Vampire species for halloween
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CitadelStationBot
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630b332848
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9f7a7bcc22
@@ -216,25 +216,23 @@
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. = list()
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if(!bloodtype)
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return
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switch(bloodtype)
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if("A-")
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return list("A-", "O-")
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if("A+")
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return list("A-", "A+", "O-", "O+")
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if("B-")
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return list("B-", "O-")
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if("B+")
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return list("B-", "B+", "O-", "O+")
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if("AB-")
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return list("A-", "B-", "O-", "AB-")
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if("AB+")
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return list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+")
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if("O-")
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return list("O-")
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if("O+")
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return list("O-", "O+")
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if("L")
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return list("L")
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var/static/list/bloodtypes_safe = list(
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"A-" = list("A-", "O-"),
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"A+" = list("A-", "A+", "O-", "O+"),
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"B-" = list("B-", "O-"),
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"B+" = list("B-", "B+", "O-", "O+"),
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"AB-" = list("A-", "B-", "O-", "AB-"),
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"AB+" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+"),
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"O-" = list("O-"),
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"O+" = list("O-", "O+"),
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"L" = list("L"),
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"U" = list("A-", "A+", "B-", "B+", "O-", "O+", "AB-", "AB+", "L", "U")
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)
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var/safe = bloodtypes_safe[bloodtype]
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if(safe)
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. = safe
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//to add a splatter of blood or other mob liquid.
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/mob/living/proc/add_splatter_floor(turf/T, small_drip)
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@@ -65,6 +65,7 @@
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var/breathid = "o2"
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var/obj/item/organ/brain/mutant_brain = /obj/item/organ/brain
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var/obj/item/organ/heart/mutant_heart = /obj/item/organ/heart
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var/obj/item/organ/eyes/mutanteyes = /obj/item/organ/eyes
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var/obj/item/organ/ears/mutantears = /obj/item/organ/ears
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var/obj/item/mutanthands
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@@ -154,7 +155,7 @@
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heart.Remove(C,1)
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QDEL_NULL(heart)
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if(should_have_heart && !heart)
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heart = new()
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heart = new mutant_heart()
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heart.Insert(C)
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if(lungs && (replace_current || !should_have_lungs))
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@@ -0,0 +1,130 @@
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/datum/species/vampire
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name = "vampire"
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id = "vampire"
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default_color = "FFFFFF"
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species_traits = list(EYECOLOR,HAIR,FACEHAIR,LIPS,NOHUNGER,NOBREATH,DRINKSBLOOD)
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mutant_bodyparts = list("tail_human", "ears", "wings")
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default_features = list("mcolor" = "FFF", "tail_human" = "None", "ears" = "None", "wings" = "None")
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exotic_bloodtype = "U"
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use_skintones = TRUE
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mutant_heart = /obj/item/organ/heart/vampire
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mutanttongue = /obj/item/organ/tongue/vampire
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blacklisted = TRUE
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limbs_id = "human"
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skinned_type = /obj/item/stack/sheet/animalhide/human
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var/info_text = "You are a <span class='danger'>Vampire</span>. You will slowly but constantly lose blood if outside of a coffin. If inside a coffin, you will slowly heal. You may gain more blood by grabbing a live victim and using your drain ability."
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/datum/species/vampire/check_roundstart_eligible()
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if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
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return TRUE
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return FALSE
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/datum/species/vampire/on_species_gain(mob/living/carbon/human/C, datum/species/old_species)
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. = ..()
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to_chat(C, "[info_text]")
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C.skin_tone = "albino"
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C.update_body(0)
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if(C.mind)
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var/obj/effect/proc_holder/spell/targeted/shapeshift/bat/B = new
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C.mind.AddSpell(B)
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/datum/species/vampire/on_species_loss(mob/living/carbon/C)
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. = ..()
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if(C.mind)
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for(var/S in C.mind.spell_list)
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var/obj/effect/proc_holder/spell/S2 = S
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if(S2.type == /obj/effect/proc_holder/spell/targeted/shapeshift/bat)
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C.mind.spell_list.Remove(S2)
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qdel(S2)
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/datum/species/vampire/spec_life(mob/living/carbon/human/C)
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. = ..()
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if(istype(C.loc, /obj/structure/closet/coffin))
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C.heal_overall_damage(4,4)
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C.adjustToxLoss(-4)
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C.adjustOxyLoss(-4)
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C.adjustCloneLoss(-4)
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return
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C.blood_volume -= 1.5
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if(C.blood_volume <= BLOOD_VOLUME_SURVIVE)
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to_chat(C, "<span class='danger'>You ran out of blood!</span>")
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C.dust()
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var/area/A = get_area(C)
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if(istype(A, /area/chapel))
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to_chat(C, "<span class='danger'>You don't belong here!</span>")
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C.adjustFireLoss(20)
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C.adjust_fire_stacks(6)
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C.IgniteMob()
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/obj/item/organ/tongue/vampire
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name = "vampire tongue"
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actions_types = list(/datum/action/item_action/organ_action/vampire)
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color = "#1C1C1C"
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var/drain_cooldown = 0
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#define VAMP_DRAIN_AMOUNT 50
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/datum/action/item_action/organ_action/vampire
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name = "Drain Victim"
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desc = "Leech blood from any carbon victim you are passively grabbing."
