d k daunkey kaung
This commit is contained in:
@@ -59,7 +59,7 @@
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H.update_inv_wear_suit()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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A.UpdateButtons()
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/obj/item/clothing/suit/armor/abductor/vest/item_action_slot_check(slot, mob/user, datum/action/A)
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if(slot == ITEM_SLOT_OCLOTHING) //we only give the mob the ability to activate the vest if he's actually wearing it.
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@@ -216,7 +216,7 @@
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return
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// Disable Powers: Masquerade * NOTE * This should happen as a FLAW!
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//if (stat >= UNCONSCIOUS)
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// for (var/datum/action/bloodsucker/masquerade/P in powers)
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// for (var/datum/action/cooldown/bloodsucker/masquerade/P in powers)
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// P.Deactivate()
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// TEMP DEATH
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var/total_brute = owner.current.getBruteLoss_nonProsthetic()
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@@ -252,7 +252,7 @@
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owner.current.update_sight()
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owner.current.reload_fullscreen()
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// Disable ALL Powers
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for(var/datum/action/bloodsucker/power in powers)
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for(var/datum/action/cooldown/bloodsucker/power in powers)
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if(power.active && !power.can_use_in_torpor)
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power.DeactivatePower()
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if(owner.current.suiciding)
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@@ -1,22 +1,26 @@
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/datum/action/bloodsucker
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/datum/action/cooldown/bloodsucker
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name = "Vampiric Gift"
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desc = "A vampiric gift."
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button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
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background_icon_state = "vamp_power_off" //And this is the state for the background icon
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var/background_icon_state_on = "vamp_power_on" // FULP: Our "ON" icon alternative.
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var/background_icon_state_off = "vamp_power_off" // FULP: Our "OFF" icon alternative.
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icon_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the ACTION icon
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button_icon_state = "power_feed" //And this is the state for the action icon
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buttontooltipstyle = "cult"
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transparent_when_unavailable = TRUE
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/// Cooldown you'll have to wait between each use, decreases depending on level.
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cooldown_time = 2 SECONDS
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///Background icon when the Power is active.
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var/background_icon_state_on = "vamp_power_on"
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///Background icon when the Power is NOT active.
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var/background_icon_state_off = "vamp_power_off"
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// Action-Related
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//var/amPassive = FALSE // REMOVED: Just made it its own kind. // Am I just "on" at all times? (aka NO ICON)
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var/amTargetted = FALSE // Am I asked to choose a target when enabled? (Shows as toggled ON when armed)
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var/amToggle = FALSE // Can I be actively turned on and off?
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var/amSingleUse = FALSE // Am I removed after a single use?
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var/active = FALSE
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var/cooldown = 20 // 10 ticks, 1 second.
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var/cooldownUntil = 0 // From action.dm: next_use_time = world.time + cooldown_time
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// Power-Related
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var/level_current = 0 // Can increase to yield new abilities. Each power goes up in strength each Rank.
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//var/level_max = 1 //
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@@ -32,7 +36,7 @@
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//var/not_bloodsucker = FALSE // This goes to Vassals or Hunters, but NOT bloodsuckers.
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var/must_be_concious = TRUE //Can't use this ability while unconcious.
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/datum/action/bloodsucker/New()
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/datum/action/cooldown/bloodsucker/New()
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if(bloodcost > 0)
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desc += "<br><br><b>COST:</b> [bloodcost] Blood" // Modify description to add cost.
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if(warn_constant_cost)
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@@ -46,7 +50,7 @@
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// click.dm <--- Where we can take over mouse clicks
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// spells.dm /add_ranged_ability() <--- How we take over the mouse click to use a power on a target.
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/datum/action/bloodsucker/Trigger()
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/datum/action/cooldown/bloodsucker/Trigger()
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// Active? DEACTIVATE AND END!
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if(active && CheckCanDeactivate(TRUE))
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DeactivatePower()
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@@ -56,7 +60,7 @@
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PayCost()
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if(amToggle)
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active = !active
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UpdateButtonIcon()
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UpdateButtons()
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if(!amToggle || !active)
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StartCooldown() // Must come AFTER UpdateButton(), otherwise icon will revert.
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ActivatePower() // NOTE: ActivatePower() freezes this power in place until it ends.
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@@ -65,13 +69,13 @@
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if(amSingleUse)
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RemoveAfterUse()
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/datum/action/bloodsucker/proc/CheckCanPayCost(display_error)
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/datum/action/cooldown/bloodsucker/proc/CheckCanPayCost(display_error)
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if(!owner || !owner.mind)
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return FALSE
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// Cooldown?
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if(cooldownUntil > world.time)
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if(next_use_time > world.time)
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if(display_error)
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to_chat(owner, "[src] is unavailable. Wait [(cooldownUntil - world.time) / 10] seconds.")
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to_chat(owner, "[src] is unavailable. Wait [(next_use_time - world.time) / 10] seconds.")
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return FALSE
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// Have enough blood?
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var/mob/living/L = owner
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@@ -81,7 +85,7 @@
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return FALSE
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return TRUE
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/datum/action/bloodsucker/proc/CheckCanUse(display_error) // These checks can be scanned every frame while a ranged power is on.
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/datum/action/cooldown/bloodsucker/proc/CheckCanUse(display_error) // These checks can be scanned every frame while a ranged power is on.
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if(!owner || !owner.mind)
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return FALSE
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// Torpor?
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@@ -123,79 +127,43 @@
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return FALSE
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return TRUE
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/datum/action/bloodsucker/proc/StartCooldown()
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set waitfor = FALSE
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// Alpha Out
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button.color = rgb(128,0,0,128)
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button.alpha = 100
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// Calculate Cooldown (by power's level)
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var/this_cooldown = (cooldown_static || amSingleUse) ? cooldown : max(cooldown / 2, cooldown - (cooldown / 16 * (level_current-1)))
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// NOTE: With this formula, you'll hit half cooldown at level 8 for that power.
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// Wait for cooldown
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cooldownUntil = world.time + this_cooldown
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spawn(this_cooldown)
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// Alpha In
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button.color = rgb(255,255,255,255)
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button.alpha = 255
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/datum/action/bloodsucker/proc/CheckCanDeactivate(display_error)
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/datum/action/cooldown/bloodsucker/proc/CheckCanDeactivate(display_error)
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return TRUE
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/datum/action/bloodsucker/UpdateButtonIcon(force = FALSE)
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/datum/action/cooldown/bloodsucker/UpdateButton(atom/movable/screen/movable/action_button/button, force = FALSE)
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background_icon_state = active? background_icon_state_on : background_icon_state_off
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..()//UpdateButtonIcon()
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..()//UpdateButton()
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/datum/action/bloodsucker/proc/PayCost()
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/datum/action/cooldown/bloodsucker/proc/PayCost()
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// owner for actions is the mob, not mind.
