garlic))
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to_chat(target, "<span class='warning'>[H] tries to bite you, but recoils in disgust!</span>")
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to_chat(owner, "<span class='warning'>[victim] reeks of garlic! you can't bring yourself to drain such tainted blood.</span>")
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return FALSE
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return TRUE
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@@ -91,28 +91,19 @@
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return ..()
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// Checking for ACTUALLY Dead Vamps
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/datum/game_mode/bloodsucker/are_special_antags_dead()
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// Bloodsucker not Final Dead
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for(var/datum/mind/bloodsucker in bloodsuckers)
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if(!bloodsucker.AmFinalDeath())
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return FALSE
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return TRUE
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// Init Sunlight (called from datum_bloodsucker.on_gain(), in case game mode isn't even Bloodsucker
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/datum/game_mode/proc/check_start_sunlight()
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// Already Sunlight (and not about to cancel)
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if (istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
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if(istype(bloodsucker_sunlight) && !bloodsucker_sunlight.cancel_me)
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return
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bloodsucker_sunlight = new ()
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// End Sun (last bloodsucker removed)
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/datum/game_mode/proc/check_cancel_sunlight()
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// No Sunlight
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if (!istype(bloodsucker_sunlight))
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if(!istype(bloodsucker_sunlight))
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return
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if (bloodsuckers.len <= 0)
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if(bloodsuckers.len <= 0)
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bloodsucker_sunlight.cancel_me = TRUE
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qdel(bloodsucker_sunlight)
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bloodsucker_sunlight = null
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@@ -158,14 +149,14 @@
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/datum/game_mode/proc/make_bloodsucker(datum/mind/bloodsucker, datum/mind/creator = null) // NOTE: This is a game_mode/proc, NOT a game_mode/bloodsucker/proc! We need to access this function despite the game mode.
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if (!can_make_bloodsucker(bloodsucker))
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if(!can_make_bloodsucker(bloodsucker))
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return FALSE
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// Create Datum: Fledgling
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var/datum/antagonist/bloodsucker/A
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// [FLEDGLING]
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if (creator)
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if(creator)
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A = new (bloodsucker)
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A.creator = creator
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bloodsucker.add_antag_datum(A)
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@@ -187,7 +178,7 @@
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/datum/game_mode/proc/clean_invalid_species(datum/mind/bloodsucker)
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// Only checking for Humans here
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if (!ishuman(bloodsucker.current) || !bloodsucker.current.client)
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if(!ishuman(bloodsucker.current) || !bloodsucker.current.client)
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return
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var/am_valid = TRUE
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var/mob/living/carbon/human/H = bloodsucker.current
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@@ -202,7 +193,7 @@
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// everyone will wonder why you're a human with Plasma clothes (jk they'll know you're antag)
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// Convert to HUMAN (along with ID and PDA)
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if (!am_valid)
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if(!am_valid)
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H.set_species(/datum/species/human)
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H.real_name = H.client.prefs.custom_names["human"]
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var/obj/item/card/id/ID = H.wear_id?.GetID()
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@@ -211,12 +202,13 @@
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ID.update_label()
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/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning=TRUE)//, check_antag_or_loyal=FALSE)
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/datum/game_mode/proc/can_make_vassal(mob/living/target, datum/mind/creator, display_warning = TRUE)//, check_antag_or_loyal=FALSE)
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// Not Correct Type: Abort
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if (!iscarbon(target) || !creator)
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if(!iscarbon(target) || !creator)
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return FALSE
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if (target.stat > UNCONSCIOUS)
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if(target.stat > UNCONSCIOUS)
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return FALSE
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// Check Overdose: Am I even addicted to blood? Do I even have any in me?
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//if (!target.reagents.addiction_list || !target.reagents.reagent_list)
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//message_admins("DEBUG2: can_make_vassal() Abort: No reagents")
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@@ -233,23 +225,23 @@
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//message_admins("DEBUG4: can_make_vassal() Abort: No Blood")
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// return 0
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// No Mind!
