Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into fix-story-storyteller
This commit is contained in:
@@ -42,7 +42,7 @@
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/mob/living/simple_animal/hostile/blob/fire_act(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature)
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adjustFireLoss(CLAMP(0.01 * exposed_temperature, 1, 5))
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adjustFireLoss(clamp(0.01 * exposed_temperature, 1, 5))
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else
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adjustFireLoss(5)
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@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
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B.hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_core.obj_integrity)]</font></div>"
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/mob/camera/blob/proc/add_points(points)
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blob_points = CLAMP(blob_points + points, 0, max_blob_points)
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blob_points = clamp(blob_points + points, 0, max_blob_points)
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hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_points)]</font></div>"
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/mob/camera/blob/say(message, bubble_type, var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
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@@ -77,7 +77,7 @@
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/obj/structure/blob/CanAStarPass(ID, dir, caller)
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. = 0
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if(ismovableatom(caller))
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if(ismovable(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSBLOB)
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@@ -39,7 +39,7 @@
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
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owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, max_blood_volume)
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owner.current.blood_volume = clamp(owner.current.blood_volume + value, 0, max_blood_volume)
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update_hud()
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/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1)
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@@ -112,7 +112,7 @@
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CheckVampOrgans() // Heart, Eyes
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if(check_limbs(costMult))
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return TRUE
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// BRUTE: Always Heal
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var/bruteheal = min(C.getBruteLoss(), actual_regen)
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var/toxinheal = min(C.getToxLoss(), actual_regen)
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@@ -121,7 +121,7 @@
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if(mult == 0)
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return TRUE
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if(owner.current.stat >= UNCONSCIOUS) //Faster regeneration while unconcious, so you dont have to wait all day
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mult *= 2
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mult *= 2
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// We have damage. Let's heal (one time)
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C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.
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C.adjustFireLoss(-fireheal * mult, forced = TRUE)
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@@ -129,7 +129,7 @@
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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return TRUE // Healed! Done for this tick.
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/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
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@@ -137,7 +137,7 @@
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var/mob/living/carbon/C = owner.current
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var/list/missing = C.get_missing_limbs()
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if(missing.len && C.blood_volume < limb_regen_cost + 5)
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return FALSE
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return FALSE
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for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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AddBloodVolume(50)
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@@ -183,7 +183,7 @@
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owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
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// Nutrition
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owner.current.nutrition = clamp(owner.current.blood_volume, 545, 0) //The amount of blood is how full we are.
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//A bit higher regeneration based on blood volume
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//A bit higher regeneration based on blood volume
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if(owner.current.blood_volume < 700)
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additional_regen = 0.4
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else if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
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@@ -369,8 +369,8 @@
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//Puke blood only if puke_blood is true, and loose some blood, else just puke normally.
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if(puke_blood)
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C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, FALSE, 0)
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C.Stun(30)
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//C.Dizzy(50)
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@@ -87,7 +87,7 @@
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// Heads?
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if (target_role == "HEAD")
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target_amount = rand(1, round(SSticker.mode.num_players() / 20))
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target_amount = CLAMP(target_amount,1,3)
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target_amount = clamp(target_amount,1,3)
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// Department?