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var/mob/living/L = owner
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L.blood_volume -= bloodcost
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/datum/action/bloodsucker/proc/ActivatePower()
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/datum/action/cooldown/bloodsucker/proc/ActivatePower()
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/datum/action/bloodsucker/proc/DeactivatePower(mob/living/user = owner, mob/living/target)
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/datum/action/cooldown/bloodsucker/proc/DeactivatePower(mob/living/user = owner, mob/living/target)
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active = FALSE
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UpdateButtonIcon()
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UpdateButtons()
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StartCooldown()
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/datum/action/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
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/datum/action/cooldown/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
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return active && user && (!warn_constant_cost || user.blood_volume > 0)
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/datum/action/bloodsucker/proc/RemoveAfterUse()
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/datum/action/cooldown/bloodsucker/proc/RemoveAfterUse()
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// Un-Learn Me! (GO HOME
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if (istype(bloodsuckerdatum))
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bloodsuckerdatum.powers -= src
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Remove(owner)
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/datum/action/bloodsucker/proc/Upgrade()
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/datum/action/cooldown/bloodsucker/proc/Upgrade()
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level_current ++
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/////////////////////////////////// PASSIVE POWERS ///////////////////////////////////
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// New Type: Passive (Always on, no button)
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/datum/action/bloodsucker/passive
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/datum/action/bloodsucker/passive/New()
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// REMOVED: DO NOTHBING!
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..()
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// Don't Display Button! (it doesn't do anything anyhow)
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button.screen_loc = DEFAULT_BLOODSPELLS
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button.moved = DEFAULT_BLOODSPELLS
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button.ordered = FALSE
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/datum/action/bloodsucker/passive/Destroy()
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if(owner)
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Remove(owner)
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target = null
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return ..()
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/////////////////////////////////// TARGETTED POWERS ///////////////////////////////////
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/datum/action/bloodsucker/targeted
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/datum/action/cooldown/bloodsucker/targeted
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// NOTE: All Targeted spells are Toggles! We just don't bother checking here.
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var/target_range = 99
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var/message_Trigger = "Select a target."
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@@ -204,7 +172,7 @@
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var/power_in_use = FALSE // Is this power LOCKED due to being used?
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/datum/action/bloodsucker/targeted/New(Target)
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/datum/action/cooldown/bloodsucker/targeted/New(Target)
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desc += "<br>\[<i>Targeted Power</i>\]" // Modify description to add notice that this is aimed.
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..()
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// Create Proc Holder for intercepting clicks
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@@ -212,7 +180,7 @@
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bs_proc_holder.linked_power = src
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// Click power: Begin Aim
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/datum/action/bloodsucker/targeted/Trigger()
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/datum/action/cooldown/bloodsucker/targeted/Trigger()
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if(active && CheckCanDeactivate(TRUE))
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DeactivateRangedAbility()
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DeactivatePower()
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@@ -220,7 +188,7 @@
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if(!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
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return
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active = !active
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UpdateButtonIcon()
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UpdateButtons()
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// Create & Link Targeting Proc
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var/mob/living/L = owner
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if(L.ranged_ability)
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@@ -230,7 +198,7 @@
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if(message_Trigger != "")
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to_chat(owner, "<span class='announce'>[message_Trigger]</span>")
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/datum/action/bloodsucker/targeted/CheckCanUse(display_error)
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/datum/action/cooldown/bloodsucker/targeted/CheckCanUse(display_error)
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. = ..()
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if(!.)
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return
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@@ -238,21 +206,21 @@
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return FALSE // doesn't let you remove powers if you're not there. So, let's just cancel the power entirely.
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return TRUE
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/datum/action/bloodsucker/targeted/DeactivatePower(mob/living/user = owner, mob/living/target)
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/datum/action/cooldown/bloodsucker/targeted/DeactivatePower(mob/living/user = owner, mob/living/target)
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// Don't run ..(), we don't want to engage the cooldown until we USE this power!
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active = FALSE
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UpdateButtonIcon()
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UpdateButtons()
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/datum/action/bloodsucker/targeted/proc/DeactivateRangedAbility()
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/datum/action/cooldown/bloodsucker/targeted/proc/DeactivateRangedAbility()
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// Only Turned off when CLICK is disabled...aka, when you successfully clicked (or
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bs_proc_holder.remove_ranged_ability()
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// Check if target is VALID (wall, turf, or character?)
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/datum/action/bloodsucker/targeted/proc/CheckValidTarget(atom/A)
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/datum/action/cooldown/bloodsucker/targeted/proc/CheckValidTarget(atom/A)
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return FALSE // FALSE targets nothing.
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// Check if valid target meets conditions
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/datum/action/bloodsucker/targeted/proc/CheckCanTarget(atom/A, display_error)
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/datum/action/cooldown/bloodsucker/targeted/proc/CheckCanTarget(atom/A, display_error)
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// Out of Range
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if(!(A in view(target_range, owner)))
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if(display_error && target_range > 1) // Only warn for range if it's greater than 1. Brawn doesn't need to announce itself.
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@@ -261,7 +229,7 @@
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return istype(A)
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// Click Target
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/datum/action/bloodsucker/targeted/proc/ClickWithPower(atom/A)
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/datum/action/cooldown/bloodsucker/targeted/proc/ClickWithPower(atom/A)
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// CANCEL RANGED TARGET check
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if(power_in_use || !CheckValidTarget(A))
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return FALSE
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@@ -276,21 +244,21 @@
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power_in_use = FALSE
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return TRUE
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/datum/action/bloodsucker/targeted/proc/FireTargetedPower(atom/A)
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/datum/action/cooldown/bloodsucker/targeted/proc/FireTargetedPower(atom/A)
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// Like ActivatePower, but specific to Targeted (and takes an atom input). We don't use ActivatePower for targeted.
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/datum/action/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
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/datum/action/cooldown/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
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// The power went off! We now pay the cost of the power.
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PayCost()
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DeactivateRangedAbility()
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DeactivatePower()
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StartCooldown() // Do AFTER UpdateIcon() inside of DeactivatePower. Otherwise icon just gets wiped.
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/datum/action/bloodsucker/targeted/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
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/datum/action/cooldown/bloodsucker/targeted/ContinueActive(mob/living/user, mob/living/target) // Used by loops to make sure this power can stay active.
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return ..()
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// Target Proc Holder
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/obj/effect/proc_holder/bloodsucker
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var/datum/action/bloodsucker/targeted/linked_power
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var/datum/action/cooldown/bloodsucker/targeted/linked_power
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/obj/effect/proc_holder/bloodsucker/remove_ranged_ability(msg)
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..()
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@@ -55,8 +55,8 @@
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bloodsuckerdatum.warn_sun_locker = FALSE
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bloodsuckerdatum.warn_sun_burn = FALSE
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// Remove Dawn Powers
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for(var/datum/action/bloodsucker/P in bloodsuckerdatum.powers)
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if(istype(P, /datum/action/bloodsucker/gohome))
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for(var/datum/action/cooldown/bloodsucker/P in bloodsuckerdatum.powers)
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if(istype(P, /datum/action/cooldown/bloodsucker/gohome))
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bloodsuckerdatum.powers -= P
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P.Remove(M.current)
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nighttime_duration += 100 //Each day makes the night a minute longer.