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if (!target.mind || !target.mind.key)
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if (display_warning)
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if(!target.mind || !target.mind.key)
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if(display_warning)
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to_chat(creator, "<span class='danger'>[target] isn't self-aware enough to be made into a Vassal.</span>")
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return FALSE
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// Already MY Vassal
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var/datum/antagonist/vassal/V = target.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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if (istype(V) && V.master)
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if (V.master.owner == creator)
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if (display_warning)
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if(istype(V) && V.master)
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if(V.master.owner == creator)
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if(display_warning)
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to_chat(creator, "<span class='danger'>[target] is already your loyal Vassal!</span>")
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else
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if (display_warning)
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if(display_warning)
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to_chat(creator, "<span class='danger'>[target] is the loyal Vassal of another Bloodsucker!</span>")
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return FALSE
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// Already Antag or Loyal (Vamp Hunters count as antags)
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if (target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
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if (display_warning)
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if(target.mind.enslaved_to || AmInvalidAntag(target.mind)) //!VassalCheckAntagValid(target.mind, check_antag_or_loyal)) // HAS_TRAIT(target, TRAIT_MINDSHIELD, "implant") ||
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if(display_warning)
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to_chat(creator, "<span class='danger'>[target] resists the power of your blood to dominate their mind!</span>")
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return FALSE
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return TRUE
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@@ -268,15 +260,15 @@
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return FALSE
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// Does even ONE antag appear in this mind that isn't in the list? Then FAIL!
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for(var/datum/antagonist/antag_datum in M.antag_datums)
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if (!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
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if(!(antag_datum.type in vassal_allowed_antags)) // vassal_allowed_antags is a list stored in the game mode, above.
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//message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
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return TRUE
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//message_admins("DEBUG VASSAL: Valid Antags! (total of [M.antag_datums.len])")
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// WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
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return FALSE
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/datum/game_mode/proc/make_vassal(mob/living/target, datum/mind/creator)
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if (!can_make_vassal(target,creator))
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/datum/game_mode/proc/make_vassal(/mob/living/target, /datum/mind/creator)
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if(!can_make_vassal(target, creator))
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return FALSE
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// Make Vassal
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var/datum/antagonist/vassal/V = new (target.mind)
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@@ -292,3 +284,12 @@
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/datum/game_mode/proc/remove_vassal(datum/mind/vassal)
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vassal.remove_antag_datum(ANTAG_DATUM_VASSAL)
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/datum/game_mode/proc/count_vassals(datum/mind/master)
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var/datum/antagonist/bloodsucker/B = master.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/vassal_amount
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len(B.vassals)
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return vassal_amount
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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_DEATHCOMA, "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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@@ -82,15 +82,15 @@
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/datum/antagonist/bloodsucker/proc/HandleHealing(mult = 1)
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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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if(poweron_masquerade == TRUE || owner.current.AmStaked())
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if(poweron_masquerade == TRUE || owner.current.AmStaked() || owner?.reagents?.has_reagent(/datum/reagent/consumable/garlic)
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return FALSE
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owner.current.adjustStaminaLoss(-1.5 + (regenRate * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
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owner.current.adjustCloneLoss(-0.1 * (regenRate * 2) * mult, 0)
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owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (regenRate * 4) * mult) //adjustBrainLoss(-1 * (regenRate * 4) * mult, 0)
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// No Bleeding
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if(ishuman(owner.current)) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
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if(ishuman(owner.current) && bleed_rate => 0) //NOTE Current bleeding is horrible, not to count the amount of blood ballistics delete.
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var/mob/living/carbon/human/H = owner.current
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H.bleed_rate = 0
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H.bleed_rate =- 1
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if(iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
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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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@@ -305,17 +305,17 @@
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/mob/proc/CheckBloodsuckerEatFood(var/food_nutrition)
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if (!isliving(src))
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if(!isliving(src))
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return
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var/mob/living/L = src
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if(!L.AmBloodsucker())
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return
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// We're a vamp? Try to eat food...
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// We're a bloodsucker? Try to eat food...
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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bloodsuckerdatum.handle_eat_human_food(food_nutrition)
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bloodsuckerdatum.bloodsucker_disgust(food_nutrition)
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/datum/antagonist/bloodsucker/proc/handle_eat_human_food(var/food_nutrition) // Called from snacks.dm and drinks.dm
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/datum/antagonist/bloodsucker/proc/bloodsucker_disgust(var/food_nutrition) // Called from snacks.dm and drinks.dm
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set waitfor = FALSE
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if(!owner.current || !iscarbon(owner.current))
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return
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@@ -655,13 +655,13 @@
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var/datum/antagonist/vassal/mob_V = M.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
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// Check 2) If they are a BLOODSUCKER, then are they my Master?
