Merge remote-tracking branch 'Upstream/master' into Solar_updates
This commit is contained in:
@@ -120,15 +120,16 @@ GLOBAL_LIST_EMPTY(antagonists)
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SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
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/datum/antagonist/proc/remove_blacklisted_quirks()
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var/mob/living/L = owner
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var/mob/living/L = owner.current
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if(istype(L))
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var/list/cut = list()
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cut = SSquirks.filter_quirks(L.roundstart_quirks,blacklisted_quirks)
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for(var/q in cut)
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var/list/my_quirks = L.client?.prefs.all_quirks.Copy()
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SSquirks.filter_quirks(my_quirks,blacklisted_quirks)
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for(var/q in L.roundstart_quirks)
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var/datum/quirk/Q = q
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if(Q.antag_removal_text)
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to_chat(L, "<span class='boldannounce'>[Q.antag_removal_text]</span>")
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L.remove_quirk(Q.type)
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if(!(SSquirks.quirk_name_by_path(Q.type) in my_quirks))
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if(initial(Q.antag_removal_text))
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to_chat(L, "<span class='boldannounce'>[initial(Q.antag_removal_text)]</span>")
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L.remove_quirk(Q.type)
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//Returns the team antagonist belongs to if any.
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/datum/antagonist/proc/get_team()
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@@ -31,12 +31,11 @@
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if(was_running)
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user.toggle_move_intent()
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ADD_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
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while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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while(bloodsuckerdatum && ContinueActive(user))
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// Pay Blood Toll (if awake)
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owner.alpha = max(20, owner.alpha - min(75, 10 + 5 * level_current))
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bloodsuckerdatum.AddBloodVolume(-0.2)
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sleep(5) // Check every few ticks that we haven't disabled this power
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// Return to Running (if you were before)
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/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
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if (!..())
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@@ -170,7 +170,7 @@
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// Warn Feeder about Witnesses...
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var/was_unnoticed = TRUE
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for(var/mob/living/M in viewers(notice_range, owner))
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if(M != owner && M != target && iscarbon(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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if(M != owner && M != target && iscarbon(M) && M.mind && !M.silicon_privileges && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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was_unnoticed = FALSE
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break
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if(was_unnoticed)
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@@ -28,9 +28,9 @@
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to_chat(owner, "<span class='warning'>Your coffin has been destroyed!</span>")
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return FALSE
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return TRUE
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/datum/action/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
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for(var/obj/machinery/light/L in view(flicker_range, get_turf(owner)))
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for(var/obj/machinery/light/L in view(flicker_range, get_turf(owner)))
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playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', beat_volume, 1)
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@@ -45,7 +45,7 @@
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flicker_lights(4, 40)
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sleep(50)
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flicker_lights(4, 60)
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for(var/obj/machinery/light/L in view(6, get_turf(owner)))
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for(var/obj/machinery/light/L in view(6, get_turf(owner)))
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L.flicker(5)
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playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 60, 1)
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// ( STEP TWO: Lights OFF? )
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@@ -56,7 +56,7 @@
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if(!owner)
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return
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// SEEN?: (effects ONLY if there are witnesses! Otherwise you just POOF)
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var/am_seen = FALSE // Do Effects (seen by anyone)
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var/drop_item = FALSE // Drop Stuff (seen by non-vamp)
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if(isturf(owner.loc)) // Only check if I'm not in a Locker or something.
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@@ -65,7 +65,7 @@
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if(T && T.lighting_object && T.get_lumcount()>= 0.1)
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// B) Check for Viewers
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for(var/mob/living/M in viewers(get_turf(owner)))
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if(M != owner && isliving(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind) // M.client <--- add this in after testing!
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if(M != owner && isliving(M) && M.mind && !M.silicon_privileges && !M.eye_blind) // M.client <--- add this in after testing!
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am_seen = TRUE
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if (!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
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drop_item = TRUE
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@@ -95,12 +95,12 @@
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puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
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puff.set_up(3, 0, get_turf(owner))
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puff.start()
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//STEP FIVE: Create animal at prev location
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var/mob/living/simple_animal/SA = pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
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new SA (owner.loc)
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// TELEPORT: Move to Coffin & Close it!
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do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM)
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do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM)
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user.resting = TRUE
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user.Stun(30,1)
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// CLOSE LID: If fail, force me in.
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@@ -112,4 +112,4 @@
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bloodsuckerdatum.coffin.update_icon()
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// Lock Coffin
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bloodsuckerdatum.coffin.LockMe(owner)
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@@ -68,8 +68,8 @@
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/obj/item/clockwork/replica_fabricator/pre_attack(atom/target, mob/living/user, params)
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if(!target || !user || !is_servant_of_ratvar(user) || istype(target, /obj/item/storage))
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return TRUE
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return fabricate(target, user)
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return ..()
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return !fabricate(target, user)
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//A note here; return values are for if we CAN BE PUT ON A TABLE, not IF WE ARE SUCCESSFUL, unless no_table_check is TRUE
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/obj/item/clockwork/replica_fabricator/proc/fabricate(atom/target, mob/living/user, silent, no_table_check)
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@@ -8,7 +8,7 @@
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name = "clockwork marauder"
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desc = "The stalwart apparition of a soldier, blazing with crimson flames. It's armed with a gladius and shield."