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@@ -149,5 +149,5 @@
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if(!istype(M) || !istype(M.current))
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continue
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = M.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/bloodsucker/gohome) in bloodsuckerdatum.powers))
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bloodsuckerdatum.BuyPower(new /datum/action/bloodsucker/gohome)
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if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/cooldown/bloodsucker/gohome) in bloodsuckerdatum.powers))
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bloodsuckerdatum.BuyPower(new /datum/action/cooldown/bloodsucker/gohome)
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@@ -14,7 +14,7 @@
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dat += "<HR>"
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// Step One: Decide powers you CAN buy.
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for(var/pickedpower in typesof(/datum/action/bloodsucker))
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for(var/pickedpower in typesof(/datum/action/cooldown/bloodsucker))
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var/obj/effect/proc_holder/spell/bloodsucker/power = pickedpower
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// NAME
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dat += "<A href='byond://?src=[REF(src)];[module.mod_pick_name]=1'>[power.name]</A>"
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@@ -168,7 +168,7 @@
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return fullname
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/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/bloodsucker/power)//(obj/effect/proc_holder/spell/power)
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/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/cooldown/bloodsucker/power)//(obj/effect/proc_holder/spell/power)
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powers += power
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power.Grant(owner.current)// owner.AddSpell(power)
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@@ -177,9 +177,9 @@
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add_hud()
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update_hud(TRUE) // Set blood value, current rank
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// Powers
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BuyPower(new /datum/action/bloodsucker/feed)
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BuyPower(new /datum/action/bloodsucker/masquerade)
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BuyPower(new /datum/action/bloodsucker/veil)
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BuyPower(new /datum/action/cooldown/bloodsucker/feed)
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BuyPower(new /datum/action/cooldown/bloodsucker/masquerade)
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BuyPower(new /datum/action/cooldown/bloodsucker/veil)
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// Traits
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for(var/T in defaultTraits)
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ADD_TRAIT(owner.current, T, BLOODSUCKER_TRAIT)
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@@ -221,7 +221,7 @@
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remove_hud()
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// Powers
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while(powers.len)
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var/datum/action/bloodsucker/power = pick(powers)
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var/datum/action/cooldown/bloodsucker/power = pick(powers)
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powers -= power
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power.Remove(owner.current)
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// owner.RemoveSpell(power)
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@@ -267,7 +267,7 @@
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to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, you can build one from wooden planks.</span><br>")
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/datum/antagonist/bloodsucker/proc/LevelUpPowers()
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for(var/datum/action/bloodsucker/power in powers)
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for(var/datum/action/cooldown/bloodsucker/power in powers)
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power.level_current ++
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/datum/antagonist/bloodsucker/proc/SpendRank()
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@@ -281,8 +281,8 @@
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//TODO: Make this into a radial, or perhaps a tgui next UI
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||||
// Purchase Power Prompt
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||||
var/list/options = list()
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for(var/pickedpower in typesof(/datum/action/bloodsucker))
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var/datum/action/bloodsucker/power = pickedpower
|
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for(var/pickedpower in typesof(/datum/action/cooldown/bloodsucker))
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var/datum/action/cooldown/bloodsucker/power = pickedpower
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// If I don't own it, and I'm allowed to buy it.
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if(!(locate(power) in powers) && initial(power.bloodsucker_can_buy))
|
||||
options[initial(power.name)] = power // TESTING: After working with TGUI, it seems you can use initial() to view the variables inside a path?
|
||||
@@ -303,7 +303,7 @@
|
||||
to_chat(owner.current, "<span class='warning'>You dont have enough blood to thicken your blood, you need [level_bloodcost - L.blood_volume] units more!</span>")
|
||||
return
|
||||
// Buy New Powers
|
||||
var/datum/action/bloodsucker/P = options[choice]
|
||||
var/datum/action/cooldown/bloodsucker/P = options[choice]
|
||||
AddBloodVolume(-level_bloodcost)
|
||||
BuyPower(new P)
|
||||
to_chat(owner.current, "<span class='notice'>You have used [level_bloodcost] units of blood and learned [initial(P.name)]!</span>")
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
//owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/hunter_edition)
|
||||
|
||||
// Give Hunter Power
|
||||
var/datum/action/P = new /datum/action/bloodsucker/trackvamp
|
||||
var/datum/action/P = new /datum/action/cooldown/bloodsucker/trackvamp
|
||||
P.Grant(owner.current)
|
||||
|
||||
// Give Hunter Martial Arts
|
||||
@@ -69,7 +69,7 @@
|
||||
|
||||
// Take Hunter Power
|
||||
if (owner.current)
|
||||
for (var/datum/action/bloodsucker/P in owner.current.actions)
|
||||
for (var/datum/action/cooldown/bloodsucker/P in owner.current.actions)
|
||||
P.Remove(owner.current)
|
||||
|
||||
// Take Hunter Martial Arts
|
||||
@@ -166,7 +166,7 @@
|
||||
/*
|
||||
|
||||
|
||||
/datum/action/bloodsucker/trackvamp/
|
||||
/datum/action/cooldown/bloodsucker/trackvamp/
|
||||
name = "Track Monster"//"Cellular Emporium"
|
||||
desc = "Take a moment to look for clues of any nearby monsters.<br>These creatures are slippery, and often look like the crew."
|
||||
button_icon = 'icons/mob/actions/bloodsucker.dmi' //This is the file for the BACKGROUND icon
|
||||
@@ -177,7 +177,7 @@
|
||||
cooldown = 300 // 10 ticks, 1 second.
|
||||
bloodcost = 0
|
||||
|
||||
/datum/action/bloodsucker/trackvamp/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/trackvamp/ActivatePower()
|
||||
|
||||
var/mob/living/user = owner
|
||||
to_chat(user, "<span class='notice'>You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order.</span>")
|
||||
@@ -192,7 +192,7 @@
|
||||
// NOTE: DON'T DEACTIVATE!
|
||||
//DeactivatePower()
|
||||
|
||||
/datum/action/bloodsucker/trackvamp/proc/display_proximity()
|
||||
/datum/action/cooldown/bloodsucker/trackvamp/proc/display_proximity()
|
||||
// Pick target
|
||||
var/turf/my_loc = get_turf(owner)
|
||||
//var/list/mob/living/carbon/vamps = list()
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
// Master Pinpointer
|
||||
owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
|
||||
// Powers
|
||||
var/datum/action/bloodsucker/vassal/recuperate/new_Recuperate = new ()
|
||||
var/datum/action/cooldown/bloodsucker/vassal/recuperate/new_Recuperate = new ()
|
||||
new_Recuperate.Grant(owner.current)
|
||||
powers += new_Recuperate
|
||||
// Give Vassal Objective
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn
|
||||
name = "Brawn"
|
||||
desc = "Snap restraints with ease, or deal terrible damage with your bare hands."
