Skill calculation fixes, tweaks, antag and brain damage modifiers. (#12302)
* Skill calculation fixes, tweaks, antag and brain damage modifiers. * Experience through patience. * Priority Fix etcetera.
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@@ -24,6 +24,8 @@ GLOBAL_LIST_EMPTY(antagonists)
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var/list/blacklisted_quirks = list(/datum/quirk/nonviolent,/datum/quirk/mute) // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
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var/threat = 0 // Amount of threat this antag poses, for dynamic mode
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var/list/skill_modifiers
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/datum/antagonist/New()
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GLOB.antagonists += src
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typecache_datum_blacklist = typecacheof(typecache_datum_blacklist)
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@@ -68,15 +70,19 @@ GLOBAL_LIST_EMPTY(antagonists)
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//Proc called when the datum is given to a mind.
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/datum/antagonist/proc/on_gain()
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if(owner && owner.current)
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if(!silent)
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greet()
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apply_innate_effects()
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give_antag_moodies()
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remove_blacklisted_quirks()
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if(is_banned(owner.current) && replace_banned)
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replace_banned_player()
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SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
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if(!(owner?.current))
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return
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if(!silent)
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greet()
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apply_innate_effects()
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give_antag_moodies()
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remove_blacklisted_quirks()
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if(is_banned(owner.current) && replace_banned)
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replace_banned_player()
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if(skill_modifiers)
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for(var/A in skill_modifiers)
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ADD_SINGLETON_SKILL_MODIFIER(owner, A, type)
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SEND_SIGNAL(owner.current, COMSIG_MOB_ANTAG_ON_GAIN, src)
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/datum/antagonist/proc/is_banned(mob/M)
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if(!M)
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@@ -99,6 +105,8 @@ GLOBAL_LIST_EMPTY(antagonists)
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clear_antag_moodies()
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if(owner)
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LAZYREMOVE(owner.antag_datums, src)
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for(var/A in skill_modifiers)
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owner.remove_skill_modifier(GET_SKILL_MOD_ID(A, type))
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if(!silent && owner.current)
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farewell()
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var/datum/team/team = get_team()
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@@ -21,6 +21,7 @@
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landmark_type = /obj/effect/landmark/abductor/agent
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greet_text = "Use your stealth technology and equipment to incapacitate humans for your scientist to retrieve."
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show_in_antagpanel = TRUE
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skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
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/datum/antagonist/abductor/scientist
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name = "Abductor Scientist"
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@@ -29,6 +30,7 @@
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landmark_type = /obj/effect/landmark/abductor/scientist
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greet_text = "Use your experimental console and surgical equipment to monitor your agent and experiment upon abducted humans."
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show_in_antagpanel = TRUE
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skill_modifiers = list(/datum/skill_modifier/job/affinity/surgery)
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/datum/antagonist/abductor/create_team(datum/team/abductor_team/new_team)
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if(!new_team)
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@@ -5,6 +5,7 @@
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antagpanel_category = "Clockcult"
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job_rank = ROLE_SERVANT_OF_RATVAR
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antag_moodlet = /datum/mood_event/cult
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skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
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var/datum/action/innate/hierophant/hierophant_network = new
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threat = 3
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var/datum/team/clockcult/clock_team
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@@ -51,6 +51,7 @@
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/datum/antagonist/ert/engineer
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role = "Engineer"
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outfit = /datum/outfit/ert/engineer
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skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
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/datum/antagonist/ert/engineer/amber
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outfit = /datum/outfit/ert/engineer/alert
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@@ -61,6 +62,7 @@
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/datum/antagonist/ert/medic
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role = "Medical Officer"
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outfit = /datum/outfit/ert/medic
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skill_modifiers = list(/datum/skill_modifier/job/affinity/surgery)
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/datum/antagonist/ert/medic/amber
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outfit = /datum/outfit/ert/medic/alert
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@@ -5,6 +5,7 @@
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job_rank = ROLE_OPERATIVE
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antag_moodlet = /datum/mood_event/focused
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threat = 10
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skill_modifiers = list(/datum/skill_modifier/job/level/wiring)
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var/datum/team/nuclear/nuke_team
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var/always_new_team = FALSE //If not assigned a team by default ops will try to join existing ones, set this to TRUE to always create new team.
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var/send_to_spawnpoint = TRUE //Should the user be moved to default spawnpoint.
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@@ -4,6 +4,7 @@
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antagpanel_category = "Traitor"
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job_rank = ROLE_TRAITOR
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antag_moodlet = /datum/mood_event/focused
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skill_modifiers = list(/datum/skill_modifier/job/level/wiring/basic)
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var/special_role = ROLE_TRAITOR
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var/employer = "The Syndicate"
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var/give_objectives = TRUE
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