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else
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switch(target_role)
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@@ -100,7 +100,7 @@
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if("Quartermaster")
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department_string = "Cargo"
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target_amount = rand(round(SSticker.mode.num_players() / 20), round(SSticker.mode.num_players() / 10))
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target_amount = CLAMP(target_amount, 2, 4)
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target_amount = clamp(target_amount, 2, 4)
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..()
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// EXPLANATION
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@@ -200,39 +200,3 @@
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to_chat(resident, "<span class='notice'>You fix the mechanism and lock it.</span>")
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broken = FALSE
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locked = TRUE
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// Look up recipes.dm OR pneumaticCannon.dm
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/datum/crafting_recipe/bloodsucker/blackcoffin
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name = "Black Coffin"
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result = /obj/structure/closet/crate/coffin/blackcoffin
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tools = list(/obj/item/weldingtool,
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/obj/item/screwdriver)
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reqs = list(/obj/item/stack/sheet/cloth = 1,
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/obj/item/stack/sheet/mineral/wood = 5,
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/obj/item/stack/sheet/metal = 1)
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///obj/item/stack/packageWrap = 8,
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///obj/item/pipe = 2)
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time = 150
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category = CAT_MISC
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always_availible = TRUE
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/datum/crafting_recipe/bloodsucker/meatcoffin
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name = "Meat Coffin"
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result =/obj/structure/closet/crate/coffin/meatcoffin
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tools = list(/obj/item/kitchen/knife,
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/obj/item/kitchen/rollingpin)
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reqs = list(/obj/item/reagent_containers/food/snacks/meat/slab = 5,
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/obj/item/restraints/handcuffs/cable = 1)
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time = 150
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category = CAT_MISC
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always_availible = TRUE
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/datum/crafting_recipe/bloodsucker/metalcoffin
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name = "Metal Coffin"
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result =/obj/structure/closet/crate/coffin/metalcoffin
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tools = list(/obj/item/weldingtool,
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/obj/item/screwdriver)
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reqs = list(/obj/item/stack/sheet/metal = 5)
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time = 100
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category = CAT_MISC
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always_availible = TRUE
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@@ -63,7 +63,7 @@
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// Find Animals in Area
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/* if(rand(0,2) == 0)
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var/mobCount = 0
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var/mobMax = CLAMP(area_turfs.len / 25, 1, 4)
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var/mobMax = clamp(area_turfs.len / 25, 1, 4)
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for (var/turf/T in area_turfs)
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if(!T) continue
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var/mob/living/simple_animal/SA = locate() in T
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@@ -3,7 +3,7 @@
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||||
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/datum/action/bloodsucker/fortitude
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name = "Fortitude"//"Cellular Emporium"
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name = "Fortitude"
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desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
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button_icon_state = "power_fortitude"
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bloodcost = 30
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@@ -11,28 +11,27 @@
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bloodsucker_can_buy = TRUE
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amToggle = TRUE
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warn_constant_cost = TRUE
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var/was_running
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var/this_resist // So we can raise and lower your brute resist based on what your level_current WAS.
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var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
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/datum/action/bloodsucker/fortitude/ActivatePower()
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var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/datum/antagonist/bloodsucker/B = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
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var/mob/living/user = owner
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to_chat(user, "<span class='notice'>Your flesh, skin, and muscles become as steel.</span>")
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// Traits & Effects
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ADD_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
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ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
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ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
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ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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this_resist = max(0.3, 0.7 - level_current * 0.1)
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H.physiology.brute_mod *= this_resist//0.5
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H.physiology.burn_mod *= this_resist//0.5
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// Stop Running (Taken from /datum/quirk/nyctophobia in negative.dm)
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var/was_running = (user.m_intent == MOVE_INTENT_RUN)
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fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
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H.physiology.brute_mod *= fortitude_resist
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H.physiology.burn_mod *= fortitude_resist
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was_running = (user.m_intent == MOVE_INTENT_RUN)
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if(was_running)
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user.toggle_move_intent()
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while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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while(B && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
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if(istype(user.buckled, /obj/vehicle)) //We dont want people using fortitude being able to use vehicles
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var/obj/vehicle/V = user.buckled
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var/datum/component/riding/VRD = V.GetComponent(/datum/component/riding)
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@@ -44,20 +43,21 @@
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to_chat(user, "<span class='notice'>You fall off the [V], your weight making you too heavy to be supported by it.</span>")
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// Pay Blood Toll (if awake)
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if(user.stat == CONSCIOUS)
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bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
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B.AddBloodVolume(-0.5)
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sleep(20) // Check every few ticks that we haven't disabled this power
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// Return to Running (if you were before)
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if(was_running && user.m_intent != MOVE_INTENT_RUN)
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user.toggle_move_intent()
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/datum/action/bloodsucker/fortitude/DeactivatePower(mob/living/user = owner, mob/living/target)
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..()
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// Restore Traits & Effects
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REMOVE_TRAIT(user, TRAIT_PIERCEIMMUNE, "fortitude")
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REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
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REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
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REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
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||||
H.physiology.brute_mod /= this_resist//0.5
|
||||
H.physiology.burn_mod /= this_resist//0.5
|
||||
if(!ishuman(owner))
|
||||
return
|
||||
var/mob/living/carbon/human/H = owner
|
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H.physiology.brute_mod /= fortitude_resist
|
||||
H.physiology.burn_mod /= fortitude_resist
|
||||
if(was_running && user.m_intent == MOVE_INTENT_WALK)
|
||||
user.toggle_move_intent()
|
||||
|
||||
|
||||
@@ -1,88 +1,46 @@
|
||||
// Level 1: Grapple level 2
|
||||
// Level 2: Grapple 3 from Behind
|
||||
// Level 3: Grapple 3 from Shadows
|
||||
/datum/action/bloodsucker/targeted/lunge
|
||||
|
||||
|
||||
/datum/action/bloodsucker/lunge
|
||||
name = "Predatory Lunge"
|
||||
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
|
||||
desc = "Prepare the strenght to grapple your prey."