|
||||
button_icon_state = "power_strength"
|
||||
bloodcost = 10
|
||||
cooldown = 90
|
||||
cooldown_time = 90
|
||||
target_range = 1
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = ""//"Whom will you subvert to your will?"
|
||||
@@ -16,7 +16,7 @@
|
||||
var/upgrade_canLocker = FALSE
|
||||
var/upgrade_canDoor = FALSE
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -38,10 +38,10 @@
|
||||
|
||||
// NOTE: We use . = FALSE so that we can break cuffs AND throw off our attacker in one use!
|
||||
//return TRUE
|
||||
/datum/action/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckValidTarget(atom/A)
|
||||
return isliving(A) || istype(A, /obj/machinery/door)
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/CheckCanTarget(atom/A, display_error)
|
||||
// DEFAULT CHECKS (Distance)
|
||||
if(!..()) // Disable range notice for Brawn.
|
||||
return FALSE
|
||||
@@ -59,7 +59,7 @@
|
||||
return TRUE
|
||||
return ..() // yes, FALSE! You failed if you got here! BAD TARGET
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn/FireTargetedPower(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/FireTargetedPower(atom/A)
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
|
||||
var/mob/living/carbon/target = A
|
||||
var/mob/living/user = owner
|
||||
@@ -97,7 +97,7 @@
|
||||
D.open(2) // open(2) is like a crowbar or jaws of life.
|
||||
// Target Type: Closet
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
|
||||
if(!iscarbon(owner)) // || !owner.restrained()
|
||||
return FALSE
|
||||
// (NOTE: Just like biodegrade.dm, we only remove one thing per use //
|
||||
@@ -131,7 +131,7 @@
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
/datum/action/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
|
||||
if(!owner.pulledby)// || owner.pulledby.grab_state <= GRAB_PASSIVE)
|
||||
return FALSE
|
||||
var/mob/M = owner.pulledby
|
||||
@@ -153,7 +153,7 @@
|
||||
owner.pulledby = null // It's already done, but JUST IN CASE.
|
||||
return TRUE
|
||||
/* Doesnt work
|
||||
/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakLocker()
|
||||
/datum/action/cooldown/bloodsucker/targeted/brawn/proc/CheckBreakLocker()
|
||||
if(!istype(owner.loc, /obj/structure/closet))
|
||||
return FALSE
|
||||
playsound(get_turf(owner), 'sound/machines/airlock_alien_prying.ogg', 40, 1, -1)
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/cloak
|
||||
/datum/action/cooldown/bloodsucker/cloak
|
||||
name = "Cloak of Darkness"
|
||||
desc = "Blend into the shadows and become invisible to the untrained eye. Movement is slowed in brightly lit areas, and you cannot dissapear while mortals watch you."
|
||||
button_icon_state = "power_cloak"
|
||||
bloodcost = 5
|
||||
cooldown = 50
|
||||
cooldown_time = 50
|
||||
bloodsucker_can_buy = TRUE
|
||||
amToggle = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
@@ -14,7 +14,7 @@
|
||||
var/walk_threshold = 0.4 // arbitrary number, to be changed. edit in last commit: this is fine after testing on box station for a bit
|
||||
var/lum
|
||||
|
||||
/datum/action/bloodsucker/cloak/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/cloak/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -24,7 +24,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/cloak/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/cloak/ActivatePower()
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/mob/living/user = owner
|
||||
|
||||
@@ -52,7 +52,7 @@
|
||||
|
||||
sleep(5) // Check every few ticks
|
||||
|
||||
/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
|
||||
if (!..())
|
||||
return FALSE
|
||||
if(user.stat == !CONSCIOUS) // Must be CONSCIOUS
|
||||
@@ -60,7 +60,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/cloak/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..()
|
||||
REMOVE_TRAIT(user, TRAIT_NORUNNING, "cloak of darkness")
|
||||
user.alpha = 255
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/feed
|
||||
/datum/action/cooldown/bloodsucker/feed
|
||||
name = "Feed"
|
||||
desc = "Draw the heartsblood of living victims in your grasp.<br><b>None/Passive:</b> Feed silently and unnoticed by your victim.<br><b>Aggressive: </b>Subdue your target quickly."
|
||||
button_icon_state = "power_feed"
|
||||
|
||||
bloodcost = 0
|
||||
cooldown = 30
|
||||
cooldown_time = 30
|
||||
amToggle = TRUE
|
||||
bloodsucker_can_buy = TRUE
|
||||
can_be_staked = TRUE
|
||||
@@ -16,7 +16,7 @@
|
||||
var/mob/living/feed_target // So we can validate more than just the guy we're grappling.
|
||||
var/target_grappled = FALSE // If you started grappled, then ending it will end your Feed.
|
||||
|
||||
/datum/action/bloodsucker/feed/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/feed/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -33,7 +33,7 @@
|
||||
// DONE!
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
|
||||
/datum/action/cooldown/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
|
||||
// Bloodsuckers + Animals MUST be grabbed aggressively!
|
||||
if(!owner.pulling || target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
|
||||
// NOTE: It's OKAY that we are checking if(!target) below, AFTER animals here. We want passive check vs animal to warn you first, THEN the standard warning.
|
||||
@@ -76,7 +76,7 @@
|
||||
return TRUE
|
||||
|
||||
// If I'm not grabbing someone, find me someone nearby.
|
||||
/datum/action/bloodsucker/feed/proc/FindMyTarget(display_error)
|
||||
/datum/action/cooldown/bloodsucker/feed/proc/FindMyTarget(display_error)
|
||||
// Default
|
||||
feed_target = null
|
||||
target_grappled = FALSE
|
||||
@@ -132,7 +132,7 @@
|
||||
feed_target = pick(targets_valid)//targets[1]
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/feed/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/feed/ActivatePower()
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up Activate(), so Deactivate() can happen after.
|
||||
var/mob/living/target = feed_target // Stored during CheckCanUse(). Can be a grabbed OR adjecent character.
|
||||
var/mob/living/user = owner
|
||||
@@ -302,16 +302,16 @@
|
||||
CheckKilledTarget(user,target)
|
||||
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
|
||||
// Bad Bloodsucker. You shouldn't do that.
