Merge remote-tracking branch 'citadel/master' into god_wish_your_plushies_holy_shit

This commit is contained in:
kevinz000
2020-01-02 09:39:48 -08:00
395 changed files with 20869 additions and 15508 deletions
@@ -19,6 +19,12 @@
mentor_follow(M)
return TRUE
if(href_list["mentor_unfollow"])
var/mob/living/M = locate(href_list["mentor_follow"])
if(M && mentor_datum.following == M)
mentor_unfollow()
return TRUE
/client/proc/mentor_datum_set(admin)
mentor_datum = GLOB.mentor_datums[ckey]
if(!mentor_datum && check_rights_for(src, R_ADMIN,0)) // admin with no mentor datum?let's fix that
@@ -69,6 +69,16 @@
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/aformal
/datum/gear/coat/runed
name = "Runed winter coat"
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/narsie/fake
/datum/gear/coat/brass
name = "Brass winter coat"
category = SLOT_WEAR_SUIT
path = /obj/item/clothing/suit/hooded/wintercoat/ratvar/fake
/* Commented out until it is "balanced"
/datum/gear/coat/sec
name = "Security winter coat"
@@ -103,6 +103,45 @@
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/stripeddress
/datum/gear/sundresswhite
name = "White Sundress"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sundresswhite
/datum/gear/sundress
name = "Sundress"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sundress
/datum/gear/greendress
name = "Green Dress"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/greendress
/datum/gear/pinkdress
name = "Pink Dress"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pinkdress
/datum/gear/flowerdress
name = "Flower Dress"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/flowerdress
/datum/gear/sweptskirt
name = "Swept skirt"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/sweptskirt
/datum/gear/croptop
name = "Croptop"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/croptop
/datum/gear/yoga
name = "Yoga Pants"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/yoga
/datum/gear/kilt
name = "Kilt"
category = SLOT_W_UNIFORM
@@ -116,7 +155,7 @@
/datum/gear/athleticshorts
name = "Athletic Shorts"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/shorts
path = /obj/item/clothing/under/shorts/red
/datum/gear/bjeans
name = "Black Jeans"
@@ -153,6 +192,26 @@
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/track
/datum/gear/rippedjeans
name = "Ripped Jeans"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/jeanripped
/datum/gear/jeanshort
name = "Jean Shorts"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/jeanshort
/datum/gear/denimskirt
name = "Denim Skirt"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/denimskirt
/datum/gear/yoga
name = "Yoga Pants"
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/pants/yoga
// Pantsless Sweaters
/datum/gear/turtleneck
@@ -362,4 +421,4 @@
category = SLOT_W_UNIFORM
path = /obj/item/clothing/under/stripper_green
cost = 3
@@ -15,7 +15,7 @@
var/arousable = TRUE
var/widescreenpref = TRUE
var/autostand = TRUE
var/lewdchem = FALSE
var/auto_ooc = FALSE
//vore prefs
var/toggleeatingnoise = TRUE
@@ -54,6 +54,5 @@ datum/preferences/copy_to(mob/living/carbon/human/character, icon_updates = 1)
character.give_genitals(TRUE)
character.flavor_text = features["flavor_text"] //Let's update their flavor_text at least initially
character.canbearoused = arousable
character.client?.prefs.lewdchem = lewdchem
if(icon_updates)
character.update_genitals()
@@ -1,91 +0,0 @@
/* //
// GLOBALIZED POLYCHROME FOR ALL CLOTHING //
// //
// NOTICE: POLYCHROME STUFF MUST USE ALTERNATE_WORN_ICON AND PLACE THEIR OVERLAYS IN BOTH THE ICON AND ALTERNATE_WORN_ICON //
// //
*/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// COPYPASTE THE FOLLOWING PROC TO WHATEVER CATERGORY OF CLOTHING YOU WANT TO POLYCHROME
// THIS IS REQUIRED DUE TO EACH CLOTHING CATEGORY HAVING A SNOWFLAKE WORN_OVERLAYS() THING
// Don't forget to append the appropriate typepath! Also, refer to polychromic_clothes.dm for example implementations
/*
/obj/item/clothing/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
*/
/obj/item/clothing/
var/hasprimary = FALSE //These vars allow you to choose which overlays a clothing has
var/hassecondary = FALSE
var/hastertiary = FALSE
var/primary_color = "#FFFFFF" //RGB in hexcode
var/secondary_color = "#FFFFFF"
var/tertiary_color = "#808080"
var/force_alternate_icon = FALSE
/obj/item/clothing/update_icon() // picks the colored overlays from the ICON file
..()
if(hasprimary) //Checks if the overlay is enabled
var/mutable_appearance/primary_overlay = mutable_appearance(icon, "[item_color]-primary") //Automagically picks overlays
primary_overlay.color = primary_color //Colors the greyscaled overlay
add_overlay(primary_overlay) //Applies the coloured overlay onto the item sprite. but NOT the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_overlay = mutable_appearance(icon, "[item_color]-secondary")
secondary_overlay.color = secondary_color
add_overlay(secondary_overlay)
if(hastertiary)
var/mutable_appearance/tertiary_overlay = mutable_appearance(icon, "[item_color]-tertiary")
tertiary_overlay.color = tertiary_color
add_overlay(tertiary_overlay)
/obj/item/clothing/AltClick(mob/living/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
var/choice = input(user,"polychromic thread options", "Clothing Recolor") as null|anything in list("[hasprimary ? "Primary Color" : ""]", "[hassecondary ? "Secondary Color" : ""]", "[hastertiary ? "Tertiary Color" : ""]") //generates a list depending on the enabled overlays
switch(choice) //Lets the list's options actually lead to something
if("Primary Color")
var/primary_color_input = input(usr,"","Choose Primary Color",primary_color) as color|null //color input menu, the "|null" adds a cancel button to it.
