Mania Motors now do minor damage and continue to affect targets after they leave its range

This commit is contained in:
CitadelStationBot
2017-05-04 00:16:08 -05:00
parent 4ef516ca24
commit 7b6f278c87
5 changed files with 112 additions and 95 deletions
+10
View File
@@ -0,0 +1,10 @@
diff a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm (rejected hunks)
@@ -33,4 +33,8 @@
#define STATUS_EFFECT_SIGILMARK /datum/status_effect/sigil_mark
#define STATUS_EFFECT_BELLIGERENT /datum/status_effect/belligerent //forces the affected to walk, doing damage if they try to run
+#define STATUS_EFFECT_MANIAMOTOR /datum/status_effect/maniamotor //disrupts, damages, and confuses the affected as long as they're in range of the motor
+#define MAX_MANIA_SEVERITY 100 //how high the mania severity can go
+#define MANIA_DAMAGE_TO_CONVERT 90 //how much damage is required before it'll convert affected targets
+
#define STATUS_EFFECT_HISWRATH /datum/status_effect/his_wrath //His Wrath.
+75
View File
@@ -0,0 +1,75 @@
diff a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm (rejected hunks)
@@ -108,20 +108,6 @@
to_chat(owner, "<span class='sevtug[span_part]'>You feel a frustrated voice quietly fade from your mind...</span>")
qdel(src)
return
- if(!(owner in viewers(7, motor))) //not being in range makes it fall off much faster
- if(!is_servant && !warned_outofsight)
- to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(flee_messages))]\"</span>")
- warned_outofsight = TRUE
- if(severity)
- severity--
- if(!severity)
- qdel(src)
- return
- else
- qdel(src)
- return
- else if(prob(severity * 2))
- warned_outofsight = FALSE
if(!motor.active) //it being off makes it fall off much faster
if(!is_servant && !warned_turnoff)
if(motor.total_accessable_power() > motor.mania_cost)
@@ -129,20 +115,24 @@
else
to_chat(owner, "<span class='sevtug[span_part]'>[text2ratvar(pick(powerloss_messages))]</span>")
warned_turnoff = TRUE
- if(severity)
- severity--
+ severity = max(severity - 2, 0)
+ if(!severity)
+ qdel(src)
+ return
+ else
+ if(prob(severity * 2))
+ warned_turnoff = FALSE
+ if(!(owner in viewers(7, motor))) //not being in range makes it fall off slightly faster
+ if(!is_servant && !warned_outofsight)
+ to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(flee_messages))]\"</span>")
+ warned_outofsight = TRUE
+ severity = max(severity - 1, 0)
if(!severity)
qdel(src)
return
- else
- qdel(src)
- return
- else if(prob(severity * 2))
- warned_turnoff = FALSE
+ else if(prob(severity * 2))
+ warned_outofsight = FALSE
if(is_servant) //heals servants of braindamage, hallucination, druggy, dizziness, and confusion
- var/brainloss = owner.getBrainLoss()
- if(brainloss)
- owner.adjustBrainLoss(-brainloss)
if(owner.hallucination)
owner.hallucination = 0
if(owner.druggy)
@@ -163,14 +153,12 @@
if(prob(severity * 0.15))
to_chat(owner, "<span class='sevtug[span_part]'>\"[text2ratvar(pick(mania_messages))]\"</span>")
owner.playsound_local(get_turf(motor), hum, severity, 1)
- if(owner.getBrainLoss() <= 50)
- owner.adjustBrainLoss(severity * 0.025) //2.5% of severity per second
owner.adjust_drugginess(Clamp(max(severity * 0.075, 1), 0, max(0, 50 - owner.druggy))) //7.5% of severity per second, minimum 1
if(owner.hallucination < 50)
owner.hallucination = min(owner.hallucination + max(severity * 0.075, 1), 50) //7.5% of severity per second, minimum 1
- if(owner.dizziness < 25)
- owner.dizziness = min(owner.dizziness + Floor(severity * 0.025), 25) //2.5% of severity per second above 20 severity
+ if(owner.dizziness < 50)
+ owner.dizziness = min(owner.dizziness + round(severity * 0.05, 1), 50) //5% of severity per second above 10 severity
if(owner.confused < 25)
- owner.confused = min(owner.confused + Floor(severity * 0.025), 25) //2.5% of severity per second above 20 severity
+ owner.confused = min(owner.confused + round(severity * 0.025, 1), 25) //2.5% of severity per second above 20 severity
owner.adjustToxLoss(severity * 0.02, TRUE, TRUE) //2% of severity per second
severity--
@@ -103,3 +103,11 @@
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
return S
/mob/living/proc/has_status_effect_list(effect) //returns a list of effects with matching IDs that the mod owns; use for effects there can be multiple of
. = list()
if(status_effects)
var/datum/status_effect/S1 = effect
for(var/datum/status_effect/S in status_effects)
if(initial(S1.id) == S.id)
. += S
@@ -218,22 +218,22 @@
/datum/clockwork_scripture/create_object/mania_motor
descname = "Powered Structure, Area Denial"
name = "Mania Motor"
desc = "Creates a mania motor which will cause brain damage and hallucinations in nearby non-Servant humans. It will also try to convert humans directly adjecent to the motor."