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/datum/action/item_action/organ_action/vampire/Trigger()
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/H = owner
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var/obj/item/organ/tongue/vampire/V = target
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if(V.drain_cooldown >= world.time)
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to_chat(H, "<span class='notice'>You just drained blood, wait a few seconds.</span>")
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return
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if(H.pulling && iscarbon(H.pulling))
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var/mob/living/carbon/victim = H.pulling
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if(H.blood_volume >= BLOOD_VOLUME_MAXIMUM)
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to_chat(H, "<span class='notice'>You're already full!</span>")
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return
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if(victim.stat == DEAD)
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to_chat(H, "<span class='notice'>You need a living victim!</span>")
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return
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if(!victim.blood_volume || (victim.dna && ((NOBLOOD in victim.dna.species.species_traits) || victim.dna.species.exotic_blood)))
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to_chat(H, "<span class='notice'>[victim] doesn't have blood!</span>")
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return
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V.drain_cooldown = world.time + 30
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if(!do_after(H, 30, target = victim))
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return
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var/blood_volume_difference = BLOOD_VOLUME_MAXIMUM - H.blood_volume //How much capacity we have left to absorb blood
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var/drained_blood = min(victim.blood_volume, VAMP_DRAIN_AMOUNT, blood_volume_difference)
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to_chat(victim, "<span class='danger'>[H] is draining your blood!</span>")
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to_chat(H, "<span class='notice'>You drain some blood!</span>")
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playsound(H, 'sound/items/drink.ogg', 30, 1, -2)
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victim.blood_volume = Clamp(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
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H.blood_volume = Clamp(H.blood_volume + drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
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if(!victim.blood_volume)
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to_chat(H, "<span class='warning'>You finish off [victim]'s blood supply!</span>")
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#undef VAMP_DRAIN_AMOUNT
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/obj/item/organ/heart/vampire
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name = "vampire heart"
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actions_types = list(/datum/action/item_action/organ_action/vampire_heart)
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color = "#1C1C1C"
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/datum/action/item_action/organ_action/vampire_heart
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name = "Check Blood Level"
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desc = "Check how much blood you have remaining."
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/datum/action/item_action/organ_action/vampire_heart/Trigger()
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. = ..()
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if(iscarbon(owner))
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var/mob/living/carbon/H = owner
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to_chat(H, "<span class='notice'>Current blood level: [H.blood_volume]/[BLOOD_VOLUME_MAXIMUM].</span>")
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/obj/effect/proc_holder/spell/targeted/shapeshift/bat
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name = "Bat Form"
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desc = "Take on the shape a space bat."
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invocation = "Squeak!"
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charge_max = 50
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cooldown_min = 50
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shapeshift_type = /mob/living/simple_animal/hostile/retaliate/bat
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current_shapes = list(/mob/living/simple_animal/hostile/retaliate/bat)
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current_casters = list()
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possible_shapes = list(/mob/living/simple_animal/hostile/retaliate/bat)
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@@ -24,9 +24,9 @@
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else //ingest, patch or inject
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M.ForceContractDisease(D)
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if(method == INJECT && iscarbon(M))
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(C.get_blood_id() == "blood")
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if(C.get_blood_id() == "blood" && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
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if(!data || !(data["blood_type"] in get_safe_blood(C.dna.blood_type)))
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C.reagents.add_reagent("toxin", reac_volume * 0.5)
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else
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@@ -65,6 +65,9 @@
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/obj/item/reagent_containers/blood/lizard
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blood_type = "L"
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/obj/item/reagent_containers/blood/universal
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blood_type = "U"
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/obj/item/reagent_containers/blood/empty
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name = "blood pack"
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icon_state = "empty"
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