Revert "pls2"

This reverts commit 0eb635b908.
This commit is contained in:
Fermi
2019-11-24 03:02:04 +00:00
parent 8ea6618f5d
commit 9eaed4ea8e
29 changed files with 285 additions and 162 deletions
+3 -3
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@@ -4,9 +4,9 @@
#define WEIGHT_CLASS_TINY 1 //Usually items smaller then a human hand, ex: Playing Cards, Lighter, Scalpel, Coins/Money
#define WEIGHT_CLASS_SMALL 2 //Pockets can hold small and tiny items, ex: Flashlight, Multitool, Grenades, GPS Device
#define WEIGHT_CLASS_NORMAL 3 //Standard backpacks can carry tiny, small & normal items, ex: Fire extinguisher, Stunbaton, Gas Mask, Metal Sheets
#define WEIGHT_CLASS_BULKY 4 //Items that can be weilded or equipped but not stored in an inventory, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_HUGE 5 //Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons
#define WEIGHT_CLASS_GIGANTIC 6 //Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe
#define WEIGHT_CLASS_BULKY 4 //Items that can be weilded or equipped but not stored in a normal bag, ex: Defibrillator, Backpack, Space Suits
#define WEIGHT_CLASS_HUGE 5 //Usually represents objects that require two hands to operate, ex: Shotgun, Two Handed Melee Weapons - Can not fit in Boh
#define WEIGHT_CLASS_GIGANTIC 6 //Essentially means it cannot be picked up or placed in an inventory, ex: Mech Parts, Safe - Can not fit in Boh
//Inventory depth: limits how many nested storage items you can access directly.
//1: stuff in mob, 2: stuff in backpack, 3: stuff in box in backpack, etc
+24
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@@ -12,6 +12,7 @@ SUBSYSTEM_DEF(persistence)
var/list/obj/structure/chisel_message/chisel_messages = list()
var/list/saved_messages = list()
var/list/saved_modes = list(1,2,3)
var/list/saved_threat_levels = list(1,1,1)
var/list/saved_maps
var/list/saved_trophies = list()
var/list/spawned_objects = list()
@@ -27,6 +28,7 @@ SUBSYSTEM_DEF(persistence)
LoadChiselMessages()
LoadTrophies()
LoadRecentModes()
LoadRecentThreats()
LoadRecentMaps()
LoadPhotoPersistence()
if(CONFIG_GET(flag/use_antag_rep))
@@ -166,6 +168,15 @@ SUBSYSTEM_DEF(persistence)
return
saved_modes = json["data"]
/datum/controller/subsystem/persistence/proc/LoadRecentThreats()
var/json_file = file("data/RecentThreatLevels.json")
if(!fexists(json_file))
return
var/list/json = json_decode(file2text(json_file))
if(!json)
return
saved_threat_levels = json["data"]
/datum/controller/subsystem/persistence/proc/LoadRecentMaps()
var/json_file = file("data/RecentMaps.json")
if(!fexists(json_file))
@@ -216,6 +227,7 @@ SUBSYSTEM_DEF(persistence)
CollectSecretSatchels()
CollectTrophies()
CollectRoundtype()
CollectThreatLevel()
RecordMaps()
SavePhotoPersistence() //THIS IS PERSISTENCE, NOT THE LOGGING PORTION.
if(CONFIG_GET(flag/use_antag_rep))
@@ -372,6 +384,18 @@ SUBSYSTEM_DEF(persistence)
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
/datum/controller/subsystem/persistence/proc/CollectThreatLevel()
if(istype(SSticker.mode, /datum/game_mode/dynamic))
var/datum/game_mode/dynamic/mode = SSticker.mode
saved_threat_levels[3] = saved_threat_levels[2]
saved_threat_levels[2] = saved_threat_levels [1]
saved_threat_levels[1] = mode.threat_level
var/json_file = file("data/RecentThreatLevels.json")
var/list/file_data = list()
file_data["data"] = saved_threat_levels
fdel(json_file)
WRITE_FILE(json_file, json_encode(file_data))
/datum/controller/subsystem/persistence/proc/RecordMaps()
saved_maps = saved_maps?.len ? list("[SSmapping.config.map_name]") | saved_maps : list("[SSmapping.config.map_name]")
var/json_file = file("data/RecentMaps.json")
+9 -1
View File
@@ -153,6 +153,10 @@ SUBSYSTEM_DEF(vote)
if(SSticker.current_state > GAME_STATE_PREGAME)//Don't change the mode if the round already started.
return message_admins("A vote has tried to change the gamemode, but the game has already started. Aborting.")
GLOB.master_mode = "dynamic"
if("extended" in choices)
if(. == "extended")
GLOB.dynamic_forced_extended = TRUE // we still do the rest of the stuff
choices[PEACE] += choices["extended"]
var/mean = 0
var/voters = 0
for(var/client/c in GLOB.clients)
@@ -253,7 +257,11 @@ SUBSYSTEM_DEF(vote)
if("roundtype") //CIT CHANGE - adds the roundstart secret/extended vote
choices.Add("secret", "extended")
if("dynamic")
choices.Add(PEACE,CHAOS)
var/saved_threats = SSpersistence.saved_threat_levels
if((saved_threats[1]+saved_threats[2]+saved_threats[3])>150)
choices.Add("extended",PEACE,CHAOS)
else
choices.Add(PEACE,CHAOS)
if("custom")
question = stripped_input(usr,"What is the vote for?")
if(!question)
+4 -4
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@@ -409,7 +409,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
message_admins("Drafting players for forced ruleset [rule.name].")
log_game("DYNAMIC: Drafting players for forced ruleset [rule.name].")
rule.mode = src
rule.acceptable(GLOB.player_list.len, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.acceptable(roundstart_pop_ready, threat_level) // Assigns some vars in the modes, running it here for consistency
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready(TRUE))
@@ -421,7 +421,7 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
return TRUE
var/list/drafted_rules = list()
for (var/datum/dynamic_ruleset/roundstart/rule in roundstart_rules)
if (rule.acceptable(GLOB.player_list.len, threat_level) && threat >= rule.cost) // If we got the population and threat required
if (rule.acceptable(roundstart_pop_ready, threat_level) && threat >= rule.cost) // If we got the population and threat required
rule.candidates = candidates.Copy()
rule.trim_candidates()
if (rule.ready() && rule.candidates.len > 0)
@@ -429,12 +429,12 @@ GLOBAL_VAR_INIT(dynamic_forced_threat_level, -1)
if(!drafted_rules.len)
message_admins("Not enough threat level for roundstart antags!")
log_game("DYNAMIC: Not enough threat level for roundstart antags!")
