ports hyper's genetics
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/datum/mutation/human/telepathy
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name = "Telepathy"
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desc = "A rare mutation that allows the user to telepathically communicate to others."
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quality = POSITIVE
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text_gain_indication = "<span class='notice'>You can hear your own voice echoing in your mind!</span>"
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text_lose_indication = "<span class='notice'>You don't hear your mind echo anymore.</span>"
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difficulty = 12
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power = /obj/effect/proc_holder/spell/targeted/telepathy/genetic
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instability = 10
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energy_coeff = 1
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/datum/mutation/human/telepathy/on_acquiring(mob/living/carbon/human/owner)
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. = ..()
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/datum/mutation/human/telepathy/on_losing(mob/living/carbon/human/owner)
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. = ..()
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/obj/effect/proc_holder/spell/targeted/telepathy/genetic
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magic_check = FALSE
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/datum/mutation/human/firebreath
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name = "Fire Breath"
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desc = "An ancient mutation that gives lizards breath of fire."
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quality = POSITIVE
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difficulty = 12
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locked = TRUE
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text_gain_indication = "<span class='notice'>Your throat is burning!</span>"
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text_lose_indication = "<span class='notice'>Your throat is cooling down.</span>"
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power = /obj/effect/proc_holder/spell/aimed/firebreath
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instability = 30
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energy_coeff = 1
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power_coeff = 1
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/datum/mutation/human/firebreath/modify()
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if(power)
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var/obj/effect/proc_holder/spell/aimed/firebreath/S = power
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S.strength = GET_MUTATION_POWER(src)
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/obj/effect/proc_holder/spell/aimed/firebreath
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name = "Fire Breath"
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desc = "You can breathe fire at a target."
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school = "evocation"
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charge_max = 1200
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clothes_req = FALSE
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range = 20
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projectile_type = /obj/item/projectile/magic/aoe/fireball/firebreath
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base_icon_state = "fireball"
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action_icon_state = "fireball0"
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sound = 'sound/magic/demon_dies.ogg' //horrifying lizard noises
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active_msg = "You built up heat in your mouth."
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deactive_msg = "You swallow the flame."
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var/strength = 1
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/obj/effect/proc_holder/spell/aimed/firebreath/before_cast(list/targets)
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. = ..()
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if(iscarbon(usr))
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var/mob/living/carbon/C = usr
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if(C.is_mouth_covered())
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C.adjust_fire_stacks(2)
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C.IgniteMob()
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to_chat(C,"<span class='warning'>Something in front of your mouth caught fire!</span>")
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return FALSE
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/obj/effect/proc_holder/spell/aimed/firebreath/ready_projectile(obj/item/projectile/P, atom/target, mob/user, iteration)
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if(!istype(P, /obj/item/projectile/magic/aoe/fireball))
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return
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var/obj/item/projectile/magic/aoe/fireball/F = P
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switch(strength)
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if(1 to 3)
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F.exp_light = strength-1
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if(4 to INFINITY)
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F.exp_heavy = strength-3
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F.exp_fire += strength
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/obj/item/projectile/magic/aoe/fireball/firebreath
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name = "fire breath"
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exp_heavy = 0
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exp_light = 0
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exp_flash = 0
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exp_fire= 4
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/datum/mutation/human/void
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name = "Void Magnet"
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desc = "A rare genome that attracts odd forces not usually observed."
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quality = MINOR_NEGATIVE //upsides and downsides
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text_gain_indication = "<span class='notice'>You feel a heavy, dull force just beyond the walls watching you.</span>"
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instability = 30
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power = /obj/effect/proc_holder/spell/self/void
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energy_coeff = 1
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synchronizer_coeff = 1
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/datum/mutation/human/void/on_life(mob/living/carbon/human/owner)
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if(!isturf(owner.loc))
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return
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if(prob((0.5+((100-dna.stability)/20))) * GET_MUTATION_SYNCHRONIZER(src)) //very rare, but enough to annoy you hopefully. +0.5 probability for every 10 points lost in stability
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new /obj/effect/immortality_talisman/void(get_turf(owner), owner)
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/obj/effect/proc_holder/spell/self/void
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name = "Convoke Void" //magic the gathering joke here
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desc = "A rare genome that attracts odd forces not usually observed. May sometimes pull you in randomly."
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school = "evocation"
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clothes_req = FALSE
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charge_max = 600
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invocation = "DOOOOOOOOOOOOOOOOOOOOM!!!"
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invocation_type = "shout"
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action_icon_state = "void_magnet"
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var/in_use = FALSE //so it doesnt cast while you are already deep innit
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/obj/effect/proc_holder/spell/self/void/can_cast(mob/user = usr)
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. = ..()
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if(!isturf(user.loc))
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return FALSE
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/obj/effect/proc_holder/spell/self/void/cast(mob/user = usr)
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. = ..()
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new /obj/effect/immortality_talisman/void(get_turf(user), user)
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/datum/mutation/human/shock
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name = "Shock Touch"
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desc = "The affected can channel excess electricity through their hands without shocking themselves, allowing them to shock others."
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quality = POSITIVE
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locked = TRUE
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difficulty = 16
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text_gain_indication = "<span class='notice'>You feel power flow through your hands.</span>"
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text_lose_indication = "<span class='notice'>The energy in your hands subsides.</span>"
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power = /obj/effect/proc_holder/spell/targeted/touch/shock
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instability = 30
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/obj/effect/proc_holder/spell/targeted/touch/shock
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name = "Shock Touch"
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desc = "Channel electricity to your hand to shock people with."
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drawmessage = "You channel electricity into your hand."
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dropmessage = "You let the electricity from your hand dissipate."
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hand_path = /obj/item/melee/touch_attack/shock
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charge_max = 400
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clothes_req = FALSE
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action_icon_state = "zap"
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/obj/item/melee/touch_attack/shock
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name = "\improper shock touch"
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desc = "This is kind of like when you rub your feet on a shag rug so you can zap your friends, only a lot less safe."
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catchphrase = null
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on_use_sound = 'sound/weapons/zapbang.ogg'
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icon_state = "zapper"
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item_state = "zapper"
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/obj/item/melee/touch_attack/shock/afterattack(atom/target, mob/living/carbon/user, proximity)
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if(!proximity || !isliving(target))
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return
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if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(C.electrocute_act(15, user, 1, stun = 0))//doesnt stun. never let this stun
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C.dropItemToGround(C.get_active_held_item())
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C.dropItemToGround(C.get_inactive_held_item())
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C.confused += 10
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C.visible_message("<span class='danger'>[user] electrocutes [target]!</span>","<span class='userdanger'>[user] electrocutes you!</span>")
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return ..()
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else
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user.visible_message("<span class='warning'>[user] fails to electrocute [target]!</span>")
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return ..()
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else if(isliving(target))
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var/mob/living/L = target
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L.electrocute_act(15, user, 1, stun = 0)
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L.visible_message("<span class='danger'>[user] electrocutes [target]!</span>","<span class='userdanger'>[user] electrocutes you!</span>")
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return ..()
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else
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to_chat(user,"<span class='warning'>The electricity doesn't seem to affect [target]...</span>")
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return ..()
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