desc = "Creates a mania motor which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion."
invocations = list("May this transmitter...", "...break the will of all who oppose us!")
channel_time = 80
consumed_components = list(GEIS_CAPACITOR = 3, REPLICANT_ALLOY = 1, HIEROPHANT_ANSIBLE = 1)
object_path = /obj/structure/destructible/clockwork/powered/mania_motor
creator_message = "<span class='brass'>You form a mania motor which will cause brain damage and hallucinations in nearby humans while active.</span>"
creator_message = "<span class='brass'>You form a mania motor, which causes minor damage and negative mental effects in non-Servants.</span>"
observer_message = "<span class='warning'>A two-pronged machine rises from the ground!</span>"
invokers_required = 2
multiple_invokers_used = TRUE
usage_tip = "Eligible non-Servant humans next to the motor will be converted at an additional power cost. It will also cure hallucinations and brain damage in nearby Servants."
usage_tip = "It will also cure hallucinations and brain damage in nearby Servants."
tier = SCRIPTURE_APPLICATION
one_per_tile = TRUE
primary_component = GEIS_CAPACITOR
sort_priority = 8
quickbind = TRUE
quickbind_desc = "Creates a Mania Motor, which can convert adjacent non-Servants with power."
quickbind_desc = "Creates a Mania Motor, which causes minor damage and negative mental effects in non-Servants."
//Tinkerer's Daemon: Creates an efficient machine that rapidly produces components at a power cost.
@@ -1,8 +1,8 @@
//Mania Motor: A pair of antenna that, while active, cause braindamage and hallucinations in nearby human mobs.
//Mania Motor: A pair of antenna that, while active, cause a variety of negative mental effects in nearby human mobs.
/obj/structure/destructible/clockwork/powered/mania_motor
name = "mania motor"
desc = "A pair of antenna with what appear to be sockets around the base. It reminds you of an antlion."
clockwork_desc = "A transmitter that allows Sevtug to whisper into the minds of nearby non-servants, causing hallucinations and brain damage as long as it remains powered."
clockwork_desc = "A transmitter that allows Sevtug to whisper into the minds of nearby non-servants, causing a variety of negative mental effects, up to and including conversion."
icon_state = "mania_motor_inactive"
active_icon = "mania_motor"
inactive_icon = "mania_motor_inactive"
@@ -16,22 +16,11 @@
/obj/item/clockwork/alloy_shards/small = 2, \
/obj/item/clockwork/component/geis_capacitor/antennae = 1)
var/mania_cost = 150
var/convert_cost = 150
var/static/list/mania_messages = list("Go nuts.", "Take a crack at crazy.", "Make a bid for insanity.", "Get kooky.", "Move towards mania.", "Become bewildered.", "Wax wild.", \
"Go round the bend.", "Land in lunacy.", "Try dementia.", "Strive to get a screw loose.")
var/static/list/compel_messages = list("Come closer.", "Approach the transmitter.", "Touch the antennae.", "I always have to deal with idiots. Move towards the mania motor.", \
"Advance forward and place your head between the antennae - that's all it's good for.", "If you were smarter, you'd be over here already.", "Move FORWARD, you fool.")
var/static/list/convert_messages = list("You won't do. Go to sleep while I tell these nitwits how to convert you.", "You are insufficient. I must instruct these idiots in the art of conversion.", \
"Oh of course, someone we can't convert. These servants are fools.", "How hard is it to use a Sigil, anyway? All it takes is dragging someone onto it.", \
"How do they fail to use a Sigil of Accession, anyway?", "Why is it that all servants are this inept?", "It's quite likely you'll be stuck here for a while.")
var/static/list/close_messages = list("Well, you can't reach the motor from THERE, you moron.", "Interesting location. I'd prefer if you went somewhere you could ACTUALLY TOUCH THE ANTENNAE!", \
"Amazing. You somehow managed to wedge yourself somewhere you can't actually reach the motor from.", "Such a show of idiocy is unparalleled. Perhaps I should put you on display?", \
"Did you do this on purpose? I can't imagine you doing so accidentally. Oh, wait, I can.", "How is it that such smart creatures can still do something AS STUPID AS THIS!")