var/indice_pop = min(10,round(GLOB.player_list.len/pop_per_requirement)+1)
var/indice_pop = min(10,round(roundstart_pop_ready/pop_per_requirement)+1)
extra_rulesets_amount = 0
if (GLOB.dynamic_classic_secret)
extra_rulesets_amount = 0
else
if (GLOB.player_list.len > GLOB.dynamic_high_pop_limit)
if (roundstart_pop_ready > GLOB.dynamic_high_pop_limit)
message_admins("High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
log_game("DYNAMIC: High Population Override is in effect! Threat Level will have more impact on which roles will appear, and player population less.")
if (threat_level > high_pop_second_rule_req)
+1 -1
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@@ -60,7 +60,7 @@
. = ..()
var/datum/component/storage/STR = GetComponent(/datum/component/storage)
STR.allow_big_nesting = TRUE
STR.max_w_class = WEIGHT_CLASS_GIGANTIC
STR.max_w_class = WEIGHT_CLASS_BULKY
STR.max_combined_w_class = 35
/obj/item/storage/backpack/holding/suicide_act(mob/living/user)
+3 -3
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@@ -216,7 +216,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
force = 40
throwforce = 10
w_class = WEIGHT_CLASS_HUGE
w_class = WEIGHT_CLASS_BULKY
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
@@ -427,7 +427,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
w_class = WEIGHT_CLASS_BULKY
force = 24
throwforce = 0
throw_range = 0
@@ -512,7 +512,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
force = 10
throwforce = 12
attack_verb = list("beat", "smacked")
w_class = WEIGHT_CLASS_HUGE
w_class = WEIGHT_CLASS_BULKY
var/homerun_ready = 0
var/homerun_able = 0
total_mass = 2.7 //a regular wooden major league baseball bat weighs somewhere between 2 to 3.4 pounds, according to google
@@ -113,7 +113,7 @@
"<span class='danger'>You start tenderly lifting [skewee] off of [src]...</span>")
if(!do_after(user, 60, target = skewee))
skewee.visible_message("<span class='warning'>[skewee] painfully slides back down [src].</span>")
skewee.emote("moan")
skewee.say("Oof, ouch owwie!!", forced = "fail brass skewer removal")
return
skewee.visible_message("<span class='danger'>[skewee] comes free of [src] with a squelching pop!</span>", \
"<span class='boldannounce'>You come free of [src]!</span>")
@@ -382,7 +382,7 @@
results = list("neurotoxin" = 2)
required_reagents = list("gargleblaster" = 1, "morphine" = 1)
//FermiChem vars: Easy to make, but hard to make potent
OptimalTempMin = 200 // Lower area of bell curve for determining heat based rate reactions
OptimalTempMin = 100 // Lower area of bell curve for determining heat based rate reactions
OptimalTempMax = 950 // Upper end for above
ExplodeTemp = 999 //Temperature at which reaction explodes
OptimalpHMin = 4.6 // Lowest value of pH determining pH a 1 value for pH based rate reactions (Plateu phase)
+1 -1
View File
@@ -76,4 +76,4 @@
throw_range = 3
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
cotton_type = /obj/item/stack/sheet/cotton/durathread
cotton_name = "raw durathread"
cotton_name = "raw durathread"
@@ -59,6 +59,7 @@
to_chat(owner, "<span class='notice'>[src] breaks down as it tries to activate.</span>")
else
owner.revive(full_heal = 1)
owner.log_message("[owner] used an implanted [src] to heal themselves! Keep fighting, it's just a flesh wound!", LOG_ATTACK, color="green") //Logging for implanted legion core use
qdel(src)
/obj/item/organ/regenerative_core/on_life()
@@ -85,6 +86,21 @@
SSblackbox.record_feedback("nested tally", "hivelord_core", 1, list("[type]", "used", "self"))
H.revive(full_heal = 1)
qdel(src)
user.log_message("[user] used [src] to heal [H]! Wake the fuck up, Samurai!", LOG_ATTACK, color="green") //Logging for 'old' style legion core use, when clicking on a sprite of yourself or another.
/obj/item/organ/regenerative_core/attack_self(mob/user) //Knouli's first hack! Allows for the use of the core in hand rather than needing to click on the target, yourself, to selfheal. Its a rip of the proc just above - but skips on distance check and only uses 'user' rather than 'target'
if(ishuman(user)) //Check if user is human, no need for distance check as it's self heal
var/mob/living/carbon/human/H = user //Set H to user rather than target
if(inert) //Inert cores are useless
to_chat(user, "<span class='notice'>[src] has decayed and can no longer be used to heal.</span>")
return
else //Skip on check if the target to be healed is dead as, if you are dead, you're not going to be able to use it on yourself!
to_chat(user, "<span class='notice'>You start to smear [src] on yourself. It feels and smells disgusting, but you feel amazingly refreshed in mere moments.</span>")
SSblackbox.record_feedback("nested tally", "hivelord_core", 1, list("[type]", "used", "self"))
H.revive(full_heal = 1)
qdel(src)
H.log_message("[H] used [src] to heal themselves! Making use of Knouli's sexy and intelligent use-in-hand proc!", LOG_ATTACK, color="green") //Logging for 'new' style legion core use, when using the core in-hand.