|
||||
if(target && target.stat >= DEAD && ishuman(target))
|
||||
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)
|
||||
/datum/action/cooldown/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
|
||||
return ..() && target && (!target_grappled || user.pulling == target) && blood_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)
|
||||
/datum/action/cooldown/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
|
||||
// Bloodsuckers not affected by "the Kiss" of another vampire
|
||||
if(!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
target.Unconscious(50,0)
|
||||
@@ -320,7 +320,7 @@
|
||||
if(ishuman(target))
|
||||
target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
|
||||
|
||||
/datum/action/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
// No longer Feeding
|
||||
|
||||
@@ -2,12 +2,12 @@
|
||||
|
||||
|
||||
|
||||
/datum/action/bloodsucker/fortitude
|
||||
/datum/action/cooldown/bloodsucker/fortitude
|
||||
name = "Fortitude"
|
||||
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
|
||||
button_icon_state = "power_fortitude"
|
||||
bloodcost = 30
|
||||
cooldown = 80
|
||||
cooldown_time = 80
|
||||
bloodsucker_can_buy = TRUE
|
||||
amToggle = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
|
||||
|
||||
/datum/action/bloodsucker/fortitude/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/fortitude/ActivatePower()
|
||||
var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/mob/living/user = owner
|
||||
to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
|
||||
@@ -47,8 +47,8 @@
|
||||
B.AddBloodVolume(-0.5)
|
||||
sleep(20) // Check every few ticks that we haven't disabled this power
|
||||
// Return to Running (if you were before)
|
||||
|
||||
/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
|
||||
/datum/action/cooldown/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..()
|
||||
// Restore Traits & Effects
|
||||
REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/gohome
|
||||
/datum/action/cooldown/bloodsucker/gohome
|
||||
name = "Vanishing Act"
|
||||
desc = "As dawn aproaches, disperse into mist and return directly to your Lair.<br><b>WARNING:</b> You will drop <b>ALL</b> of your possessions if observed by mortals."
|
||||
button_icon_state = "power_gohome"
|
||||
@@ -8,7 +8,7 @@
|
||||
background_icon_state_off = "vamp_power_off_oneshot"
|
||||
|
||||
bloodcost = 100
|
||||
cooldown = 99999 // It'll never come back.
|
||||
cooldown_time = 99999 // It'll never come back.
|
||||
amToggle = FALSE
|
||||
amSingleUse = TRUE
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
can_be_immobilized = TRUE
|
||||
must_be_concious = FALSE
|
||||
|
||||
/datum/action/bloodsucker/gohome/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/gohome/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -30,12 +30,12 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
|
||||
/datum/action/cooldown/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
|
||||
for(var/obj/machinery/light/L in view(flicker_range, get_turf(owner)))
|
||||
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', beat_volume, 1)
|
||||
|
||||
|
||||
/datum/action/bloodsucker/gohome/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/gohome/ActivatePower()
|
||||
var/mob/living/carbon/user = owner
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
// IMPORTANT: Check for lair at every step! It might get destroyed.
|
||||
|
||||
@@ -3,12 +3,12 @@
|
||||
// Level 2: Dodge Bullets
|
||||
// Level 3: Stun People Passed
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste
|
||||
name = "Immortal Haste"
|
||||
desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
|
||||
button_icon_state = "power_speed"
|
||||
bloodcost = 6
|
||||
cooldown = 120
|
||||
cooldown_time = 120
|
||||
target_range = 15
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = ""//"Whom will you subvert to your will?"
|
||||
@@ -18,7 +18,7 @@
|
||||
/// If set, uses this speed in deciseconds instead of world.tick_lag
|
||||
var/speed_override
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -33,10 +33,10 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/CheckValidTarget(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/CheckValidTarget(atom/A)
|
||||
return isturf(A) || A.loc != owner.loc // Anything will do, if it's not me or my square
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/CheckCanTarget(atom/A, display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/CheckCanTarget(atom/A, display_error)
|
||||
// DEFAULT CHECKS (Distance)
|
||||
if (!..())
|
||||
return FALSE
|
||||
@@ -45,7 +45,7 @@
|
||||
// return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/FireTargetedPower(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/FireTargetedPower(atom/A)
|
||||
// This is a non-async proc to make sure the power is "locked" until this finishes.
|
||||
hit = list()
|
||||
RegisterSignal(owner, COMSIG_MOVABLE_MOVED, .proc/on_move)
|
||||
@@ -78,11 +78,11 @@
|
||||
hit = null
|
||||
user.update_mobility()
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
user.update_mobility()
|
||||
|
||||
/datum/action/bloodsucker/targeted/haste/proc/on_move()
|
||||
/datum/action/cooldown/bloodsucker/targeted/haste/proc/on_move()
|
||||
for(var/mob/living/L in dview(1, get_turf(owner)))
|
||||
if(!hit[L] && (L != owner))
|
||||
hit[L] = TRUE
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/lunge
|
||||
/datum/action/cooldown/bloodsucker/lunge
|
||||
name = "Predatory Lunge"
|
||||
desc = "Prepare the strenght to grapple your prey."
|
||||
button_icon_state = "power_lunge"
|
||||
bloodcost = 10
|
||||
cooldown = 30
|
||||
cooldown_time = 30
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
amToggle = TRUE
|
||||
var/leap_skill_mod = 5
|
||||
|
||||
/datum/action/bloodsucker/lunge/New()
|
||||
/datum/action/cooldown/bloodsucker/lunge/New()
|
||||
. = ..()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/lunge/Destroy()
|
||||
|
||||
/datum/action/cooldown/bloodsucker/lunge/Destroy()
|
||||
. = ..()
|
||||
UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
|
||||
|
||||
/datum/action/bloodsucker/lunge/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/lunge/ActivatePower()
|
||||
var/mob/living/carbon/user = owner
|
||||
var/datum/antagonist/bloodsucker/B = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
var/datum/component/tackler/T = user.LoadComponent(/datum/component/tackler)
|
||||
@@ -37,10 +37,10 @@
|
||||
sleep(5)
|
||||
|
||||
//Without this, the leap component would get removed too early, causing the normal crash into effects.
|
||||
/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
|
||||
/datum/action/cooldown/bloodsucker/lunge/proc/DelayedDeactivatePower()
|
||||
addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
|
||||
|
||||
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
|
||||
/datum/action/cooldown/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
|
||||
. = ..()
|
||||
qdel(user.GetComponent(/datum/component/tackler))
|
||||
UnregisterSignal(user, COMSIG_CARBON_TACKLED)
|
||||
|
||||
@@ -16,12 +16,12 @@
|
||||
// -
|
||||
|
||||
|
||||
/datum/action/bloodsucker/masquerade
|
||||
/datum/action/cooldown/bloodsucker/masquerade
|
||||
name = "Masquerade"
|
||||
desc = "Feign the vital signs of a mortal, and escape both casual and medical notice as the monster you truly are."
|
||||
button_icon_state = "power_human"
|
||||
bloodcost = 10
|
||||
cooldown = 50
|
||||
cooldown_time = 50
|
||||
amToggle = TRUE
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
// NOTE: Firing off vulgar powers disables your Masquerade!
|
||||
|
||||
/*/datum/action/bloodsucker/masquerade/CheckCanUse(display_error)
|
||||
/*/datum/action/cooldown/bloodsucker/masquerade/CheckCanUse(display_error)
|
||||
if(!..(display_error))// DEFAULT CHECKS
|
||||
return FALSE
|
||||
// DONE!