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icon_state = "clockwork_marauder"
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mob_biotypes = list(MOB_INORGANIC, MOB_HUMANOID)
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mob_biotypes = MOB_HUMANOID
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health = 120
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maxHealth = 120
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force_threshold = 8
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@@ -118,7 +118,7 @@
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continue
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if(ishostile(L))
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var/mob/living/simple_animal/hostile/H = L
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if(("ratvar" in H.faction) || (!H.mind && "neutral" in H.faction))
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if(("ratvar" in H.faction) || (!H.mind && ("neutral" in H.faction)))
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continue
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if(ismegafauna(H) || (!H.mind && H.AIStatus == AI_OFF))
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continue
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@@ -120,7 +120,7 @@
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hierophant_network.Grant(current)
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current.throw_alert("clockinfo", /obj/screen/alert/clockwork/infodump)
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var/obj/structure/destructible/clockwork/massive/celestial_gateway/G = GLOB.ark_of_the_clockwork_justiciar
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if(G.active && ishuman(current))
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if(G && G.active && ishuman(current))
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current.add_overlay(mutable_appearance('icons/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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/datum/antagonist/clockcult/remove_innate_effects(mob/living/mob_override)
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@@ -174,9 +174,12 @@
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log_admin("[key_name(admin)] has made [new_owner.current] into a servant of Ratvar.")
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/datum/antagonist/clockcult/admin_remove(mob/user)
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remove_servant_of_ratvar(owner.current, TRUE)
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message_admins("[key_name_admin(user)] has removed clockwork servant status from [owner.current].")
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log_admin("[key_name(user)] has removed clockwork servant status from [owner.current].")
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var/mob/target = owner.current
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if(!target)
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return
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remove_servant_of_ratvar(target, TRUE)
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message_admins("[key_name_admin(user)] has removed clockwork servant status from [target].")
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log_admin("[key_name(user)] has removed clockwork servant status from [target].")
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/datum/antagonist/clockcult/get_admin_commands()
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. = ..()
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@@ -143,7 +143,7 @@
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//Cult Blood Spells
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/datum/action/innate/cult/blood_spell/stun
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name = "Stun"
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desc = "A potent spell that will stun and mute victims upon contact."
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desc = "A potent spell that will stun and mute victims upon contact. When the cult ascends, so does the spell, it burns and throws back the victim!"
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button_icon_state = "hand"
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magic_path = "/obj/item/melee/blood_magic/stun"
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health_cost = 10
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@@ -343,7 +343,7 @@
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "disintegrate"
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item_state = null
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item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL
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item_flags = NEEDS_PERMIT | ABSTRACT | DROPDEL | NO_ATTACK_CHAIN_SOFT_STAMCRIT
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w_class = WEIGHT_CLASS_HUGE
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throwforce = 0
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@@ -437,8 +437,15 @@
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else
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target.visible_message("<span class='warning'>[L] starts to glow in a halo of light!</span>", \
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"<span class='userdanger'>A feeling of warmth washes over you, rays of holy light surround your body and protect you from the flash of light!</span>")
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else
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if(!iscultist(L))
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else // cult doesn't stun any longer when halos are out, instead it does burn damage + knockback!
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var/datum/antagonist/cult/user_antag = user.mind.has_antag_datum(/datum/antagonist/cult,TRUE)
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if(user_antag.cult_team.cult_ascendent)
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if(!iscultist(L))
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L.adjustFireLoss(20)
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if(L.move_resist < MOVE_FORCE_STRONG)
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var/atom/throw_target = get_edge_target_turf(L, user.dir)
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L.throw_at(throw_target, 7, 1, user)
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else if(!iscultist(L))
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L.Knockdown(160)
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L.adjustStaminaLoss(140) //Ensures hard stamcrit
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L.flash_act(1,1)
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@@ -116,7 +116,7 @@ This file contains the cult dagger and rune list code
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if(user.blood_volume)
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user.apply_damage(initial(rune_to_scribe.scribe_damage), BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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var/scribe_mod = initial(rune_to_scribe.scribe_delay)
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if(istype(get_turf(user), /turf/open/floor/engine/cult))
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if(istype(get_turf(user), /turf/open/floor/engine/cult) && !(ispath(rune_to_scribe, /obj/effect/rune/narsie)))
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scribe_mod *= 0.5
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if(!do_after(user, scribe_mod, target = get_turf(user)))
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for(var/V in shields)
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@@ -13,7 +13,7 @@
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icon = 'icons/mob/mob.dmi'
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icon_state = "imp"
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icon_living = "imp"
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mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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speed = 1
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a_intent = INTENT_HARM
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stop_automated_movement = 1
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@@ -381,6 +381,7 @@
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playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
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set_active()
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update_ui_mode()
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. = TRUE
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else
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playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
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if("anchor")
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@@ -16,7 +16,7 @@
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var/icon_stun = "revenant_stun"
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var/icon_drain = "revenant_draining"
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var/stasis = FALSE
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mob_biotypes = list(MOB_SPIRIT)
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mob_biotypes = MOB_SPIRIT
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incorporeal_move = INCORPOREAL_MOVE_JAUNT
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invisibility = INVISIBILITY_REVENANT
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health = INFINITY //Revenants don't use health, they use essence instead
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@@ -12,7 +12,7 @@
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icon = 'icons/mob/mob.dmi'
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icon_state = "daemon"
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icon_living = "daemon"
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mob_biotypes = list(MOB_ORGANIC, MOB_HUMANOID)
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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speed = 1
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a_intent = INTENT_HARM
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stop_automated_movement = 1
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@@ -62,7 +62,7 @@
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speak_emote = list("tones")
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initial_language_holder = /datum/language_holder/swarmer
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bubble_icon = "swarmer"
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mob_biotypes = list(MOB_ROBOTIC)
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mob_biotypes = MOB_ROBOTIC
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health = 40
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maxHealth = 40
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status_flags = CANPUSH
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