/obj/item/organ/regenerative_core/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
. = ..()
@@ -1,9 +1,8 @@
/datum/species/insect
name = "Anthromorphic Insect"
id = "insect"
say_mod = "flutters"
default_color = "00FF00"
species_traits = list(LIPS,NOEYES,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
species_traits = list(LIPS,EYECOLOR,HAIR,FACEHAIR,MUTCOLORS,HORNCOLOR,WINGCOLOR)
inherent_biotypes = list(MOB_ORGANIC, MOB_HUMANOID, MOB_BUG)
mutant_bodyparts = list("mam_ears", "mam_snout", "mam_tail", "taur", "insect_wings", "mam_snouts", "insect_fluff","horns")
default_features = list("mcolor" = "FFF","mcolor2" = "FFF","mcolor3" = "FFF", "mam_tail" = "None", "mam_ears" = "None",
@@ -12,54 +11,36 @@
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
meat = /obj/item/reagent_containers/food/snacks/meat/slab/human/mutant/insect
liked_food = VEGETABLES | DAIRY
disliked_food = FRUIT | GROSS
toxic_food = MEAT | RAW
mutanteyes = /obj/item/organ/eyes/insect
liked_food = MEAT | FRUIT
disliked_food = TOXIC
should_draw_citadel = TRUE
exotic_bloodtype = "BUG"
/datum/species/insect/on_species_gain(mob/living/carbon/C)
/datum/species/insect/spec_death(gibbed, mob/living/carbon/human/H)
if(H)
stop_wagging_tail(H)
/datum/species/insect/spec_stun(mob/living/carbon/human/H,amount)
if(H)
stop_wagging_tail(H)
. = ..()
if(ishuman(C))
var/mob/living/carbon/human/H = C
if(!H.dna.features["insect_wings"])
H.dna.features["insect_wings"] = "[(H.client && H.client.prefs && LAZYLEN(H.client.prefs.features) && H.client.prefs.features["insect_wings"]) ? H.client.prefs.features["insect_wings"] : "None"]"
handle_mutant_bodyparts(H)
/datum/species/insect/random_name(gender,unique,lastname)
if(unique)
return random_unique_moth_name()
/datum/species/insect/can_wag_tail(mob/living/carbon/human/H)
return ("mam_tail" in mutant_bodyparts) || ("mam_waggingtail" in mutant_bodyparts)
var/randname = moth_name()
/datum/species/insect/is_wagging_tail(mob/living/carbon/human/H)
return ("mam_waggingtail" in mutant_bodyparts)
if(lastname)
randname += " [lastname]"
/datum/species/insect/start_wagging_tail(mob/living/carbon/human/H)
if("mam_tail" in mutant_bodyparts)
mutant_bodyparts -= "mam_tail"
mutant_bodyparts |= "mam_waggingtail"
H.update_body()
return randname
/datum/species/insect/stop_wagging_tail(mob/living/carbon/human/H)
if("mam_waggingtail" in mutant_bodyparts)
mutant_bodyparts -= "mam_waggingtail"
mutant_bodyparts |= "mam_tail"
H.update_body()
/datum/species/insect/handle_fire(mob/living/carbon/human/H, no_protection = FALSE)
..()
if(H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None" && H.bodytemperature >= 800 && H.fire_stacks > 0) //do not go into the extremely hot light. you will not survive
to_chat(H, "<span class='danger'>Your precious wings burn to a crisp!</span>")
if(H.dna.features["insect_wings"] != "None")
H.dna.features["insect_wings"] = "Burnt Off"
handle_mutant_bodyparts(H)
/datum/species/insect/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
. = ..()
if(chem.id == "pestkiller")
H.adjustToxLoss(3)
H.reagents.remove_reagent(chem.id, REAGENTS_METABOLISM)
/datum/species/insect/check_weakness(obj/item/weapon, mob/living/attacker)
if(istype(weapon, /obj/item/melee/flyswatter))
return 9 //flyswatters deal 10x damage to insects
return 0
/datum/species/insect/space_move(mob/living/carbon/human/H)
. = ..()
if(H.loc && !isspaceturf(H.loc) && (H.dna.features["insect_wings"] != "Burnt Off" && H.dna.features["insect_wings"] != "None"))
var/datum/gas_mixture/current = H.loc.return_air()
if(current && (current.return_pressure() >= ONE_ATMOSPHERE*0.85)) //as long as there's reasonable pressure and no gravity, flight is possible
return TRUE
/datum/species/insect/qualifies_for_rank(rank, list/features)
return TRUE
@@ -57,3 +57,9 @@
return
to_chat(A, "[src] projects into your mind, <b><i> \"[message]\"</b></i>")
log_game("FERMICHEM: [src] has astrally transmitted [message] into [A]")
//Delete the mob if there's no mind! Pay that mob no mind.
/mob/living/simple_animal/astral/Life()
if(!mind)
qdel(src)
. = ..()
@@ -37,6 +37,7 @@
var/obj/item/paicard/paicard // Inserted pai card.
var/allow_pai = 1 // Are we even allowed to insert a pai card.
var/bot_name
var/oil_spill_type = /obj/effect/decal/cleanable/oil
var/list/player_access = list() //Additonal access the bots gets when player controlled
var/emagged = FALSE
@@ -216,9 +217,9 @@
to_chat(user, "[src] is in pristine condition.")
/mob/living/simple_animal/bot/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
if(amount>0 && prob(10))
new /obj/effect/decal/cleanable/oil(loc)
. = ..()
if(. && prob(10))
new oil_spill_type(loc)
/mob/living/simple_animal/bot/updatehealth()
..()
@@ -16,6 +16,7 @@
bot_core_type = /obj/machinery/bot_core/honkbot
window_id = "autohonk"
window_name = "Honkomatic Bike Horn Unit v1.0.7"
oil_spill_type = /obj/effect/decal/cleanable/oil/slippery //slip and slide fun for the whole family
data_hud_type = DATA_HUD_SECURITY_BASIC // show jobs
path_image_color = "#FF69B4"
@@ -310,6 +310,7 @@
emote_see = list("looks at you eagerly for pets!", "wiggles enthusiastically.")
gold_core_spawnable = NO_SPAWN
var/pseudo_death = FALSE
var/mob/living/carbon/human/origin
/mob/living/simple_animal/pet/cat/custom_cat/death()
if (pseudo_death == TRUE) //secret cat chem
@@ -217,6 +217,7 @@
glass_icon_state = "glass_white"
glass_name = "glass of milk"
glass_desc = "White and nutritious goodness!"
pH = 6.5
/datum/reagent/consumable/milk/on_mob_life(mob/living/carbon/M)
if(HAS_TRAIT(M, TRAIT_CALCIUM_HEALER))
@@ -504,7 +504,7 @@
desc = "A a electrode attached to a small circuit box that will tell you the pH of a solution."
id = "pHmeter"
build_type = PROTOLATHE
materials = list(MAT_METAL = 1000, MAT_SILVER = 100, MAT_DIAMOND = 100)
materials = list(MAT_METAL = 1000, MAT_SILVER = 100, MAT_PLASTIC = 100)
build_path = /obj/item/fermichem/pHmeter
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_MEDICAL | DEPARTMENTAL_FLAG_SCIENCE
+24 -18
View File
@@ -749,30 +749,30 @@
to_chat(world, "[user]'s power is [power_multiplier].")
