Demodularizing wishgranter, some helpers, and removing unused files. (#12291)
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@@ -1,12 +0,0 @@
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/proc/tg_ui_icon_to_cit_ui(ui_style)
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switch(ui_style)
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if('icons/mob/screen_plasmafire.dmi')
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return 'modular_citadel/icons/ui/screen_plasmafire.dmi'
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if('icons/mob/screen_slimecore.dmi')
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return 'modular_citadel/icons/ui/screen_slimecore.dmi'
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if('icons/mob/screen_operative.dmi')
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return 'modular_citadel/icons/ui/screen_operative.dmi'
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if('icons/mob/screen_clockwork.dmi')
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return 'modular_citadel/icons/ui/screen_clockwork.dmi'
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else
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return 'modular_citadel/icons/ui/screen_midnight.dmi'
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@@ -1,9 +0,0 @@
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/proc/is_type_in_ref_list(path, list/L)
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if(!ispath(path))//not a path
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return
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for(var/i in L)
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var/datum/D = i
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if(!istype(D))//not an usable reference
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continue
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if(istype(D, path))
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return TRUE
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@@ -1,28 +0,0 @@
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/proc/slot_to_string(slot)
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switch(slot)
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if(SLOT_BACK)
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return "Backpack"
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if(SLOT_WEAR_MASK)
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return "Mask"
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if(SLOT_HANDS)
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return "Hands"
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if(SLOT_BELT)
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return "Belt"
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if(SLOT_EARS)
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return "Ears"
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if(SLOT_GLASSES)
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return "Glasses"
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if(SLOT_GLOVES)
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return "Gloves"
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if(SLOT_NECK)
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return "Neck"
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if(SLOT_HEAD)
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return "Head"
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if(SLOT_SHOES)
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return "Shoes"
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if(SLOT_WEAR_SUIT)
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return "Suit"
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if(SLOT_W_UNIFORM)
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return "Uniform"
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if(SLOT_IN_BACKPACK)
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return "In backpack"
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@@ -1,122 +0,0 @@
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/obj/machinery/wish_granter/attack_hand(mob/living/carbon/user)
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if(charges <= 0)
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to_chat(user, "The Wish Granter lies silent.")
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return
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else if(!ishuman(user))
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to_chat(user, "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's.")
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return
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else if (!insisting)
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to_chat(user, "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?")
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insisting++
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else
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if(is_special_character(user))
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to_chat(user, "You speak. [pick("I want power","Humanity is corrupt, mankind must be destroyed", "I want to rule the world","I want immortality")]. The Wish Granter answers.")
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to_chat(user, "Your head pounds for a moment, before your vision clears. The Wish Granter, sensing the darkness in your heart, has given you limitless power, and it's all yours!")
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user.dna.add_mutation(HULK)
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user.dna.add_mutation(XRAY)
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user.dna.add_mutation(SPACEMUT)
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user.dna.add_mutation(TK)
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user.next_move_modifier *= 0.5 //half the delay between attacks!
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to_chat(user, "Things around you feel slower!")
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charges--
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insisting = FALSE
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to_chat(user, "You have a very great feeling about this!")
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else
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to_chat(user, "The Wish Granter awaits your wish.")
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var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","The Station To Disappear","To Kill","Nothing")
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switch(wish)
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if("Power") //Gives infinite power in exchange for infinite power going off in your face!
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if(charges <= 0)
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return
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to_chat(user, "<B>Your wish is granted, but at a terrible cost...</B>")
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to_chat(user, "The Wish Granter punishes you for your selfishness, warping itself into a delaminating supermatter shard!")
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var/obj/item/stock_parts/cell/infinite/powah = new /obj/item/stock_parts/cell/infinite(get_turf(user))
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if(user.put_in_hands(powah))
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to_chat(user, "[powah] materializes into your hands!")
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else
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to_chat(user, "[powah] materializes onto the floor.")
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var/obj/machinery/power/supermatter_crystal/powerwish = new /obj/machinery/power/supermatter_crystal(loc)
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powerwish.damage = 700 //right at the emergency threshold
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powerwish.produces_gas = FALSE
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charges--
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insisting = FALSE
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if(!charges)
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qdel(src)
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if("Wealth") //Gives 1 million space bucks in exchange for being turned into gold!
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if(charges <= 0)
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return
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to_chat(user, "<B>Your wish is granted, but at a cost...</B>")
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to_chat(user, "The Wish Granter punishes you for your selfishness, warping your body to match the greed in your heart.")
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new /obj/structure/closet/crate/trashcart/moneywish(loc)
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new /obj/structure/closet/crate/trashcart/moneywish(loc)
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user.set_species(/datum/species/golem/gold)
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charges--
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insisting = FALSE
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if(!charges)
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qdel(src)
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if("The Station To Disappear") //teleports you to the station and makes you blind, making the station disappear for you!
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if(charges <= 0)
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return
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to_chat(user, "<B>Your wish is 'granted', but at a terrible cost...</B>")
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to_chat(user, "The Wish Granter punishes you for your selfishness, claiming your soul and warping your eyes to match the darkness in your heart.")
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user.dna.add_mutation(BLINDMUT)
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var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
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if(eyes)
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eyes.applyOrganDamage(eyes.maxHealth)
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var/list/destinations = list()
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for(var/obj/item/beacon/B in GLOB.teleportbeacons)
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var/turf/T = get_turf(B)
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if(is_station_level(T.z))
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destinations += B
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var/chosen_beacon = pick(destinations)
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var/obj/effect/portal/jaunt_tunnel/J = new (get_turf(src), src, 100, null, FALSE, get_turf(chosen_beacon))
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try_move_adjacent(J)
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playsound(src,'sound/effects/sparks4.ogg',50,1)
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charges--
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insisting = FALSE
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if(!charges)
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qdel(src)
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if("To Kill") //Makes you kill things in exchange for rewards!