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if (mob_V && atom_B == mob_V.master)
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return TRUE // SUCCESS!
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return TRUE
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// Check 3) If I am a BLOODSUCKER, then are they my Vassal?
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if (mob_B && atom_V && (atom_V in mob_B.vassals))
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return TRUE // SUCCESS!
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return TRUE
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// Check 4) If we are both VASSAL, then do we have the same master?
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if (atom_V && mob_V && atom_V.master == mob_V.master)
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return TRUE // SUCCESS!
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return TRUE
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return FALSE
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@@ -719,12 +719,12 @@
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invisibility = INVISIBILITY_ABSTRACT
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/obj/screen/bloodsucker/proc/update_counter(value, valuecolor)
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invisibility = 0 // Make Visible
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invisibility = 0
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/obj/screen/bloodsucker/blood_counter // NOTE: Look up /obj/screen/devil/soul_counter in _onclick / hud / human.dm
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icon = 'icons/mob/actions/bloodsucker.dmi'//'icons/mob/screen_gen.dmi'
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/obj/screen/bloodsucker/blood_counter
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icon = 'icons/mob/actions/bloodsucker.dmi'
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name = "Blood Consumed"
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icon_state = "blood_display"//"power_display"
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icon_state = "blood_display"
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screen_loc = ui_blood_display
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/obj/screen/bloodsucker/blood_counter/update_counter(value, valuecolor)
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@@ -749,22 +749,22 @@
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/datum/antagonist/bloodsucker/proc/update_sunlight(value, amDay = FALSE)
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// No Hud? Get out.
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if (!owner.current.hud_used)
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if(!owner.current.hud_used)
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return
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// Update Sun Time
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if (owner.current.hud_used.sunlight_display)
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if(owner.current.hud_used.sunlight_display)
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var/valuecolor = "#BBBBFF"
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if (amDay)
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if(amDay)
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valuecolor = "#FF5555"
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else if(value <= 25)
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valuecolor = "#FFCCCC"
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else if(value < 10)
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valuecolor = "#FF5555"
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var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value,1)] s"
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var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value, 1)] s"
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owner.current.hud_used.sunlight_display.update_counter( value_string, valuecolor )
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owner.current.hud_used.sunlight_display.icon_state = "sunlight_" + (amDay ? "day":"night")
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/obj/screen/bloodsucker/sunlight_counter/update_counter(value, valuecolor)
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..()
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maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
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maptext = "<div align='center' valign='bottom' style='position:relative; top:0px; left:6px'><font color='[valuecolor]'>[value]</font></div>"
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@@ -258,7 +258,7 @@
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/obj/structure/bloodsucker/vassalrack/proc/torture_victim(mob/living/user, mob/living/target)
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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// Check Bloodmob/living/M, force = FALSE, check_loc = TRUE
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var/convert_cost = 200 + 200 * bloodsuckerdatum.vassals
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var/convert_cost = 200
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if(user.blood_volume < convert_cost + 5)
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to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
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return
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@@ -321,15 +321,15 @@
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// to_chat(user, "<span class='danger'><i>The ritual has been interrupted!</i></span>")
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// useLock = FALSE
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// return
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user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
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target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
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target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
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user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
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target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
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target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
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target.Jitter(25)
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target.emote("laugh")
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//remove_victim(target) // Remove on CLICK ONLY!
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useLock = FALSE
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/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/target, mult=1)
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/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/target, mult = 1)
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var/torture_time = 15 // Fifteen seconds if you aren't using anything. Shorter with weapons and such.
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var/torture_dmg_brute = 2
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var/torture_dmg_burn = 0
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@@ -67,6 +67,12 @@
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if(display_error)
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to_chat(owner, "<span class='warning'>Your victim's blood is not suitable for you to take.</span>")
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return FALSE
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if(iscarbon(owner))
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//We want to check if the target is wearing a garlic necklance.
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if(istype(owner.get_item_by_slot(SLOT_NECK), /obj/item/clothing/neck/garlic_necklace))
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if(display_error)
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to_chat(owner, "<span class='warning'>Your victim is wearing a garlic clove on their neck! Disgusting!</span>")
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return FALSE
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return TRUE
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// If I'm not grabbing someone, find me someone nearby.