|
||||
@@ -39,7 +39,7 @@
|
||||
*/
|
||||
|
||||
|
||||
/datum/action/bloodsucker/masquerade/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/masquerade/ActivatePower()
|
||||
|
||||
var/mob/living/user = owner
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
@@ -78,14 +78,14 @@
|
||||
sleep(20) // Check every few ticks that we haven't disabled this power
|
||||
|
||||
|
||||
/datum/action/bloodsucker/masquerade/ContinueActive(mob/living/user)
|
||||
/datum/action/cooldown/bloodsucker/masquerade/ContinueActive(mob/living/user)
|
||||
// Disable if unable to use power anymore.
|
||||
//if (user.stat == DEAD || user.blood_volume <= 0) // not conscious or soft critor uncon, just dead
|
||||
// return FALSE
|
||||
return ..() // Active, and still Antag
|
||||
|
||||
|
||||
/datum/action/bloodsucker/masquerade/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/masquerade/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
|
||||
@@ -5,12 +5,12 @@
|
||||
// FOLLOW: Target follows you, spouting random phrases from their history (or maybe Polly's or NPC's vocab?)
|
||||
// ATTACK: Target finds a nearby non-Bloodsucker victim to attack.
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize
|
||||
name = "Mesmerize"
|
||||
desc = "Dominate the mind of a mortal who can see your eyes."
|
||||
button_icon_state = "power_mez"
|
||||
bloodcost = 30
|
||||
cooldown = 300
|
||||
cooldown_time = 300
|
||||
target_range = 2
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = "Whom will you subvert to your will?"
|
||||
@@ -18,7 +18,7 @@
|
||||
bloodsucker_can_buy = TRUE
|
||||
var/success
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -34,10 +34,10 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/A)
|
||||
return iscarbon(A)
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/A,display_error)
|
||||
// Check: Self
|
||||
if(A == owner)
|
||||
return FALSE
|
||||
@@ -88,7 +88,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/proc/ContinueTarget(atom/A)
|
||||
var/mob/living/carbon/target = A
|
||||
var/mob/living/L = owner
|
||||
|
||||
@@ -103,7 +103,7 @@
|
||||
to_chat(L, "<span class='warning'>[target] has escaped your gaze!</span>")
|
||||
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/A)
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
|
||||
var/mob/living/carbon/target = A
|
||||
var/mob/living/L = owner
|
||||
@@ -118,7 +118,7 @@
|
||||
// 5 second windup
|
||||
addtimer(CALLBACK(src, .proc/apply_effects, L, target, power_time), 6 SECONDS)
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/proc/apply_effects(aggressor, victim, power_time)
|
||||
var/mob/living/carbon/target = victim
|
||||
var/mob/living/L = aggressor
|
||||
if(!success)
|
||||
@@ -135,5 +135,5 @@
|
||||
to_chat(L, "<span class='warning'>[target] has snapped out of their trance.</span>")
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/targeted/mesmerize/ContinueActive(mob/living/user, mob/living/target)
|
||||
return ..() && CheckCanUse() && CheckCanTarget(target)
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
/datum/action/bloodsucker/vassal/recuperate
|
||||
/datum/action/cooldown/bloodsucker/vassal/recuperate
|
||||
name = "Sanguine Recuperation"
|
||||
desc = "Slowly heal brute damage while active. This process is exhausting, and requires some of your tainted blood."
|
||||
button_icon_state = "power_recup"
|
||||
amToggle = TRUE
|
||||
bloodcost = 5
|
||||
cooldown = 100
|
||||
cooldown_time = 100
|
||||
|
||||
/datum/action/bloodsucker/vassal/recuperate/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/vassal/recuperate/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -14,7 +14,7 @@
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/vassal/recuperate/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/vassal/recuperate/ActivatePower()
|
||||
to_chat(owner, "<span class='notice'>Your muscles clench and your skin crawls as your master's immortal blood knits your wounds and gives you stamina.</span>")
|
||||
var/mob/living/carbon/C = owner
|
||||
var/mob/living/carbon/human/H
|
||||
@@ -35,5 +35,5 @@
|
||||
// DONE!
|
||||
//DeactivatePower(owner)
|
||||
|
||||
/datum/action/bloodsucker/vassal/recuperate/ContinueActive(mob/living/user, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/vassal/recuperate/ContinueActive(mob/living/user, mob/living/target)
|
||||
return ..() && user.stat <= DEAD && user.blood_volume > 500
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass
|
||||
/datum/action/cooldown/bloodsucker/targeted/trespass
|
||||
name = "Trespass"
|
||||
desc = "Become mist and advance two tiles in one direction, ignoring all obstacles except for walls. Useful for skipping past doors and barricades."
|
||||
button_icon_state = "power_tres"
|
||||
|
||||
bloodcost = 10
|
||||
cooldown = 80
|
||||
cooldown_time = 80
|
||||
amToggle = FALSE
|
||||
//target_range = 2
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
var/turf/target_turf // We need to decide where we're going based on where we clicked. It's not actually the tile we clicked.
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -26,7 +26,7 @@
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckValidTarget(atom/A)
|
||||
// Can't target my tile
|
||||
if(A == get_turf(owner) || get_turf(A) == get_turf(owner))
|
||||
return FALSE
|
||||
@@ -34,7 +34,7 @@
|
||||
return TRUE // All we care about is destination. Anything you click is fine.
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass/CheckCanTarget(atom/A, display_error)
|
||||
/datum/action/cooldown/bloodsucker/targeted/trespass/CheckCanTarget(atom/A, display_error)
|
||||
// NOTE: Do NOT use ..()! We don't want to check distance or anything.
|
||||
|
||||
// Get clicked tile
|
||||
@@ -60,7 +60,7 @@
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/trespass/FireTargetedPower(atom/A)
|
||||
/datum/action/cooldown/bloodsucker/targeted/trespass/FireTargetedPower(atom/A)
|
||||
// set waitfor = FALSE <---- DONT DO THIS!We WANT this power to hold up ClickWithPower(), so that we can unlock the power when it's done.
|
||||
|
||||
// Find target turf, at or below Atom
|
||||
@@ -87,7 +87,7 @@
|
||||
user.invisibility = INVISIBILITY_MAXIMUM
|
||||
|
||||
// LOSE CUFFS
|
||||
|
||||
|
||||
// Wait...
|
||||
sleep(mist_delay / 2)
|
||||
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
|
||||
/datum/action/bloodsucker/veil
|
||||
/datum/action/cooldown/bloodsucker/veil
|
||||
name = "Veil of Many Faces"
|
||||
desc = "Disguise yourself in the illusion of another identity."