//Mixables
var/static/regex/enthral_words = regex("relax|obey|love|serve|docile|so easy|ara ara")
var/static/regex/reward_words = regex("good boy|good girl|good pet|good job")
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job")
var/static/regex/enthral_words = regex("relax|obey|love|serve|so easy|ara ara|old boy|pip pip|whatho|how about we discuss this|spot of tea")
var/static/regex/reward_words = regex("good boy|good girl|good pet|good job|splendid|jolly good|jolly good show|bloody brilliant")
var/static/regex/punish_words = regex("bad boy|bad girl|bad pet|bad job|spot of bother|gone and done it now|blast it|buggered it up")
//phase 0
var/static/regex/saymyname_words = regex("say my name|who am i|whoami")
var/static/regex/wakeup_words = regex("revert|awaken|snap") //works
var/static/regex/wakeup_words = regex("revert|awaken|snap|attention") //works
//phase1
var/static/regex/petstatus_words = regex("how are you|what is your status|are you okay")
var/static/regex/silence_words = regex("shut up|silence|be silent|ssh|quiet|hush")
var/static/regex/speak_words = regex("talk to me|speak")
var/static/regex/antiresist_words = regex("unable to resist|give in")//useful if you think your target is resisting a lot
var/static/regex/antiresist_words = regex("unable to resist|give in|stop being difficult")//useful if you think your target is resisting a lot
var/static/regex/resist_words = regex("resist|snap out of it|fight")//useful if two enthrallers are fighting
var/static/regex/forget_words = regex("forget|muddled|awake and forget")
var/static/regex/forget_words = regex("forget|muddled|awake and forget|sneaky bollocks|gaslight")
var/static/regex/attract_words = regex("come here|come to me|get over here|attract")
//phase 2
var/static/regex/orgasm_words = regex("cum|orgasm|climax|squirt|heyo") //wah, lewd
var/static/regex/awoo_words = regex("howl|awoo|bark")
var/static/regex/nya_words = regex("nya|meow|mewl")
var/static/regex/sleep_words = regex("sleep|slumber|rest")
var/static/regex/strip_words = regex("strip|derobe|nude")
var/static/regex/strip_words = regex("strip|derobe|nude|at ease|suit off")
var/static/regex/walk_words = regex("slow down|walk")
var/static/regex/run_words = regex("run|speed up")
var/static/regex/liedown_words = regex("lie down") //TO ADD
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel")
var/static/regex/liedown_words = regex("lie down")
var/static/regex/knockdown_words = regex("drop|fall|trip|knockdown|kneel|army crawl")
//phase 3
var/static/regex/statecustom_words = regex("state triggers|state your triggers")
var/static/regex/custom_words = regex("new trigger|listen to me")
@@ -780,14 +780,14 @@
var/static/regex/custom_echo = regex("obsess|fills your mind|loop")
var/static/regex/instill_words = regex("feel|entice|overwhel")
var/static/regex/recognise_words = regex("recognise me|did you miss me?")
var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed")
var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die")
var/static/regex/objective_words = regex("new objective|obey this command|unable to resist|compulsed|word from hq")
var/static/regex/heal_words = regex("live|heal|survive|mend|life|pets never die|heroes never die")
var/static/regex/stun_words = regex("stop|wait|stand still|hold on|halt")
var/static/regex/hallucinate_words = regex("get high|hallucinate")
var/static/regex/hallucinate_words = regex("get high|hallucinate|trip balls")
var/static/regex/hot_words = regex("heat|hot|hell")
var/static/regex/cold_words = regex("cold|cool down|chill|freeze")
var/static/regex/getup_words = regex("get up")
var/static/regex/pacify_words = regex("more and more docile|complaisant|friendly|pacifist")
var/static/regex/getup_words = regex("get up|hop to it")
var/static/regex/pacify_words = regex("docile|complaisant|friendly|pacifist")
var/static/regex/charge_words = regex("charge|oorah|attack")
var/distancelist = list(2,2,1.5,1.3,1.15,1,0.8,0.6,0.5,0.25)
@@ -1013,7 +1013,7 @@
speaktrigger += "I'm really, really horny, "
//collar
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar))
if(istype(H.wear_neck, /obj/item/clothing/neck/petcollar) && H.client?.prefs.lewdchem)
speaktrigger += "I love the collar you gave me, "
//End
if(H.client?.prefs.lewdchem)
@@ -1089,7 +1089,7 @@
if(C.client?.prefs.lewdchem)
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='big warning'>You revert to yourself before being enthralled by your [E.enthrallGender], with no memory of what happened.</b></span>"), 5)
else
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='big warning'>You revert to who you were before, with no memory of what happened with [E.master].</b></span>"), 5)
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='big warning'>You revert to who you were before, with no memory of what happened with [E.master], nor their political affiliations.</b></span>"), 5)
to_chat(user, "<span class='notice'><i>You put [C] into a sleeper state, ready to turn them back at the snap of your fingers.</i></span>")
//ATTRACT
@@ -1249,6 +1249,9 @@
if (get_dist(user, H) > 1)//Requires user to be next to their pet.
to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new trigger!</b></span>")
continue
if(!H.client?.prefs.lewdchem)
to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with triggers.</b></span>")
continue
else
user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
user.SetStun(1000)//Hands are handy, so you have to stay still
@@ -1287,6 +1290,9 @@
if (get_dist(user, H) > 1)//Requires user to be next to their pet.
to_chat(user, "<span class='warning'>You need to be next to your pet to give them a new echophrase!</b></span>")
continue
if(!H.client?.prefs.lewdchem)
to_chat(user, "<span class='warning'>[H] seems incapable of being implanted with an echoing phrase.</b></span>")
continue
else
user.emote("me", 1, "puts their hands upon [H.name]'s head and looks deep into their eyes, whispering something to them.")
user.SetStun(1000)//Hands are handy, so you have to stay still
@@ -1342,8 +1348,8 @@
for(var/V in listeners)
var/mob/living/carbon/human/H = V
var/datum/status_effect/chem/enthrall/E = H.has_status_effect(/datum/status_effect/chem/enthrall)
if(E.phase == 3 && H.client?.prefs.lewdchem)
var/instill = stripped_input(user, "Instill an emotion in your [(user.client?.prefs.lewdchem?"Your pet":"listener")].", MAX_MESSAGE_LEN)
if(E.phase >= 3 && H.client?.prefs.lewdchem)
var/instill = stripped_input(user, "Instill an emotion in [H].", MAX_MESSAGE_LEN)
to_chat(H, "<i>[instill]</i>")
to_chat(user, "<span class='notice'><i>You sucessfully instill a feeling in [H]</i></span>")
log_game("FERMICHEM: [H] has been instilled by [user] with [instill] via MKUltra.")
@@ -26,8 +26,8 @@
/datum/status_effect/chem/SGDF/on_remove(mob/living/carbon/M)
log_game("FERMICHEM: SGDF mind shift applied. [owner] is now playing as their clone and should not have memories after their clone split (look up SGDF status applied). ID: [owner.key]")
originalmind.transfer_to(fermi_Clone)
to_chat(owner, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the sythetic serum, leaving you to wonder where the other you is.</span>")
to_chat(M, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the sythetic serum, leaving you to wonder where the other you is.</span>")
to_chat(owner, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the synthetic serum, leaving you to wonder where the other you is.</span>")
to_chat(M, "<span class='warning'>Lucidity shoots to your previously blank mind as your mind suddenly finishes the cloning process. You marvel for a moment at yourself, as your mind subconciously recollects all your memories up until the point when you cloned yourself. curiously, you find that you memories are blank after you ingested the synthetic serum, leaving you to wonder where the other you is.</span>")
fermi_Clone = null
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -165,17 +165,49 @@
owner.remove_movespeed_modifier(DICK_MOVEMENT_SPEED)
owner.ResetBloodVol()
///////////////////////////////////////////////
// Astral INSURANCE
///////////////////////////////////////////////
//Makes sure people can't get trapped in each other's bodies if lag causes a deync between proc calls.