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@@ -140,7 +146,7 @@
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to_chat(user, "<span class='notice'>You lean quietly toward [target] and secretly draw out your fangs...</span>")
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else
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to_chat(user, "<span class='warning'>You pull [target] close to you and draw out your fangs...</span>")
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if(!do_mob(user, target, feed_time,0,1,extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
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if(!do_mob(user, target, feed_time, 0, 1, extra_checks = CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
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to_chat(user, "<span class='warning'>Your feeding was interrupted.</span>")
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//DeactivatePower(user,target)
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return
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@@ -166,7 +172,7 @@
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var/deadmessage = target.stat == DEAD ? "" : " <i>[target.p_they(TRUE)] looks dazed, and will not remember this.</i>"
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user.visible_message("<span class='notice'>[user] puts [target]'s wrist up to [user.p_their()] mouth.</span>", \
|
||||
"<span class='notice'>You secretly slip your fangs into [target]'s wrist.[deadmessage]</span>", \
|
||||
vision_distance = notice_range, ignored_mobs=target) // Only people who AREN'T the target will notice this action.
|
||||
vision_distance = notice_range, ignored_mobs = target) // Only people who AREN'T the target will notice this action.
|
||||
// Warn Feeder about Witnesses...
|
||||
var/was_unnoticed = TRUE
|
||||
for(var/mob/living/M in viewers(notice_range, owner))
|
||||
@@ -299,7 +305,7 @@
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
|
||||
|
||||
/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
|
||||
return ..() && target && (!target_grappled || user.pulling == target)// Active, and still Antag,
|
||||
return ..() && target && (!target_grappled || user.pulling == target) && sucking_checks(target, TRUE, TRUE) // Active, and still Antag,
|
||||
// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
|
||||
|
||||
@@ -179,6 +179,18 @@
|
||||
tastes = list("bread" = 1)
|
||||
foodtype = GRAIN
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/garlicbread
|
||||
name = "garlic bread"
|
||||
desc = "Alas, it is limited."
|
||||
icon = 'icons/obj/food/burgerbread.dmi'
|
||||
icon_state = "garlicbread"
|
||||
item_state = "garlicbread"
|
||||
bonus_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/vitamin = 4, /datum/reagent/consumable/garlic = 2)
|
||||
bitesize = 3
|
||||
tastes = list("bread" = 1, "garlic" = 1, "butter" = 1)
|
||||
foodtype = GRAIN
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/deepfryholder
|
||||
name = "Deep Fried Foods Holder Obj"
|
||||
desc = "If you can see this description the code for the deep fryer fucked up."
|
||||
|
||||
@@ -196,7 +196,7 @@
|
||||
name = "raw khinkali"
|
||||
desc = "One hundred khinkalis? Do I look like a pig?"
|
||||
icon_state = "khinkali"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 1)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 1, /datum/reagent/consumable/garlic = 1)
|
||||
cooked_type = /obj/item/reagent_containers/food/snacks/khinkali
|
||||
tastes = list("meat" = 1, "onions" = 1, "garlic" = 1)
|
||||
foodtype = MEAT
|
||||
@@ -205,7 +205,7 @@
|
||||
name = "khinkali"
|
||||
desc = "One hundred khinkalis? Do I look like a pig?"
|
||||
icon_state = "khinkali"
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/nutriment/vitamin = 2)
|
||||
list_reagents = list(/datum/reagent/consumable/nutriment = 5, /datum/reagent/consumable/nutriment/vitamin = 2, /datum/reagent/consumable/garlic = 1)
|
||||
bitesize = 3
|
||||
filling_color = "#F0F0F0"
|
||||
tastes = list("meat" = 1, "onions" = 1, "garlic" = 1)
|
||||
|
||||
@@ -125,6 +125,16 @@
|
||||
result = /obj/item/reagent_containers/food/snacks/baguette
|
||||
subcategory = CAT_BREAD
|
||||
|
||||
/datum/crafting_recipe/food/garlicbread
|
||||
name = "Garlic Bread"
|
||||
time = 40
|
||||
reqs = list(/obj/item/reagent_containers/food/snacks/grown/garlic = 1,
|
||||
/obj/item/reagent_containers/food/snacks/breadslice/plain = 1,
|
||||
/obj/item/reagent_containers/food/snacks/butter = 1
|
||||
)
|
||||
result = /obj/item/reagent_containers/food/snacks/garlicbread
|
||||
subcategory = CAT_BREAD
|
||||
|
||||
/datum/crafting_recipe/food/butterbiscuit
|
||||
name = "Butter Biscuit"
|
||||
reqs = list(
|
||||
|
||||
@@ -28,7 +28,8 @@
|
||||
name = "Raw Khinkali"
|
||||
reqs = list(
|
||||
/obj/item/reagent_containers/food/snacks/doughslice = 1,
|
||||
/obj/item/reagent_containers/food/snacks/faggot = 1
|
||||
/obj/item/reagent_containers/food/snacks/faggot = 1,
|
||||
/obj/item/reagent_containers/food/snacks/grown/garlic = 1
|
||||
)
|
||||
result = /obj/item/reagent_containers/food/snacks/rawkhinkali
|
||||
subcategory = CAT_MISCFOOD
|
||||
|
||||
28
code/modules/hydroponics/grown/garlic.dm
Normal file
28
code/modules/hydroponics/grown/garlic.dm
Normal file
@@ -0,0 +1,28 @@
|
||||
/obj/item/seeds/garlic
|
||||
name = "pack of garlic seeds"
|
||||
desc = "A packet of extremely pungent seeds."
