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@@ -997,7 +997,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
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return horded_item
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/datum/objective/horde/proc/set_target(obj/item/I)
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if(item)
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if(I)
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horded_item = I
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explanation_text = "Keep [I] on your person at all costs."
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return horded_item
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@@ -1023,7 +1023,7 @@ GLOBAL_LIST_EMPTY(possible_items_special)
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/datum/objective/horde/heirloom
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name = "steal heirloom"
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/datum/objective/horde/heirloom/proc/find_target()
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/datum/objective/horde/heirloom/find_target()
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set_target(pick(GLOB.family_heirlooms))
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GLOBAL_LIST_EMPTY(possible_sabotages)
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@@ -20,7 +20,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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var/show_in_antagpanel = TRUE //This will hide adding this antag type in antag panel, use only for internal subtypes that shouldn't be added directly but still show if possessed by mind
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var/antagpanel_category = "Uncategorized" //Antagpanel will display these together, REQUIRED
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var/show_name_in_check_antagonists = FALSE //Will append antagonist name in admin listings - use for categories that share more than one antag type
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var/list/quirk_blacklist = list("Pacifist","Mute") // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
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var/list/blacklisted_quirks = list("Pacifist","Mute") // Quirks that will be removed upon gaining this antag. Pacifist and mute are default.
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/datum/antagonist/New()
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GLOB.antagonists += src
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@@ -120,12 +120,14 @@ GLOBAL_LIST_EMPTY(antagonists)
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SEND_SIGNAL(owner.current, COMSIG_CLEAR_MOOD_EVENT, "antag_moodlet")
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/datum/antagonist/proc/remove_blacklisted_quirks()
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for(var/q in owner.roundstart_quirks)
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var/datum/quirk/Q = q
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if(Q.name in quirk_blacklist)
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if(Q.antag_removal_text)
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to_chat(owner, "<span class='boldannounce'>[Q.antag_removal_text]</span>")
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owner.remove_quirk(Q.type)
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var/mob/living/L = owner
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if(istype(L))
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for(var/q in L.roundstart_quirks)
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var/datum/quirk/Q = q
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if(Q.name in blacklisted_quirks)
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if(Q.antag_removal_text)
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to_chat(L, "<span class='boldannounce'>[Q.antag_removal_text]</span>")
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L.remove_quirk(Q.type)
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//Returns the team antagonist belongs to if any.
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/datum/antagonist/proc/get_team()
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@@ -110,14 +110,14 @@
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for(var/datum/objective/objective in objectives)
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if(objective.completable)
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if(objective.check_completion())
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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else
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report += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
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parts += "<B>Objective #[objective_count]</B>: [objective.explanation_text]"
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objective_count++
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if(win)
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if(win)
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parts += "<span class='greentext'>The blood brothers were successful!</span>"
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else
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parts += "<span class='redtext'>The blood brothers have failed!</span>"
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@@ -554,12 +554,12 @@
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for(var/datum/objective/objective in objectives)
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if(objective.completable)
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if(objective.check_completion())
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report += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else
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report += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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win = FALSE
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parts += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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changelingwin = FALSE
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else
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report += "<B>Objective #[count]</B>: [objective.explanation_text]"
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parts += "<B>Objective #[count]</B>: [objective.explanation_text]"
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count++
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if(changelingwin)
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@@ -22,18 +22,6 @@
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/datum/antagonist/survivalist/guns
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greet_message = "Your own safety matters above all else, and the only way to ensure your safety is to stockpile weapons! Grab as many guns as possible, and don't let anyone take them!"
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/datum/antagonist/survivalist/guns/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_guns/guns = new
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guns.owner = owner
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objectives += guns
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..()
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/datum/antagonist/survivalist/magic
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name = "Amateur Magician"
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greet_message = "This magic stuff is... so powerful. You want more. More! They want your power. They can't have it! Don't let them have it!"
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/datum/antagonist/survivalist/magic/forge_objectives()
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var/datum/objective/steal_five_of_type/summon_magic/magic = new
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magic.owner = owner
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objectives += magic
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..()
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@@ -385,12 +385,12 @@
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for(var/datum/objective/objective in objectives)
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if(objective.completable)
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if(objective.check_completion())
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report += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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objectives_text += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='greentext'><B>Success!</span>"
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else
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report += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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objectives_text += "<B>Objective #[count]</B>: [objective.explanation_text] <span class='redtext'>Fail.</span>"
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traitorwin = FALSE
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else
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report += "<B>Objective #[count]</B>: [objective.explanation_text]"
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objectives_text += "<B>Objective #[count]</B>: [objective.explanation_text]"
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count++
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if(uplink_true)
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@@ -102,9 +102,9 @@ GLOBAL_VAR_INIT(summon_magic_triggered, FALSE)
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var/gun_type = pick(GLOB.summoned_guns)
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var/obj/item/gun/G = new gun_type(get_turf(H))
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G.unlock()
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var/datum/antagonist/survalist/guns/our_antag_datum = has_antag_datum(/datum/antagonist/survivalist/guns)
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var/datum/antagonist/survivalist/guns/our_antag_datum = H.mind.has_antag_datum(/datum/antagonist/survivalist/guns)
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if(our_antag_datum)
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var/datum/objective/horde_item/O = new()
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var/datum/objective/horde/O = new()
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O.owner = H
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O.set_target(G)
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our_antag_datum.objectives += O
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@@ -134,9 +134,9 @@ GLOBAL_VAR_INIT(summon_magic_triggered, FALSE)
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var/obj/item/M = new magic_type(get_turf(H))
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playsound(get_turf(H),'sound/magic/summon_magic.ogg', 50, 1)
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var/datum/antagonist/survalist/magic/our_antag_datum = has_antag_datum(/datum/antagonist/survivalist/magic)
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if(our_antag_datum)
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var/datum/objective/horde_item/O = new()
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var/datum/antagonist/survivalist/magic/our_antag_datum = H.mind.has_antag_datum(/datum/antagonist/survivalist/magic)
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if(istype(our_antag_datum))
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var/datum/objective/horde/O = new()
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O.owner = H
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O.set_target(M)
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our_antag_datum.objectives += O
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@@ -567,6 +567,7 @@
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#include "code\game\gamemodes\game_mode.dm"
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#include "code\game\gamemodes\objective.dm"
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#include "code\game\gamemodes\objective_items.dm"
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#include "code\game\gamemodes\objective_sabotage.dm"
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#include "code\game\gamemodes\bloodsucker\bloodsucker.dm"
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#include "code\game\gamemodes\bloodsucker\hunter.dm"
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#include "code\game\gamemodes\brother\traitor_bro.dm"
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