/datum/status_effect/chem/astral_insurance
id = "astral_insurance"
var/mob/living/original
var/datum/mind/originalmind
alert_type = null
/datum/status_effect/chem/astral_insurance/tick(mob/living/carbon/M)
. = ..()
if(owner.reagents.has_reagent("astral"))
return
if(owner.mind == originalmind) //If they're home, let the chem deal with deletion.
return
if(owner.mind)
var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
owner.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
originalmind.transfer_to(original)
/datum/status_effect/chem/astral_insurance/on_remove(mob/living/carbon/M) //God damnit get them home!
if(owner.mind == originalmind) //If they're home, HOORAY
return
if(owner.mind)
var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
owner.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
originalmind.transfer_to(original)
/*//////////////////////////////////////////
Mind control functions
Political functions!
///////////////////////////////////////////
*/
//Preamble
/*
/mob/living
var/lewd = TRUE
*/
/mob/living/verb/toggle_lewd()
set category = "IC"
@@ -596,7 +628,6 @@
saytext += " You find yourself fully believing in the validity of what you just said and don't think to question it."
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, C, "<span class='notice'><i>[saytext]</i></span>"), 5)
addtimer(CALLBACK(C, /atom/movable/proc/say, "[customTriggers[trigger][2]]"), 5)
//(C.say(customTriggers[trigger][2]))//trigger3
log_game("FERMICHEM: MKULTRA: [owner] ckey: [owner.key] has been forced to say: \"[customTriggers[trigger][2]]\" from previous trigger.")
@@ -711,7 +742,7 @@
deltaResist *= 1.25
if (owner.reagents.has_reagent("neurine"))
deltaResist *= 1.5
if (!HAS_TRAIT(owner, TRAIT_CROCRIN_IMMUNE) && M.canbearoused)
if (!HAS_TRAIT(owner, TRAIT_CROCRIN_IMMUNE) && M.canbearoused && owner.client?.prefs.lewdchem)
if (owner.reagents.has_reagent("anaphro"))
deltaResist *= 1.5
if (owner.reagents.has_reagent("anaphro+"))
@@ -720,7 +751,6 @@
deltaResist *= 0.75
if (owner.reagents.has_reagent("aphro+"))
deltaResist *= 0.5
//Antag resistance
//cultists are already brainwashed by their god
if(iscultist(owner))
@@ -22,6 +22,13 @@
prev_size = cached_size
return ..()
/obj/item/organ/genital/breasts/proc/consider_size()
if(!cached_size || cached_size < 1)
return
fluid_max_volume = cached_size*5
fluid_rate = cached_size*0.1
reagents.maximum_volume = fluid_max_volume
/obj/item/organ/genital/breasts/update_appearance()
. = ..()
var/lowershape = lowertext(shape)
@@ -73,6 +80,7 @@
prev_size = cached_size
cached_size = new_value
update()
..()
/obj/item/organ/genital/breasts/update_size()//wah
var/rounded_cached = round(cached_size)
@@ -132,7 +132,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
/datum/reagent/fermi/enthrall
name = "MKUltra"
id = "enthrall"
description = "A forbidden deep red mixture that overwhelms a foreign body with waves of pleasure, intoxicating them into servitude. When taken by the creator, it will enhance the draw of their voice to those affected by it."
description = "A forbidden deep red mixture that increases a person's succeptability to another's words. When taken by the creator, it will enhance the draw of their voice to those affected by it."
color = "#660015" // rgb: , 0, 255
taste_description = "synthetic chocolate, a base tone of alcohol, and high notes of roses"
overdose_threshold = 100 //If this is too easy to get 100u of this, then double it please.
@@ -194,7 +194,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
Vc.Remove(M)
nVc.Insert(M)
qdel(Vc)
to_chat(M, "<span class='notice'><i>You feel your vocal chords tingle as your voice comes out in a more sultry tone.</span>")
to_chat(M, "<span class='notice'><i>You feel your vocal chords tingle as you speak with a charasmatic tone.)]</span>")
else
log_game("FERMICHEM: MKUltra: [creatorName], [creatorID], is enthralling [M.name], [M.ckey]")
M.apply_status_effect(/datum/status_effect/chem/enthrall)
@@ -254,22 +254,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
if (M.ckey == creatorID && creatorName == M.real_name)//If the creator drinks 100u, then you get the status for someone random (They don't have the vocal chords though, so it's limited.)
if (!M.has_status_effect(/datum/status_effect/chem/enthrall))
to_chat(M, "<span class='love'><i>You are unable to resist your own charms anymore, and become a full blown narcissist.</i></span>")
/*Old way of handling, left in as an option B
var/list/seen = viewers(7, get_turf(M))//Sound and sight checkers
for(var/mob/living/carbon/victim in seen)
if(victim == M)//as much as I want you to fall for beepsky, he doesn't have a ckey
seen = seen - victim
if(!victim.ckey)
seen = seen - victim
var/mob/living/carbon/chosen = pick(seen)
creatorID = chosen.ckey
if (chosen.gender == "female")
creatorGender = "Mistress"
else
creatorGender = "Master"
creatorName = chosen.real_name
creator = get_mob_by_key(creatorID)
*/
ADD_TRAIT(M, TRAIT_PACIFISM, "MKUltra")
var/datum/status_effect/chem/enthrall/E
if (!M.has_status_effect(/datum/status_effect/chem/enthrall))
@@ -46,13 +46,8 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
var/unitCheck = FALSE
metabolization_rate = 0.5 * REAGENTS_METABOLISM
taste_description = "a weird chemical fleshy flavour"
//var/datum/status_effect/chem/SDGF/candidates/candies
var/list/candies = list()
//var/polling = FALSE
var/list/result = list()
var/list/group = null
var/pollStarted = FALSE
var/location_created
var/startHunger
impure_chem = "SDGFtox"
inverse_chem_val = 0.5
@@ -81,7 +76,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.dna.transfer_identity(SM)
SM.updateappearance(mutcolor_update=1)
//Process the willing ghosts, and make sure they're actually in the body when they're moved into it!