|
||||
icon_state = "seed-garlic"
|
||||
species = "garlic"
|
||||
plantname = "Garlic Sprouts"
|
||||
product = /obj/item/reagent_containers/food/snacks/grown/garlic
|
||||
yield = 6
|
||||
potency = 25
|
||||
growthstages = 3
|
||||
growing_icon = 'icons/obj/hydroponics/growing_vegetables.dmi'
|
||||
reagents_add = list(/datum/reagent/consumable/garlic = 0.15, /datum/reagent/consumable/nutriment = 0.1)
|
||||
|
||||
/obj/item/reagent_containers/food/snacks/grown/garlic
|
||||
seed = /obj/item/seeds/garlic
|
||||
name = "garlic"
|
||||
desc = "Delicious, but with a potentially overwhelming odor."
|
||||
icon_state = "garlic"
|
||||
filling_color = "#C0C9A0"
|
||||
bitesize_mod = 2
|
||||
tastes = list("garlic" = 1)
|
||||
wine_power = 10
|
||||
|
||||
/obj/item/clothing/neck/garlic_necklace
|
||||
name = "garlic necklace"
|
||||
desc = "A clove of garlic on a string, tied to itself in a circle, just might fit around your neck. For paranoid people who fear getting their blood sucked."
|
||||
icon_state = "garlic_necklace"
|
||||
|
||||
@@ -81,6 +81,9 @@
|
||||
if(H.blood_volume >= BLOOD_VOLUME_MAXIMUM)
|
||||
to_chat(H, "<span class='notice'>You're already full!</span>")
|
||||
return
|
||||
//This checks whether or not they are wearing a garlic clove on their neck
|
||||
if(sucking_checks(victim, TRUE, FALSE))
|
||||
return
|
||||
if(victim.stat == DEAD)
|
||||
to_chat(H, "<span class='notice'>You need a living victim!</span>")
|
||||
return
|
||||
@@ -92,6 +95,9 @@
|
||||
to_chat(victim, "<span class='warning'>[H] tries to bite you, but stops before touching you!</span>")
|
||||
to_chat(H, "<span class='warning'>[victim] is blessed! You stop just in time to avoid catching fire.</span>")
|
||||
return
|
||||
//Here we check now for both the garlic cloves on the neck and for blood in the victims bloodstream.
|
||||
if(sucking_checks(victim, TRUE, TRUE))
|
||||
return
|
||||
if(!do_after(H, 30, target = victim))
|
||||
return
|
||||
var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - H.blood_volume //How much capacity we have left to absorb blood
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
speed = 0
|
||||
maxHealth = 250
|
||||
health = 250
|
||||
blood_volume = 0
|
||||
gender = NEUTER
|
||||
mob_biotypes = NONE
|
||||
|
||||
|
||||
@@ -284,7 +284,7 @@
|
||||
if(L.mind)
|
||||
L.mind.transfer_to(S)
|
||||
if(owner)
|
||||
to_chat(S, "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>")
|
||||
to_chat(S, "<span class='userdanger'>You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [owner], your creator.</span>")
|
||||
P.forceMove(S)
|
||||
return
|
||||
else
|
||||
|
||||
@@ -423,6 +423,58 @@
|
||||
M.emote(pick("twitch","giggle"))
|
||||
..()
|
||||
|
||||
/datum/reagent/consumable/garlic //NOTE: having garlic in your blood stops vampires from biting you.