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if(charges <= 0)
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return
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to_chat(user, "<B>Your wish is granted, but at a terrible cost...</B>")
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to_chat(user, "The Wish Granter punishes you for your wickedness, warping itself into a dastardly creature for you to kill! ...but it almost seems to reward you for this.")
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var/obj/item/melee/transforming/energy/sword/cx/killreward = new /obj/item/melee/transforming/energy/sword/cx(get_turf(user))
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if(user.put_in_hands(killreward))
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to_chat(user, "[killreward] materializes into your hands!")
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else
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to_chat(user, "[killreward] materializes onto the floor.")
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user.next_move_modifier *= 0.8 //20% less delay between attacks!
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to_chat(user, "Things around you feel slightly slower!")
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var/mob/living/simple_animal/hostile/venus_human_trap/killwish = new /mob/living/simple_animal/hostile/venus_human_trap(loc)
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killwish.maxHealth = 1500
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killwish.health = killwish.maxHealth
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killwish.vine_grab_distance = 6
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killwish.melee_damage_upper = 30
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killwish.loot = list(/obj/item/twohanded/dualsaber/hypereutactic)
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charges--
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insisting = FALSE
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if(!charges)
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qdel(src)
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if("Nothing") //Makes the wish granter disappear
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if(charges <= 0)
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return
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to_chat(user, "<B>The Wish Granter vanishes from sight!</B>")
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to_chat(user, "You feel as if you just narrowly avoided a terrible fate...")
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charges--
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insisting = FALSE
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qdel(src)
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//ITEMS THAT IT USES
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/obj/structure/closet/crate/trashcart/moneywish
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desc = "A heavy, metal trashcart with wheels. Filled with cash."
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name = "loaded trash cart"
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/obj/structure/closet/crate/trashcart/moneywish/PopulateContents() //25*20*1000=500,000
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for(var/i = 0, i < 25, i++)
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var/obj/item/stack/spacecash/c1000/lodsamoney = new /obj/item/stack/spacecash/c1000(src)
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lodsamoney.amount = lodsamoney.max_amount
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@@ -1,83 +0,0 @@
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/obj/item/electropack/shockcollar
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name = "shock collar"
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desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
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icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
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mob_overlay_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
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icon_state = "shockcollar"
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item_state = "shockcollar"
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body_parts_covered = NECK
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slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
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w_class = WEIGHT_CLASS_SMALL
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strip_delay = 60
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equip_delay_other = 60
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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var/tagname = null
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/datum/design/electropack/shockcollar
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name = "Shockcollar"
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id = "shockcollar"
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build_type = AUTOLATHE
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build_path = /obj/item/electropack/shockcollar
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materials = list(MAT_METAL=5000, MAT_GLASS=2000)
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category = list("hacked", "Misc")
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/obj/item/electropack/shockcollar/attack_hand(mob/user)
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if(loc == user && user.get_item_by_slot(SLOT_NECK))
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to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
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return
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..()
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/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
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if(!signal || signal.data["code"] != code)
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return
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if(isliving(loc) && on)
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if(shock_cooldown != 0)
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return
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shock_cooldown = 1
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spawn(100)
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shock_cooldown = 0
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var/mob/living/L = loc
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step(L, pick(GLOB.cardinals))
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to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, L)
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s.start()
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L.DefaultCombatKnockdown(100)
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if(master)
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master.receive_signal()
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return
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/obj/item/electropack/shockcollar/attack_self(mob/user) //Turns out can't fully source this from the parent item, spritepath gets confused if power toggled. Will come back to this when I know how to code better and readd powertoggle..
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var/option = "Change Name"
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option = input(user, "What do you want to do?", "[src]", option) as null|anything in list("Change Name", "Change Frequency")
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switch(option)
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if("Change Name")
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var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
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if(t)
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tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
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name = "[initial(name)] - [tagname]"
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if("Change Frequency")
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if(!ishuman(user))
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return
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user.set_machine(src)
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var/dat = {"<SK><BR>
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<B>Frequency/Code</B> for shock collar:<BR>
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Frequency:
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<A href='byond://?src=\ref[src];freq=-10'>-</A>
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<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(frequency)]
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<A href='byond://?src=\ref[src];freq=2'>+</A>
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<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
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Code:
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<A href='byond://?src=\ref[src];code=-5'>-</A>
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<A href='byond://?src=\ref[src];code=-1'>-</A> [code]
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<A href='byond://?src=\ref[src];code=1'>+</A>
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<A href='byond://?src=\ref[src];code=5'>+</A><BR>
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</SK>"}
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user << browse(dat, "window=radio")
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onclose(user, "radio")
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return
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@@ -1,21 +0,0 @@
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/obj/structure/chair/alt_attack_hand(mob/living/user)
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if(Adjacent(user) && istype(user))
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if(!item_chair || !user.can_hold_items() || !has_buckled_mobs() || buckled_mobs.len > 1 || dir != user.dir || flags_1 & NODECONSTRUCT_1)
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return TRUE
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if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
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to_chat(user, "<span class='warning'>You can't do that right now!</span>")
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return TRUE
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if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
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to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
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return TRUE
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var/mob/living/poordude = buckled_mobs[1]
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if(!istype(poordude))
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return TRUE
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user.visible_message("<span class='notice'>[user] pulls [src] out from under [poordude].</span>", "<span class='notice'>You pull [src] out from under [poordude].</span>")
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var/C = new item_chair(loc)
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user.put_in_hands(C)
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poordude.DefaultCombatKnockdown(20)//rip in peace
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user.adjustStaminaLoss(5)
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unbuckle_all_mobs(TRUE)
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qdel(src)
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return TRUE
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