if(primary_color_input) //Checks if the color selected is NULL, rejects it if it is NULL.
primary_color = sanitize_hexcolor(primary_color_input, desired_format=6, include_crunch=1) //formats the selected color properly
update_icon() //updates the item icon
user.regenerate_icons() //updates the worn icon. Probably a bad idea, but it works.
if("Secondary Color")
var/secondary_color_input = input(usr,"","Choose Secondary Color",secondary_color) as color|null
if(secondary_color_input)
secondary_color = sanitize_hexcolor(secondary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
if("Tertiary Color")
var/tertiary_color_input = input(usr,"","Choose Tertiary Color",tertiary_color) as color|null
if(tertiary_color_input)
tertiary_color = sanitize_hexcolor(tertiary_color_input, desired_format=6, include_crunch=1)
update_icon()
user.regenerate_icons()
return TRUE
/obj/item/clothing/examine(mob/user)
. = ..()
if(hasprimary | hassecondary | hastertiary)
. += "<span class='notice'>Alt-click to recolor it.</span>"
/obj/item/clothing/Initialize()
..()
if(hasprimary | hassecondary | hastertiary)
update_icon() //Applies the overlays and default colors onto the clothes on spawn.
@@ -1,168 +0,0 @@
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Polychromic Uniforms: //
// //
// Polychromic clothes simply consist of 4 sprites: A base, unrecoloured sprite, and up to 3 greyscaled sprites. //
// In order to add more polychromic clothes, simply create a base sprite, and up to 3 recolourable overlays for it, //
// and then name them as follows: [name], [name]-primary, [name]-secondary, [name]-tertiary. The sprites should //
// ideally be in 'modular_citadel/icons/polyclothes/item/uniform.dmi' and 'modular_citadel/icons/polyclothes/mob/uniform.dmi' for the //
// worn sprites. After that, copy paste the code from any of the example clothes and //
// change the names around. [name] should go in BOTH icon_state and item_color. You can preset colors and disable //
// any overlays using the self-explainatory vars. //
// //
// -Tori //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/obj/item/clothing/under/polychromic //enables all three overlays to reduce copypasta and defines basic stuff
name = "polychromic suit"
desc = "For when you want to show off your horrible colour coordination skills."
icon = 'modular_citadel/icons/polyclothes/item/uniform.dmi'
alternate_worn_icon = 'modular_citadel/icons/polyclothes/mob/uniform.dmi'
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
hasprimary = TRUE
hassecondary = TRUE
hastertiary = TRUE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#808080"
can_adjust = FALSE
mutantrace_variation = NO_MUTANTRACE_VARIATION // because I'm too lazy to port these to digi-compatible and to prove a point from /tg/ whining - Pooj
suit_style = NORMAL_SUIT_STYLE
/obj/item/clothing/under/polychromic/worn_overlays(isinhands, icon_file) //this is where the main magic happens. Also mandates that ALL polychromic stuff MUST USE alternate_worn_icon
. = ..()
if(hasprimary | hassecondary | hastertiary)
if(!isinhands) //prevents the worn sprites from showing up if you're just holding them
if(hasprimary) //checks if overlays are enabled
var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection
primary_worn.color = primary_color //colors the overlay
. += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite.
if(hassecondary)
var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary")
secondary_worn.color = secondary_color
. += secondary_worn
if(hastertiary)
var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary")
tertiary_worn.color = tertiary_color
. += tertiary_worn
/obj/item/clothing/under/polychromic/shirt //COPY PASTE THIS TO MAKE A NEW THING
name = "polychromic button-up shirt"
desc = "A fancy button-up shirt made with polychromic threads."