/obj/structure/destructible/clockwork/powered/mania_motor/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run, and at least <b>[convert_cost]W</b> to attempt to convert humans adjacent to it.</span>")
to_chat(user, "<span class='sevtug_small'>It requires <b>[mania_cost]W</b> to run.</span>")
/obj/structure/destructible/clockwork/powered/mania_motor/forced_disable(bad_effects)
if(active)
@@ -60,82 +49,17 @@
if(!try_use_power(mania_cost))
forced_disable(FALSE)
return
var/turf/T = get_turf(src)
var/hum = get_sfx('sound/effects/screech.ogg') //like playsound, same sound for everyone affected
var/efficiency = get_efficiency_mod()
for(var/mob/living/carbon/human/H in viewers(7, src))
if(is_servant_of_ratvar(H)) //heals servants of braindamage, hallucination, druggy, dizziness, and confusion
var/brainloss = H.getBrainLoss()
if(brainloss)
H.adjustBrainLoss(-brainloss)
if(H.hallucination)
H.hallucination = 0
if(H.druggy)
H.adjust_drugginess(-H.druggy)
if(H.dizziness)
H.dizziness = 0
if(H.confused)
H.confused = 0
else if(!H.null_rod_check() && H.stat != DEAD)
var/distance = 0 + get_dist(T, get_turf(H))
var/falloff_distance = min((110) - distance * 10, 80)
var/sound_distance = falloff_distance * 0.5
var/targetbrainloss = H.getBrainLoss()
if(distance > 3 && prob(falloff_distance * 0.5))
to_chat(H, "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>")
if(distance <= 1)
if(!H.Adjacent(src))
to_chat(H, "<span class='sevtug'>\"[text2ratvar(pick(close_messages))]\"</span>")
H.playsound_local(T, hum, sound_distance, 1)
else if(!try_use_power(convert_cost))
visible_message("<span class='warning'>[src]'s antennae fizzle quietly.</span>")
playsound(src, 'sound/effects/light_flicker.ogg', 50, 1)
else
H.playsound_local(T, hum, 80, 1)
if(!H.stat)
if(H.getBrainLoss() < 100)
H.adjustBrainLoss(20 * efficiency)
H.visible_message("<span class='warning'>[H] reaches out and touches [src].</span>", "<span class='sevtug'>You touch [src] involuntarily.</span>")
else
H.Paralyse(3)
else if(is_eligible_servant(H))
to_chat(H, "<span class='sevtug'>\"[text2ratvar("You are mine and his, now.")]\"</span>")
add_servant_of_ratvar(H)
H.Paralyse(5)
else
H.playsound_local(T, hum, sound_distance, 1)
switch(distance)
if(0 to 3)
if(prob(falloff_distance * 0.5))
if(prob(falloff_distance))
to_chat(H, "<span class='sevtug_small'>\"[text2ratvar(pick(mania_messages))]\"</span>")
else
to_chat(H, "<span class='sevtug'>\"[text2ratvar(pick(compel_messages))]\"</span>")
if(targetbrainloss <= 40)
H.adjustBrainLoss(3 * efficiency)
H.adjust_drugginess(Clamp(7 * efficiency, 0, 50 - H.druggy))
H.hallucination = min(H.hallucination + (7 * efficiency), 50)
H.dizziness = min(H.dizziness + (3 * efficiency), 20)
H.confused = min(H.confused + (3 * efficiency), 20)
if(3 to 5)
if(targetbrainloss <= 20)
H.adjustBrainLoss(2 * efficiency)
H.adjust_drugginess(Clamp(5 * efficiency, 0, 25 - H.druggy))
H.hallucination = min(H.hallucination + (5 * efficiency), 25)
H.dizziness = min(H.dizziness + (2 * efficiency), 10)
H.confused = min(H.confused + (2 * efficiency), 10)
if(5 to 6)
if(targetbrainloss <= 10)
H.adjustBrainLoss(1 * efficiency)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 20 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 20)
H.dizziness = min(H.dizziness + (2 * efficiency), 5)
H.confused = min(H.confused + (2 * efficiency), 5)
if(6 to 7)
if(targetbrainloss <= 5)
H.adjustBrainLoss(1 * efficiency)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 10 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 10)
if(7 to INFINITY)
H.adjust_drugginess(Clamp(2 * efficiency, 0, 5 - H.druggy))
H.hallucination = min(H.hallucination + (2 * efficiency), 5)
if(is_servant_of_ratvar(H))
continue
var/list/effects = H.has_status_effect_list(STATUS_EFFECT_MANIAMOTOR)
var/datum/status_effect/maniamotor/M
for(var/datum/status_effect/maniamotor/MM in effects)
if(MM.motor == src)
M = MM
break
if(!M)
M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR)
M.motor = src
M.severity = Clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)