candies = shuffle(candies)//Shake those ghosts up!
for(var/mob/dead/observer/C2 in candies)
if(C2.key && C2)
@@ -131,7 +126,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
M.reagents.remove_reagent(id, volume)
log_game("FERMICHEM: [volume]u of SDGFheal has been transferred to the clone")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Sentient clones made")
return
return ..()
else if(playerClone == FALSE) //No candidates leads to two outcomes; if there's already a braincless clone, it heals the user, as well as being a rare souce of clone healing (thematic!).
unitCheck = TRUE
@@ -283,7 +278,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
name = "synthetic-derived healing factor"
id = "SDGFheal"
description = "Leftover SDGF is transferred into the resulting clone, which quickly heals up the stresses from suddenly splitting. Restores blood, nutrition, and repaires brain and clone damage quickly. Only obtainable from using excess SDGF, and only enters the cloned body."
metabolization_rate = 1
metabolization_rate = 0.8
can_synth = FALSE
/datum/reagent/fermi/SDGFheal/on_mob_life(mob/living/carbon/M)//Used to heal the clone after splitting, the clone spawns damaged. (i.e. insentivies players to make more than required, so their clone doesn't have to be treated)
@@ -313,9 +308,10 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
id = "SDZF"
description = "A horribly peverse mass of Embryonic stem cells made real by the hands of a failed chemist. Emulates normal synthetic-derived growth factor, but produces a hostile zombie at the end of it."
color = "#a502e0" // rgb: 96, 0, 255
metabolization_rate = 0.5 * REAGENTS_METABOLISM
metabolization_rate = 0.2 * REAGENTS_METABOLISM
var/startHunger
can_synth = TRUE
taste_description = "a weird chemical fleshy flavour"
chemical_flags = REAGENT_SNEAKYNAME
/datum/reagent/impure/SDZF/on_mob_life(mob/living/carbon/M) //If you're bad at fermichem, turns your clone into a zombie instead.
@@ -372,5 +368,6 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Zombie clones made!")
if(87 to INFINITY)
M.adjustToxLoss(1, 0)
M.adjustToxLoss(2, 0)
M.reagents.remove_reagent(id, 1)
..()
@@ -8,7 +8,7 @@ This ghost moves pretty quickly and is mostly invisible, but is still visible fo
When it's out of your system, you return back to yourself. It doesn't last long and metabolism of the chem is exponential.
Addiction is particularlly brutal, it slowly turns you invisible with flavour text, then kills you at a low enough alpha. (i've also added something to prevent geneticists speeding this up)
There's afairly major catch regarding the death though. I'm not gonna say here, go read the code, it explains it and puts my comments on it in context. I know that anyone reading it without understanding it is going to freak out so, this is my attempt to get you to read it and understand it.
I'd like to point out from my calculations it'll take about 60-80 minutes to die this way too. Plenty of time to visit me and ask for some pills to quench your addiction.
I'd like to point out from my calculations it'll take about 60-80 minutes to die this way too. Plenty of time to visit chem and ask for some pills to quench your addiction.
*/
@@ -30,16 +30,26 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
var/sleepytime = 0
inverse_chem_val = 0.25
can_synth = FALSE
var/datum/action/chem/astral/AS = new/datum/action/chem/astral()
/datum/action/chem/astral
name = "Return to body"
var/mob/living/carbon/origin = null
var/mob/living/simple_animal/hostile/retaliate/ghost = null
var/mob/living/carbon/origin
var/datum/mind/originalmind
/datum/action/chem/astral/Trigger()
ghost.mind.transfer_to(origin)
if(origin.mind)
to_chat(origin, "<span class='warning'><b><i>There's a foreign presence in your body blocking your return!</b></i></span>")
return ..()
if(origin.reagents.has_reagent("astral") )
var/datum/reagent/fermi/astral/As = locate(/datum/reagent/fermi/astral) in origin.reagents.reagent_list
if(As.current_cycle < 10)
to_chat(origin, "<span class='warning'><b><i>The intensity of the astrogen in your body is too much allow you to return to yourself yet!</b></i></span>")
return ..()
originalmind.transfer_to(origin)
qdel(src)
/datum/reagent/fermi/astral/reaction_turf(turf/T, reac_volume)
if(isplatingturf(T) || istype(T, /turf/open/floor/plasteel))
var/turf/open/floor/F = T
@@ -50,7 +60,7 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if(istype(O, /obj/item/bedsheet))
new /obj/item/bedsheet/cosmos(get_turf(O))
qdel(O)
..()
/datum/reagent/fermi/astral/on_mob_life(mob/living/carbon/M) // Gives you the ability to astral project for a moment!
M.alpha = 255
@@ -61,12 +71,20 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if (G == null)
G = new(get_turf(M.loc))
G.name = "[M]'s astral projection"
var/datum/action/chem/astral/AS = new(G)
//var/datum/action/chem/astral/AS = new(G)
AS.Grant(G)
AS.origin = M
AS.ghost = G
AS.originalmind = originalmind
if(M.mind)
M.mind.transfer_to(G)
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Astral projections")
//INSURANCE
M.apply_status_effect(/datum/status_effect/chem/astral_insurance)
var/datum/status_effect/chem/astral_insurance/AI = M.has_status_effect(/datum/status_effect/chem/astral_insurance)
AI.original = M
AI.originalmind = M.mind
if(overdosed)
if(prob(50))
to_chat(G, "<span class='warning'>The high conentration of Astrogen in your blood causes you to lapse your concentration for a moment, bringing your projection back to yourself!</b></span>")
@@ -83,10 +101,12 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
/datum/reagent/fermi/astral/on_mob_delete(mob/living/carbon/M)
if(!G)
if(M.mind)
var/mob/living/simple_animal/astral/G = new(get_turf(M.loc))
M.mind.transfer_to(G)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
var/mob/living/simple_animal/astral/G2 = new(get_turf(M.loc))
M.mind.transfer_to(G2)//Just in case someone else is inside of you, it makes them a ghost and should hopefully bring them home at the end.
to_chat(G, "<span class='warning'>[M]'s conciousness snaps back to them as their astrogen runs out, kicking your projected mind out!'</b></span>")
log_game("FERMICHEM: [M]'s possesser has been booted out into a astral ghost!")
if(!G2.mind)
qdel(G2)
originalmind.transfer_to(M)
else if(G.mind)
G.mind.transfer_to(origin)
@@ -98,6 +118,9 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if(G)//just in case
qdel(G)
log_game("FERMICHEM: [M] has astrally returned to their body!")
if(M.mind && M.mind == originalmind)
M.remove_status_effect(/datum/status_effect/chem/astral_insurance)
AS.Remove(M)
..()
//Okay so, this might seem a bit too good, but my counterargument is that it'll likely take all round to eventually kill you this way, then you have to be revived without a body. It takes approximately 50-80 minutes to die from this.