|
||||
button_icon_state = "power_veil"
|
||||
bloodcost = 15
|
||||
cooldown = 100
|
||||
cooldown_time = 100
|
||||
amToggle = TRUE
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
@@ -29,7 +29,7 @@
|
||||
var/list/prev_features // For lizards and such
|
||||
|
||||
|
||||
/datum/action/bloodsucker/veil/CheckCanUse(display_error)
|
||||
/datum/action/cooldown/bloodsucker/veil/CheckCanUse(display_error)
|
||||
. = ..()
|
||||
if(!.)
|
||||
return
|
||||
@@ -37,7 +37,7 @@
|
||||
return TRUE
|
||||
|
||||
|
||||
/datum/action/bloodsucker/veil/ActivatePower()
|
||||
/datum/action/cooldown/bloodsucker/veil/ActivatePower()
|
||||
|
||||
cast_effect() // POOF
|
||||
|
||||
@@ -47,14 +47,14 @@
|
||||
Disguise_FaceName()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/veil/proc/Disguise_Outfit()
|
||||
/datum/action/cooldown/bloodsucker/veil/proc/Disguise_Outfit()
|
||||
|
||||
// Step One: Back up original items
|
||||
|
||||
|
||||
|
||||
|
||||
/datum/action/bloodsucker/veil/proc/Disguise_FaceName()
|
||||
/datum/action/cooldown/bloodsucker/veil/proc/Disguise_FaceName()
|
||||
|
||||
// Change Name/Voice
|
||||
var/mob/living/carbon/human/H = owner
|
||||
@@ -112,7 +112,7 @@
|
||||
sleep(50)
|
||||
|
||||
|
||||
/datum/action/bloodsucker/veil/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
/datum/action/cooldown/bloodsucker/veil/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..()
|
||||
if (ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
@@ -149,7 +149,7 @@
|
||||
cast_effect() // POOF
|
||||
|
||||
// CAST EFFECT // // General effect (poof, splat, etc) when you cast. Doesn't happen automatically!
|
||||
/datum/action/bloodsucker/veil/proc/cast_effect()
|
||||
/datum/action/cooldown/bloodsucker/veil/proc/cast_effect()
|
||||
// Effect
|
||||
playsound(get_turf(owner), 'sound/magic/smoke.ogg', 20, 1)
|
||||
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
|
||||
|
||||
@@ -80,7 +80,6 @@
|
||||
|
||||
/datum/action/innate/cellular_emporium/New(our_target)
|
||||
. = ..()
|
||||
button.name = name
|
||||
if(istype(our_target, /datum/cellular_emporium))
|
||||
cellular_emporium = our_target
|
||||
else
|
||||
|
||||
@@ -44,7 +44,7 @@
|
||||
name = "Reviving Stasis"
|
||||
desc = "We fall into a stasis, allowing us to regenerate and trick our enemies. Costs 15 chemicals."
|
||||
button_icon_state = "fake_death"
|
||||
UpdateButtonIcon()
|
||||
UpdateButtons()
|
||||
chemical_cost = 15
|
||||
to_chat(user, "<span class='notice'>We have revived ourselves.</span>")
|
||||
|
||||
@@ -56,7 +56,7 @@
|
||||
name = "Revive"
|
||||
desc = "We arise once more."
|
||||
button_icon_state = "revive"
|
||||
UpdateButtonIcon()
|
||||
UpdateButtons()
|
||||
chemical_cost = 0
|
||||
revive_ready = TRUE
|
||||
|
||||
|
||||
@@ -411,6 +411,6 @@
|
||||
Q.name = "[quickbind_slot.name] ([Q.scripture_index])"
|
||||
Q.desc = quickbind_slot.quickbind_desc
|
||||
Q.button_icon_state = quickbind_slot.name
|
||||
Q.UpdateButtonIcon()
|
||||
Q.UpdateButtons()
|
||||
if(isliving(loc))
|
||||
Q.Grant(loc)
|
||||
|
||||
@@ -2,16 +2,11 @@
|
||||
name = "Prepare Blood Magic"
|
||||
button_icon_state = "carve"
|
||||
desc = "Prepare blood magic by carving runes into your flesh. This rite is most effective with an <b>empowering rune</b>"
|
||||
default_button_position = DEFAULT_BLOODSPELLS
|
||||
var/list/spells = list()
|
||||
var/channeling = FALSE
|
||||
var/holy_dispel = FALSE
|
||||
|
||||
/datum/action/innate/cult/blood_magic/Grant()
|
||||
..()
|
||||
button.screen_loc = DEFAULT_BLOODSPELLS
|
||||
button.moved = DEFAULT_BLOODSPELLS
|
||||
button.ordered = FALSE
|
||||
|
||||
/datum/action/innate/cult/blood_magic/Remove()
|
||||
for(var/X in spells)
|
||||
qdel(X)
|
||||
@@ -23,15 +18,21 @@
|
||||
return ..()
|
||||
|
||||
/datum/action/innate/cult/blood_magic/proc/Positioning()
|
||||
var/list/screen_loc_split = splittext(button.screen_loc,",")
|
||||
var/list/screen_loc_X = splittext(screen_loc_split[1],":")
|
||||
var/list/screen_loc_Y = splittext(screen_loc_split[2],":")
|
||||
var/pix_X = text2num(screen_loc_X[2])
|
||||
for(var/datum/action/innate/cult/blood_spell/B in spells)
|
||||
if(B.button.locked)
|
||||
var/order = pix_X+spells.Find(B)*31
|
||||
B.button.screen_loc = "[screen_loc_X[1]]:[order],[screen_loc_Y[1]]:[screen_loc_Y[2]]"
|
||||
B.button.moved = B.button.screen_loc
|
||||
for(var/datum/hud/hud as anything in viewers)
|
||||
var/our_view = hud.mymob?.client?.view || "15x15"
|
||||
var/atom/movable/screen/movable/action_button/button = viewers[hud]
|
||||
var/position = screen_loc_to_offset(button.screen_loc)
|
||||
var/spells_iterated = 0
|
||||
for(var/datum/action/innate/cult/blood_spell/blood_spell in spells)
|
||||
spells_iterated += 1
|
||||
if(blood_spell.positioned)
|
||||
continue
|
||||
var/atom/movable/screen/movable/action_button/moving_button = blood_spell.viewers[hud]
|
||||
if(!moving_button)
|
||||
continue
|
||||
var/our_x = position[1] + spells_iterated * world.icon_size // Offset any new buttons into our list
|
||||
hud.position_action(moving_button, offset_to_screen_loc(our_x, position[2], our_view))
|
||||
blood_spell.positioned = TRUE
|
||||
|
||||
/datum/action/innate/cult/blood_magic/Activate()
|
||||
if(holy_dispel)
|
||||
@@ -99,6 +100,8 @@
|
||||
var/base_desc //To allow for updating tooltips
|
||||
var/invocation
|
||||
var/health_cost = 0
|
||||
/// Have we already been positioned into our starting location?