|
||||
name = "Garlic Juice"
|
||||
id = "garlic"
|
||||
description = "Crushed garlic. Chefs love it, but it can make you smell bad."
|
||||
color = "#FEFEFE"
|
||||
taste_description = "garlic"
|
||||
metabolization_rate = 0.15 * REAGENTS_METABOLISM
|
||||
|
||||
/datum/reagent/consumable/garlic/on_mob_life(mob/living/carbon/M)
|
||||
if(isvampire(M)) //incapacitating but not lethal. Unfortunately, vampires cannot vomit.
|
||||
if(prob(min(25, current_cycle)))
|
||||
to_chat(M, "<span class='danger'>You can't get the scent of garlic out of your nose! You can barely think...</span>")
|
||||
M.Paralyze(10)
|
||||
M.Jitter(10)
|
||||
return
|
||||
else if(isbloodsucker(M))
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
switch(method)
|
||||
if(INGEST)
|
||||
if(prob(min(30, current_cycle)))
|
||||
to_chat(M, "<span class='warning'>You cant get the smell of garlic out of your nose! You cant think straight because of it!</span>")
|
||||
M.Jitter(15)
|
||||
return
|
||||
if(prob(min(15, current_cycle)))
|
||||
M.visible_message("<span class='danger'>Something you ate is burning your stomach!</span>", /
|
||||
"<span class='warning'>[M] clutches their stomach and falls to the ground!</span>"
|
||||
)
|
||||
M.Knockdown(20)
|
||||
M.emote("scream")
|
||||
return
|
||||
if(prob(min(5, current_cycle)))
|
||||
M.vomit()
|
||||
return
|
||||
if(INJECT)
|
||||
if(prob(min(20, current_cycle)))
|
||||
to_chat(M, "<span class='warning'>You feel like your veins are boiling!</span>")
|
||||
M.emote("scream")
|
||||
M.adjustFireLoss(5)
|
||||
return
|
||||
if(prob(min(5, current_cycle)))
|
||||
to_chat(M, "<span class='danger'>You are trying to purge the contaminants from your blood!</span>")
|
||||
M.vomit()
|
||||
return
|
||||
|
||||
else if(ishuman(M))
|
||||
var/mob/living/carbon/human/H = M
|
||||
if(H.job == "Cook")
|
||||
if(prob(20)) //stays in the system much longer than sprinkles/banana juice, so heals slower to partially compensate
|
||||
H.heal_bodypart_damage(1, 1, 0)
|
||||
. = 1
|
||||
..()
|
||||
|
||||
/datum/reagent/consumable/sprinkles
|
||||
name = "Sprinkles"
|
||||
value = 3
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 72 KiB After Width: | Height: | Size: 73 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 85 KiB After Width: | Height: | Size: 85 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
@@ -5,7 +5,7 @@
|
||||
name = "Synthetic hat"
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
icon_state = "cowboy"
|
||||
desc = "A sythesized hat, you can't seem to take it off. And tips their hat."
|
||||
desc = "A synthesized hat, you can't seem to take it off. And tips their hat."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
//item_flags = NODROP //Tips their hat!
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
|
||||
/obj/item/clothing/head/hattip/MouseDrop(atom/over_object)
|
||||
//You sure do love tipping your hat.
|
||||
if(usr)
|
||||
if(user)
|
||||
var/mob/living/carbon/C = usr
|
||||
if(is_ninja(C))
|
||||
to_chat(C, "<span class='notice'>Using your superior ninja reflexes, you take the hat off before tipping.</span>")
|
||||
|
||||
@@ -1902,6 +1902,7 @@
|
||||
#include "code\modules\hydroponics\grown\cotton.dm"
|
||||
#include "code\modules\hydroponics\grown\eggplant.dm"
|
||||
#include "code\modules\hydroponics\grown\flowers.dm"
|
||||
#include "code\modules\hydroponics\grown\garlic.dm"
|
||||
#include "code\modules\hydroponics\grown\grass_carpet.dm"
|
||||
#include "code\modules\hydroponics\grown\kudzu.dm"
|
||||
#include "code\modules\hydroponics\grown\melon.dm"
|
||||
|
||||
Reference in New Issue
Block a user