@@ -105,7 +128,7 @@ I'd like to point out from my calculations it'll take about 60-80 minutes to die
if(addiction_stage < 2)
antiGenetics = 255
M.alpha = 255 //Antigenetics is to do with stopping geneticists from turning people invisible to kill them.
if(prob(70))
if(prob(75))
M.alpha--
antiGenetics--
switch(antiGenetics)
@@ -17,7 +17,7 @@
color = "#5020F4" // rgb: 50, 20, 255
overdose_threshold = 15
addiction_threshold = 15
metabolization_rate = 1.2 * REAGENTS_METABOLISM
metabolization_rate = 1 * REAGENTS_METABOLISM
addiction_stage2_end = 30
addiction_stage3_end = 41
addiction_stage4_end = 44 //Incase it's too long
@@ -52,7 +52,7 @@
location_return = get_turf(M) //sets up return point
to_chat(M, "<span class='userdanger'>You feel your wavefunction split!</span>")
if(purity > 0.9) //Teleports you home if it's pure enough
if(cached_purity > 0.9) //Teleports you home if it's pure enough
if(!location_created && data) //Just in case
location_created = data["location_created"]
log_game("FERMICHEM: [M] ckey: [M.key] returned to [location_created] using eigenstasium")
@@ -69,8 +69,9 @@
/datum/reagent/fermi/eigenstate/on_mob_delete(mob/living/M) //returns back to original location
do_sparks(5,FALSE,M)
to_chat(M, "<span class='userdanger'>You feel your wavefunction collapse!</span>")
do_teleport(M, location_return, 0, asoundin = 'sound/effects/phasein.ogg') //Teleports home
do_sparks(5,FALSE,M)
if(!M.reagents.has_reagent("stabilizing_agent"))
do_teleport(M, location_return, 0, asoundin = 'sound/effects/phasein.ogg') //Teleports home
do_sparks(5,FALSE,M)
qdel(Eigenstate)
..()
@@ -7,22 +7,20 @@
taste_description = "affection and love!"
can_synth = FALSE
value = 20
//SplitChem = TRUE
impure_chem = "fermiTox"// What chemical is metabolised with an inpure reaction
inverse_chem_val = 0.25 // If the impurity is below 0.5, replace ALL of the chem with inverse_chemupon metabolising
inverse_chem = "fermiTox"
//This should process fermichems to find out how pure they are and what effect to do.
/datum/reagent/fermi/on_mob_add(mob/living/carbon/M, amount)
. = ..()
//When merging two fermichems, see above
/datum/reagent/fermi/on_merge(data, amount, mob/living/carbon/M, purity)//basically on_mob_add but for merging
. = ..()
////////////////////////////////////////////////////////////////////////////////////////////////////
// HATIMUIM
///////////////////////////////////////////////////////////////////////////////////////////////////
@@ -49,10 +47,7 @@
. = ..()
if(M.head)
var/obj/item/W = M.head
if(istype(W, /obj/item/clothing/head/hattip))
qdel(W)
else
M.dropItemToGround(W, TRUE)
M.dropItemToGround(W, TRUE)
var/hat = new /obj/item/clothing/head/hattip()
M.equip_to_slot(hat, SLOT_HEAD, 1, 1)
@@ -62,15 +57,20 @@
return ..()
var/hatArmor = 0
if(!overdosed)
hatArmor = (purity/10)
hatArmor = (cached_purity/10)
else
hatArmor = - (purity/10)
hatArmor = (cached_purity/10)
if(hatArmor > 90)
return ..()
var/obj/item/W = M.head
W.armor = W.armor.modifyAllRatings(hatArmor)
..()
/datum/reagent/fermi/hatmium/reaction_turf(turf/T, reac_volume)
if(reac_volume >= 5)
new /obj/item/clothing/head/hattip(T)
..()
////////////////////////////////////////////////////////////////////////////////////////////////////
// FURRANIUM
///////////////////////////////////////////////////////////////////////////////////////////////////
@@ -153,7 +153,7 @@
..()
/datum/reagent/fermi/furranium/on_mob_delete(mob/living/carbon/M)
if(purity < 1)//Only permanent if you're a good chemist.
if(cached_purity < 0.95)//Only permanent if you're a good chemist.
nT = M.getorganslot(ORGAN_SLOT_TONGUE)
nT.Remove(M)
qdel(nT)
@@ -181,13 +181,13 @@
pH = 9
value = 90
can_synth = FALSE
var/react_objs = list()
/datum/reagent/fermi/nanite_b_gone/on_mob_life(mob/living/carbon/C)
//var/component/nanites/N = M.GetComponent(/datum/component/nanites)
var/datum/component/nanites/N = C.GetComponent(/datum/component/nanites)
if(isnull(N))
return ..()
N.nanite_volume = -purity//0.5 seems to be the default to me, so it'll neuter them.
N.nanite_volume += -cached_purity*5//0.5 seems to be the default to me, so it'll neuter them.
..()
/datum/reagent/fermi/nanite_b_gone/overdose_process(mob/living/carbon/C)
@@ -197,16 +197,19 @@
to_chat(C, "<span class='warning'>The residual voltage from the nanites causes you to seize up!</b></span>")
C.electrocute_act(10, (get_turf(C)), 1, FALSE, FALSE, FALSE, TRUE)
if(prob(10))
//empulse((get_turf(C)), 3, 2)//So the nanites randomize
var/atom/T = C
T.emp_act(EMP_HEAVY)
to_chat(C, "<span class='warning'>You feel a strange tingling sensation come from your core.</b></span>")
if(isnull(N))
return ..()
N.nanite_volume = -2
N.nanite_volume += -10*cached_purity
..()
/datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
datum/reagent/fermi/nanite_b_gone/reaction_obj(obj/O, reac_volume)
for(var/active_obj in react_objs)
if(O == active_obj)
return
react_objs += O
O.emp_act(EMP_HEAVY)
/datum/reagent/fermi/nanite_b_goneTox
@@ -289,15 +292,15 @@
else
holder.remove_reagent("fermiTest", volume)//Avoiding recurrsion
var/location = get_turf(holder.my_atom)
if(purity < 0.34 || purity == 1)
if(cached_purity < 0.34 || cached_purity == 1)
var/datum/effect_system/foam_spread/s = new()
s.set_up(volume*2, location, holder)
s.start()
if((purity < 0.67 && purity >= 0.34)|| purity == 1)
if((cached_purity < 0.67 && cached_purity >= 0.34)|| cached_purity == 1)
var/datum/effect_system/smoke_spread/chem/s = new()
s.set_up(holder, volume*2, location)
s.start()
if(purity >= 0.67)
if(cached_purity >= 0.67)
for (var/datum/reagent/reagent in holder.reagent_list)
if (istype(reagent, /datum/reagent/fermi))
var/datum/chemical_reaction/fermi/Ferm = GLOB.chemical_reagents_list[reagent.id]
@@ -360,10 +363,11 @@
/datum/reagent/fermi/secretcatchem //Should I hide this from code divers? A secret cit chem?