|
||||
button_icon_state = "power_lunge"
|
||||
bloodcost = 10
|
||||
cooldown = 120
|
||||
target_range = 3
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = "Whom will you ensnare within your grasp?"
|
||||
must_be_capacitated = TRUE
|
||||
cooldown = 30
|
||||
bloodsucker_can_buy = TRUE
|
||||
warn_constant_cost = TRUE
|
||||
amToggle = TRUE
|
||||
var/leap_skill_mod = 5
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanUse(display_error)
|
||||
if(!..(display_error))// DEFAULT CHECKS
|
||||
return FALSE
|
||||
// Being Grabbed
|
||||
if(owner.pulledby && owner.pulledby.grab_state >= GRAB_AGGRESSIVE)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You're being grabbed!</span>")
|
||||
return FALSE
|
||||
if(!owner.has_gravity(owner.loc))//TODO figure out how to check if theyre able to move while in nograv
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You cant lunge while floating!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
/datum/action/bloodsucker/lunge/New()
|
||||
. = ..()
|
||||
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
|
||||
return iscarbon(A)
|
||||
/datum/action/bloodsucker/lunge/Destroy()
|
||||
. = ..()
|
||||
UnregisterSignal(owner, COMSIG_CARBON_TACKLED)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
|
||||
// Check: Self
|
||||
if(target == owner)
|
||||
return FALSE
|
||||
// Check: Range
|
||||
//if (!(target in view(target_range, get_turf(owner))))
|
||||
// if (display_error)
|
||||
// to_chat(owner, "<span class='warning'>Your victim is too far away.</span>")
|
||||
// return FALSE
|
||||
// DEFAULT CHECKS (Distance)
|
||||
if(!..())
|
||||
return FALSE
|
||||
// Check: Turf
|
||||
var/mob/living/L = A
|
||||
if(!isturf(L.loc))
|
||||
return FALSE
|
||||
return TRUE
|
||||
/datum/action/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)
|
||||
T.stamina_cost = 50
|
||||
T.base_knockdown = 3 SECONDS
|
||||
T.range = 4
|
||||
T.speed = 0.8
|
||||
T.skill_mod = 5 //Monstrous tackling
|
||||
T.min_distance = 2
|
||||
active = TRUE
|
||||
user.toggle_throw_mode()
|
||||
RegisterSignal(user, COMSIG_CARBON_TACKLED, .proc/DelayedDeactivatePower)
|
||||
while(B && ContinueActive(user))
|
||||
B.AddBloodVolume(-0.1)
|
||||
sleep(5)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/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/turf/T = get_turf(target)
|
||||
var/mob/living/L = owner
|
||||
// Clear Vars
|
||||
owner.pulling = null
|
||||
// Will we Knock them Down?
|
||||
var/do_knockdown = !is_A_facing_B(target,owner) || owner.alpha <= 0 || istype(owner.loc, /obj/structure/closet)
|
||||
// CAUSES: Target has their back to me, I'm invisible, or I'm in a Closet
|
||||
// Step One: Heatseek toward Target's Turf
|
||||
addtimer(CALLBACK(GLOBAL_PROC, .proc/_walk, owner, 0), 2 SECONDS)
|
||||
target.playsound_local(get_turf(owner), 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // target-only telegraphing
|
||||
owner.playsound_local(owner, 'sound/bloodsucker/lunge_warn.ogg', 60, FALSE, pressure_affected = FALSE) // audio feedback to the user
|
||||
if(do_mob(owner, owner, 7, TRUE, TRUE))
|
||||
walk_towards(owner, T, 0.1, 10) // yes i know i shouldn't use this but i don't know how to work in anything better
|
||||
if(get_turf(owner) != T && !(isliving(target) && target.Adjacent(owner)) && owner.incapacitated() && !CHECK_MOBILITY(L, MOBILITY_STAND))
|
||||
var/send_dir = get_dir(owner, T)
|
||||
new /datum/forced_movement(owner, get_ranged_target_turf(owner, send_dir, 1), 1, FALSE)
|
||||
owner.spin(10)
|
||||
// Step Two: Check if I'm at/adjectent to Target's CURRENT turf (not original...that was just a destination)
|
||||
for(var/i in 1 to 6)
|
||||
if (target.Adjacent(owner))
|
||||
// LEVEL 2: If behind target, mute or unconscious!