|
||||
var/positioned = FALSE
|
||||
|
||||
/datum/action/innate/cult/blood_spell/Grant(mob/living/owner, datum/action/innate/cult/blood_magic/BM)
|
||||
if(health_cost)
|
||||
@@ -106,9 +109,7 @@
|
||||
base_desc = desc
|
||||
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
|
||||
all_magic = BM
|
||||
..()
|
||||
button.locked = TRUE
|
||||
button.ordered = FALSE
|
||||
return ..()
|
||||
|
||||
/datum/action/innate/cult/blood_spell/Remove()
|
||||
if(all_magic)
|
||||
@@ -273,7 +274,7 @@
|
||||
attached_action.charges--
|
||||
attached_action.desc = attached_action.base_desc
|
||||
attached_action.desc += "<br><b><u>Has [attached_action.charges] use\s remaining</u></b>."
|
||||
attached_action.UpdateButtonIcon()
|
||||
attached_action.UpdateButtons()
|
||||
if(attached_action.charges <= 0)
|
||||
remove_ranged_ability("<span class='cult'>You have exhausted the spell's power!</span>")
|
||||
qdel(src)
|
||||
@@ -325,7 +326,7 @@
|
||||
qdel(src)
|
||||
desc = base_desc
|
||||
desc += "<br><b><u>Has [charges] use\s remaining</u></b>."
|
||||
UpdateButtonIcon()
|
||||
UpdateButtons()
|
||||
|
||||
/datum/action/innate/cult/blood_spell/manipulation
|
||||
name = "Blood Rites"
|
||||
@@ -373,7 +374,7 @@
|
||||
source.charges = uses
|
||||
source.desc = source.base_desc
|
||||
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
|
||||
source.UpdateButtonIcon()
|
||||
source.UpdateButtons()
|
||||
..()
|
||||
|
||||
/obj/item/melee/blood_magic/attack_self(mob/living/user)
|
||||
@@ -400,7 +401,7 @@
|
||||
else if(source)
|
||||
source.desc = source.base_desc
|
||||
source.desc += "<br><b><u>Has [uses] use\s remaining</u></b>."
|
||||
source.UpdateButtonIcon()
|
||||
source.UpdateButtons()
|
||||
|
||||
//Stun
|
||||
/obj/item/melee/blood_magic/stun
|
||||
|
||||
@@ -795,14 +795,13 @@
|
||||
desc = "Call the blood spear back to your hand!"
|
||||
background_icon_state = "bg_demon"
|
||||
button_icon_state = "bloodspear"
|
||||
default_button_position = "6:157,4:-2"
|
||||
var/obj/item/cult_spear/spear
|
||||
var/cooldown = 0
|
||||
|
||||
/datum/action/innate/cult/spear/Grant(mob/user, obj/blood_spear)
|
||||
. = ..()
|
||||
spear = blood_spear
|
||||
button.screen_loc = "6:157,4:-2"
|
||||
button.moved = "6:157,4:-2"
|
||||
|
||||
/datum/action/innate/cult/spear/Activate()
|
||||
if(owner == spear.loc || cooldown > world.time)
|
||||
|
||||
@@ -176,7 +176,7 @@
|
||||
user.reveal(reveal)
|
||||
user.stun(stun)
|
||||
if(action)
|
||||
action.UpdateButtonIcon()
|
||||
action.UpdateButtons()
|
||||
return TRUE
|
||||
|
||||
//Overload Light: Breaks a light that's online and sends out lightning bolts to all nearby people.
|
||||
|
||||
@@ -33,9 +33,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
|
||||
/datum/action/innate/ai/New()
|
||||
..()
|
||||
if(uses > 1)
|
||||
desc = "[desc] It has [uses] use\s remaining."
|
||||
button.desc = desc
|
||||
desc = "[desc] It has [uses] use\s remaining."
|
||||
|
||||
/datum/action/innate/ai/Grant(mob/living/L)
|
||||
. = ..()
|
||||
@@ -63,7 +61,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
if(!silent)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtonIcon()
|
||||
UpdateButtons()
|
||||
return
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
@@ -92,7 +90,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
if(!silent)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtonIcon()
|
||||
UpdateButtons()
|
||||
return
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
@@ -203,7 +201,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
else //Adding uses to an existing module
|
||||
action.uses += initial(action.uses)
|
||||
action.desc = "[initial(action.desc)] It has [action.uses] use\s remaining."
|
||||
action.UpdateButtonIcon()
|
||||
action.UpdateButtons()
|
||||
temp = "Additional use[action.uses > 1 ? "s" : ""] added to [action.name]!"
|
||||
processing_time -= AM.cost
|
||||
|
||||
@@ -759,6 +757,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
uses = 3
|
||||
auto_use_uses = FALSE
|
||||
|
||||
/datum/action/innate/ai/blackout/New()
|
||||
..()
|
||||
desc = "[desc] It has [uses] use\s remaining."
|
||||
|
||||
/datum/action/innate/ai/blackout/Activate()
|
||||
for(var/obj/machinery/power/apc/apc in GLOB.apcs_list)
|
||||
if(prob(30 * apc.overload))
|
||||
@@ -768,7 +770,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
to_chat(owner, "<span class='notice'>Overcurrent applied to the powernet.</span>")
|
||||
owner.playsound_local(owner, "sparks", 50, 0)
|
||||
adjust_uses(-1)
|
||||
|
||||
if(QDELETED(src) || uses) //Not sure if not having src here would cause a runtime, so it's here to be safe
|
||||
return
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtons()
|
||||
|
||||
//Disable Emergency Lights
|
||||
/datum/AI_Module/small/emergency_lights
|
||||
@@ -816,6 +821,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
auto_use_uses = FALSE
|
||||
cooldown_period = 30
|
||||
|
||||
/datum/action/innate/ai/reactivate_cameras/New()
|
||||
..()
|
||||
desc = "[desc] It has [uses] use\s remaining."
|
||||
|
||||
/datum/action/innate/ai/reactivate_cameras/Activate()
|
||||
var/fixed_cameras = 0
|
||||
for(var/V in GLOB.cameranet.cameras)
|
||||
@@ -830,7 +839,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
to_chat(owner, "<span class='notice'>Diagnostic complete! Cameras reactivated: <b>[fixed_cameras]</b>. Reactivations remaining: <b>[uses]</b>.</span>")
|
||||
owner.playsound_local(owner, 'sound/items/wirecutter.ogg', 50, 0)
|
||||
adjust_uses(0, TRUE) //Checks the uses remaining
|
||||
|
||||
if(QDELETED(src) || !uses) //Not sure if not having src here would cause a runtime, so it's here to be safe
|
||||
return
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtons()
|
||||
|
||||
//Upgrade Camera Network: EMP-proofs all cameras, in addition to giving them X-ray vision.
|
||||
/datum/AI_Module/large/upgrade_cameras
|
||||
|
||||
Reference in New Issue
Block a user