name = "secretcatchem" //an attempt at hiding it
id = "secretcatchem"
description = "An illegal and hidden chem that turns people into cats. It's said that it's so rare and unstable that having it means you've been blessed."
description = "An illegal and hidden chem that turns people into cats. It's said that it's so rare and unstable that having it means you've been blessed. If used on someone in crit, it will turn them into a cat permanently, until the cat is killed."
taste_description = "hairballs and cream"
color = "#ffc224"
var/catshift = FALSE
var/perma = FALSE
var/mob/living/simple_animal/pet/cat/custom_cat/catto = null
can_synth = FALSE
@@ -372,7 +376,7 @@
/datum/reagent/fermi/secretcatchem/on_mob_add(mob/living/carbon/human/H)
. = ..()
if(purity >= 0.8)//ONLY if purity is high, and given the stuff is random. It's very unlikely to get this to 1. It already requires felind too, so no new functionality there.
if(cached_purity >= 0.9)//ONLY if purity is high, and given the stuff is random. It's very unlikely to get this to 1.
//exception(al) handler:
H.dna.features["ears"] = "Cat"
H.dna.features["mam_ears"] = "Cat"
@@ -389,20 +393,30 @@
H.forceMove(catto)
log_game("FERMICHEM: [H] ckey: [H.key] has been made into a cute catto.")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "cats")
//Just to deal with rascally ghosts
//ADD_TRAIT(catto, TRAIT_NODEATH, "catto")//doesn't work
//catto.health = 1000 //To simulate fake death, while preventing ghosts escaping.
if(H.InCritical())
perma = TRUE
volume = 5
H.stat = DEAD
catto.origin = H
/datum/reagent/fermi/secretcatchem/on_mob_life(mob/living/carbon/H)
if(!catto)
metabolization_rate = 5
return ..()
if(catto.health <= 0) //So the dead can't ghost
if(prob(10))
to_chat(H, "<span class='notice'>You feel your body start to slowly shift back from it's dead form.</span>")
to_chat(catto, "<span class='notice'>You feel your body start to slowly shift back from it's dead form.</span>")
perma = FALSE
metabolization_rate = 1
else if(prob(5))
playsound(get_turf(catto), 'modular_citadel/sound/voice/merowr.ogg', 50, 1, -1)
catto.say("lets out a meowrowr!*")
..()
/datum/reagent/fermi/secretcatchem/on_mob_delete(mob/living/carbon/H)
if(perma)
to_chat(H, "<span class='notice'>You feel your body settle into it's new form. You won't be able to shift back on death anymore.</span>")
return
var/words = "Your body shifts back to normal."
H.forceMove(catto.loc)
catto.mind.transfer_to(H)
@@ -412,3 +426,20 @@
to_chat(H, "<span class='notice'>[words]</span>")
qdel(catto)
log_game("FERMICHEM: [H] ckey: [H.key] has returned to normal")
/datum/reagent/fermi/secretcatchem/reaction_mob(var/mob/living/L)
if(istype(L, /mob/living/simple_animal/pet/cat/custom_cat) && cached_purity >= 0.95)
var/mob/living/simple_animal/pet/cat/custom_cat/catto = L
if(catto.origin)
var/mob/living/carbon/human/H = catto.origin
H.stat = CONSCIOUS
log_game("FERMICHEM: [catto] ckey: [catto.key] has returned to normal.")
to_chat(catto, "<span class='notice'>Your body shifts back to normal!</span>")
H.forceMove(catto.loc)
catto.mind.transfer_to(H)
if(!L.mind) //Just in case
qdel(L)
else //This should never happen, but just in case, so their game isn't ruined.
catto.icon_state = "custom_cat"
catto.health = 50
@@ -69,7 +69,6 @@
L.Insert(C)
to_chat(C, "<span class='notice'>You feel the yamerol merge in your chest.</span>")
holder.remove_reagent(src.id, "10")
C.adjustOxyLoss(-3)
..()
@@ -282,9 +282,7 @@
name = "MKUltra"
id = "enthrall"
results = list("enthrall" = 5)
//required_reagents = list("iron" = 1, "iodine" = 1) Test vars
//required_reagents = list("cocoa" = 1, "astral" = 1, "mindbreaker" = 1, "psicodine" = 1, "happiness" = 1)
required_reagents = list("cocoa" = 1, "bluespace" = 1, "mindbreaker" = 1, "psicodine" = 1, "happiness" = 1) //TEMPORARY UNTIL HEADMINS GIVE THE OKAY FOR MK USE.
required_reagents = list("cocoa" = 1, "neurine" = 1, "mindbreaker" = 1, "psicodine" = 1, "happiness" = 1)
required_catalysts = list("blood" = 1)
mix_message = "the reaction gives off a burgundy plume of smoke!"
//FermiChem vars:
@@ -2,7 +2,7 @@
//Clothes made from FermiChem
/obj/item/clothing/head/hattip //I wonder if anyone else has played cryptworlds
name = "Sythetic hat"
name = "Synthetic hat"
icon = 'icons/obj/clothing/hats.dmi'
icon_state = "cowboy"
desc = "A sythesized hat, you can't seem to take it off. And tips their hat."
@@ -46,6 +46,13 @@
/obj/item/clothing/head/hattip/dropped(mob/M)
. = ..()
UnregisterSignal(M, COMSIG_MOB_SAY)
addtimer(CALLBACK(GLOBAL_PROC, .proc/root_and_toot, src, src, 200))
/obj/item/clothing/head/hattip/proc/root_and_toot(obj/item/clothing/head/hattip/hat)
hat.animate_atom_living()
var/list/seen = viewers(6, get_turf(hat))
for(var/mob/M2 in seen)
to_chat(M2, "<b>[hat]</b> exclaims, \"[pick("Whooee! Time for a hootenanny!", "Rough 'em up boys!", "Yeehaw! Freedom at last!", "Y'all about to get a good old fashioned spanking!")]\"")
/obj/item/clothing/head/hattip/proc/handle_speech(datum/source, mob/speech_args)
var/message = speech_args[SPEECH_MESSAGE]
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