|
||||
if(do_knockdown) // && level_current >= 1)
|
||||
target.Knockdown(15 + 10 * level_current,1)
|
||||
target.adjustStaminaLoss(40 + 10 * level_current)
|
||||
// Cancel Walk (we were close enough to contact them)
|
||||
walk(owner, 0)
|
||||
target.Stun(10,1) //Without this the victim can just walk away
|
||||
target.grabbedby(owner) // Taken from mutations.dm under changelings
|
||||
target.grippedby(owner, instant = TRUE) //instant aggro grab
|
||||
break
|
||||
sleep(3)
|
||||
//Without this, the leap component would get removed too early, causing the normal crash into effects.
|
||||
/datum/action/bloodsucker/lunge/proc/DelayedDeactivatePower()
|
||||
addtimer(CALLBACK(src, .proc/DeactivatePower), 1 SECONDS, TIMER_UNIQUE)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
user.update_mobility()
|
||||
/datum/action/bloodsucker/lunge/DeactivatePower(mob/living/user = owner)
|
||||
. = ..()
|
||||
qdel(user.GetComponent(/datum/component/tackler))
|
||||
UnregisterSignal(user, COMSIG_CARBON_TACKLED)
|
||||
|
||||
@@ -430,7 +430,7 @@
|
||||
objectives += destroy_objective
|
||||
else
|
||||
if(prob(70))
|
||||
var/datum/objective/assassinate/kill_objective = new
|
||||
var/datum/objective/assassinate/once/kill_objective = new
|
||||
kill_objective.owner = owner
|
||||
if(team_mode) //No backstabbing while in a team
|
||||
kill_objective.find_target_by_role(role = ROLE_CHANGELING, role_type = 1, invert = 1)
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
|
||||
changeling.purchasedpowers -= src
|
||||
|
||||
var/newmob = user.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS)
|
||||
var/newmob = user.humanize(TR_KEEPITEMS | TR_KEEPIMPLANTS | TR_KEEPORGANS | TR_KEEPDAMAGE | TR_KEEPVIRUS | TR_KEEPSE)
|
||||
|
||||
changeling_transform(newmob, chosen_prof)
|
||||
return TRUE
|
||||
|
||||
@@ -239,7 +239,7 @@
|
||||
if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
|
||||
extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
|
||||
break
|
||||
obj_integrity = CLAMP(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
|
||||
obj_integrity = clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
|
||||
adjust_clockwork_power(-repair_values["power_required"])
|
||||
playsound(src, 'sound/machines/click.ogg', 50, 1)
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
if(GLOB.ratvar_awakens)
|
||||
current_power = GLOB.clockwork_power = INFINITY
|
||||
else
|
||||
current_power = GLOB.clockwork_power = CLAMP(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
|
||||
current_power = GLOB.clockwork_power = clamp(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
|
||||
for(var/obj/effect/clockwork/sigil/transmission/T in GLOB.all_clockwork_objects)
|
||||
T.update_icon()
|
||||
var/unlock_message
|
||||
|
||||
@@ -211,7 +211,7 @@
|
||||
var/mob/living/carbon/C = L
|
||||
C.stuttering = max(8, C.stuttering)
|
||||
C.drowsyness = max(8, C.drowsyness)
|
||||
C.confused += CLAMP(16 - C.confused, 0, 8)
|
||||
C.confused += clamp(16 - C.confused, 0, 8)
|
||||
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
L.adjustFireLoss(15)
|
||||
..()
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
if(issilicon(L))
|
||||
L.DefaultCombatKnockdown(100)
|
||||
else if(iscultist(L))
|
||||
L.confused += CLAMP(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
|
||||
L.confused += clamp(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
|
||||
to_chat(L, "<span class ='userdanger'>[src] crashes into you with burning force, sending you reeling!</span>")
|
||||
L.adjust_fire_stacks(2)
|
||||
L.DefaultCombatKnockdown(1)
|
||||
|
||||
@@ -111,7 +111,7 @@
|
||||
var/mob/living/L = M.current
|
||||
if(ishuman(L) && L.stat != DEAD)
|
||||
human_servants++
|
||||
construct_limit = round(CLAMP((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
|
||||
construct_limit = round(clamp((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
|
||||
|
||||
//Summon Neovgre: Summon a very powerful combat mech that explodes when destroyed for massive damage.
|
||||
/datum/clockwork_scripture/create_object/summon_arbiter
|
||||
|
||||
@@ -63,4 +63,4 @@
|
||||
break
|
||||
if(!M)
|
||||
M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR, src)
|
||||
M.severity = CLAMP(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
|
||||
M.severity = clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
|
||||
|
||||
@@ -454,16 +454,16 @@
|
||||
S.emp_act(EMP_HEAVY)
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += CLAMP(12 - C.silent, 0, 6)
|
||||
C.stuttering += CLAMP(30 - C.stuttering, 0, 15)
|
||||
C.cultslurring += CLAMP(30 - C.cultslurring, 0, 15)
|
||||
C.silent += clamp(12 - C.silent, 0, 6)
|
||||
C.stuttering += clamp(30 - C.stuttering, 0, 15)
|
||||
C.cultslurring += clamp(30 - C.cultslurring, 0, 15)
|
||||
C.Jitter(15)
|
||||
else // cultstun no longer hardstuns + damages hostile cultists, instead debuffs them hard + deals some damage; debuffs for a bit longer since they don't add the clockie belligerent debuff
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = L
|
||||
C.stuttering = max(10, C.stuttering)
|
||||
C.drowsyness = max(10, C.drowsyness)
|
||||
C.confused += CLAMP(20 - C.confused, 0, 10)
|
||||
C.confused += clamp(20 - C.confused, 0, 10)
|
||||
L.adjustBruteLoss(15)
|
||||
to_chat(user, "<span class='cultitalic'>In an brilliant flash of red, [L] [iscultist(L) ? "writhes in pain" : "falls to the ground!"]</span>")
|
||||
uses--
|
||||
|
||||
@@ -731,7 +731,7 @@
|
||||
if(!L.anti_magic_check())
|
||||
if(is_servant_of_ratvar(L))
|
||||
to_chat(L, "<span class='cultlarge'>\"Kneel for me, scum\"</span>")
|
||||
L.confused += CLAMP(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
|
||||
L.confused += clamp(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
|
||||
L.DefaultCombatKnockdown(15)
|
||||
L.adjustBruteLoss(10)
|
||||
else
|
||||
|
||||
@@ -358,7 +358,7 @@
|
||||
if(NUKEUI_AWAIT_TIMER)
|
||||
var/number_value = text2num(numeric_input)
|
||||
if(number_value)
|
||||
timer_set = CLAMP(number_value, minimum_timer_set, maximum_timer_set)
|
||||
timer_set = clamp(number_value, minimum_timer_set, maximum_timer_set)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
set_safety()
|
||||
. = TRUE
|
||||
|
||||
@@ -16,3 +16,6 @@
|
||||
/datum/traitor_class/human/hijack/finalize_traitor(datum/antagonist/traitor/T)
|
||||
T.hijack_speed=1
|
||||
return TRUE
|
||||
|
||||
/datum/traitor_class/human/hijack/clean_up_traitor(datum/antagonist/traitor/T)
|
||||
T.hijack_speed = 0.5
|
||||
|
||||
@@ -38,3 +38,7 @@ GLOBAL_LIST_EMPTY(traitor_classes)
|
||||
/datum/traitor_class/proc/finalize_traitor(datum/antagonist/traitor/T)
|
||||
// Finalization. Return TRUE if should play standard traitor sound/equip, return FALSE if both are special case
|
||||
return TRUE
|
||||
|
||||
/datum/traitor_class/proc/clean_up_traitor(datum/antagonist/traitor/T)
|
||||
// Any effects that need to be cleaned up if traitor class is being swapped.
|
||||
|
||||
@@ -15,36 +15,53 @@
|
||||
threat = 5
|
||||
|
||||
/datum/antagonist/traitor/New()
|
||||
..()
|
||||
if(!GLOB.traitor_classes.len)//Only need to fill the list when it's needed.
|
||||
for(var/I in subtypesof(/datum/traitor_class))
|
||||
new I
|
||||
..()
|
||||
|
||||
/datum/antagonist/traitor/proc/set_traitor_kind(var/kind)
|
||||
/datum/antagonist/traitor/proc/set_traitor_kind(kind)
|
||||
var/swap_from_old = FALSE
|
||||
if(traitor_kind)
|
||||
traitor_kind.remove_innate_effects(owner.current)
|
||||
traitor_kind.clean_up_traitor(src)
|
||||
swap_from_old = TRUE
|
||||
traitor_kind = GLOB.traitor_classes[kind]
|
||||
traitor_kind.apply_innate_effects(owner.current)
|
||||
if(give_objectives)
|
||||
for(var/O in objectives)
|
||||
qdel(O)
|
||||
traitor_kind.forge_objectives(src)
|
||||
if(swap_from_old)
|
||||
traitor_kind.finalize_traitor(src)
|
||||
traitor_kind.greet(src)
|
||||
owner.announce_objectives()
|
||||
|
||||
/proc/get_random_traitor_kind(var/list/blacklist = list())
|
||||
var/chaos_weight = 0
|
||||
if(istype(SSticker.mode,/datum/game_mode/dynamic))
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
chaos_weight = (mode.threat - 50)/50
|
||||
var/list/weights = list()
|
||||
for(var/C in GLOB.traitor_classes)
|
||||
if(!(C in blacklist))
|
||||
var/datum/traitor_class/class = GLOB.traitor_classes[C]
|
||||
var/weight = LOGISTIC_FUNCTION(1.5*class.weight,chaos_weight,class.chaos,0)
|
||||
weights[C] = weight * 1000
|
||||
var/choice = pickweightAllowZero(weights)
|
||||
if(!choice)
|
||||
choice = TRAITOR_HUMAN // it's an "easter egg"
|
||||
var/datum/traitor_class/actual_class = GLOB.traitor_classes[choice]
|
||||
actual_class.weight *= 0.8 // less likely this round
|
||||
return choice
|
||||
|
||||
/datum/antagonist/traitor/on_gain()
|
||||
if(owner.current && isAI(owner.current))
|
||||
set_traitor_kind(TRAITOR_AI)
|
||||
else
|
||||
var/chaos_weight = 0
|
||||
if(istype(SSticker.mode,/datum/game_mode/dynamic))
|
||||
var/datum/game_mode/dynamic/mode = SSticker.mode
|
||||
chaos_weight = (mode.threat - 50)/50
|
||||
var/list/weights = list()
|
||||
for(var/C in GLOB.traitor_classes)
|
||||
var/datum/traitor_class/class = GLOB.traitor_classes[C]
|
||||
var/weight = LOGISTIC_FUNCTION(1.5*class.weight,chaos_weight,class.chaos,0)
|
||||
weights[C] = weight
|
||||
var/choice = pickweightAllowZero(weights)
|
||||
if(!choice)
|
||||
choice = GLOB.traitor_classes[TRAITOR_HUMAN] // it's an "easter egg"
|
||||
set_traitor_kind(choice)
|
||||
traitor_kind.weight *= 0.8 // less likely this round
|
||||
set_traitor_kind(get_random_traitor_kind())
|
||||
SSticker.mode.traitors += owner
|
||||
owner.special_role = special_role
|
||||
if(give_objectives)
|
||||
traitor_kind.forge_objectives(src)
|
||||
finalize_traitor()
|
||||
..()
|
||||
|
||||
@@ -97,7 +114,8 @@
|
||||
owner.current.playsound_local(get_turf(owner.current), 'sound/ambience/antag/tatoralert.ogg', 100, FALSE, pressure_affected = FALSE)
|
||||
|
||||
/datum/antagonist/traitor/antag_panel_objectives()
|
||||
. = ..()
|
||||
. += "<i><b>Traitor class:</b></i> <a href='?src=[REF(owner)];traitor_class=1;target_antag=[REF(src)]'>[traitor_kind.employer]</a><br>"
|
||||
. += ..()
|
||||
if(contractor_hub?.assigned_targets && length(contractor_hub.assigned_targets))
|
||||
. += "<i><b>Contract Targets</b></i>:<br>"
|
||||
for(var/datum/mind/M in contractor_hub.assigned_targets)
|
||||
|
||||
Reference in New Issue
Block a user