icon_state = "polysuit"
item_color = "polysuit"
item_state = "sl_suit"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#353535"
tertiary_color = "#353535"
/obj/item/clothing/under/polychromic/kilt
name = "polychromic kilt"
desc = "It's not a skirt!"
icon_state = "polykilt"
item_color = "polykilt"
item_state = "kilt"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
hastertiary = FALSE // so it doesn't futz with digilegs
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/skirt
name = "polychromic skirt"
desc = "A fancy skirt made with polychromic threads."
icon_state = "polyskirt"
item_color = "polyskirt"
item_state = "rainbow"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
tertiary_color = "#808080"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/shorts
name = "polychromic shorts"
desc = "For ease of movement and style."
icon_state = "polyshorts"
item_color = "polyshorts"
item_state = "rainbow"
primary_color = "#353535" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#808080"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/jumpsuit
name = "polychromic tri-tone jumpsuit"
desc = "A fancy jumpsuit made with polychromic threads."
icon_state = "polyjump"
item_color = "polyjump"
item_state = "rainbow"
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#FF3535"
/obj/item/clothing/under/polychromic/shortpants
name = "polychromic athletic shorts"
desc = "95% Polychrome, 5% Spandex!"
icon_state = "polyshortpants"
item_color = "polyshortpants"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#F08080"
gender = PLURAL //Because shortS
body_parts_covered = GROIN //Because there's no shirt included
/obj/item/clothing/under/polychromic/pleat
name = "polychromic pleated skirt"
desc = "A magnificent pleated skirt complements the woolen polychromatic sweater."
icon_state = "polypleat"
item_color = "polypleat"
item_state = "rainbow"
primary_color = "#8CC6FF" //RGB in hexcode
secondary_color = "#808080"
tertiary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/femtank
name = "polychromic feminine tank top"
desc = "Great for showing off your chest in style. Not recommended for males."
icon_state = "polyfemtankpantsu"
item_color = "polyfemtankpantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FF3535"
body_parts_covered = CHEST|GROIN|ARMS
/obj/item/clothing/under/polychromic/shortpants/pantsu
name = "polychromic panties"
desc = "Topless striped panties. Now with 120% more polychrome!"
icon_state = "polypantsu"
item_color = "polypantsu"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#FFFFFF" //RGB in hexcode
secondary_color = "#8CC6FF"
body_parts_covered = GROIN
/obj/item/clothing/under/polychromic/bottomless
name = "polychromic bottomless shirt"
desc = "Great for showing off your junk in dubious style."
icon_state = "polybottomless"
item_color = "polybottomless"
item_state = "rainbow"
hastertiary = FALSE
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FF3535"
body_parts_covered = CHEST|ARMS //Because there's no bottom included
/obj/item/clothing/under/polychromic/shimatank
name = "polychromic tank top"
desc = "For those lazy summer days."
icon_state = "polyshimatank"
item_color = "polyshimatank"
item_state = "rainbow"
primary_color = "#808080" //RGB in hexcode
secondary_color = "#FFFFFF"
tertiary_color = "#8CC6FF"
body_parts_covered = CHEST|GROIN
+14 -12
View File
@@ -1,16 +1,18 @@
/client/proc/mentor_follow(mob/living/M)
if(!is_mentor())
return
if(isnull(M))
return
if(!ismob(usr))
return
mentor_datum.following = M
usr.reset_perspective(M)
verbs += /client/proc/mentor_unfollow
to_chat(GLOB.admins, "<span class='mentor'><span class='prefix'>MENTOR:</span> <EM>[key_name(usr)]</EM> is now following <EM>[key_name(M)]</span>")
to_chat(usr, "<span class='info'>Click the \"Stop Following\" button in the Mentor tab to stop following [key_name(M)].</span>")
log_mentor("[key_name(usr)] began following [key_name(M)]")
var/orbiting = TRUE
if(!isobserver(usr))
mentor_datum.following = M
usr.reset_perspective(M)
verbs += /client/proc/mentor_unfollow
to_chat(usr, "<span class='info'>Click the <a href='?_src_=mentor;mentor_unfollow=[REF(M)];[MentorHrefToken(TRUE)]'>\"Stop Following\"</a> button here or in the Mentor tab to stop following [key_name(M)].</span>")
orbiting = FALSE
else
var/mob/dead/observer/O = usr
O.ManualFollow(M)
to_chat(GLOB.admins, "<span class='mentor'><span class='prefix'>MENTOR:</span> <EM>[key_name(usr)]</EM> is now [orbiting ? "orbiting" : "following"] <EM>[key_name(M)][key_name(M)][orbiting ? " as a ghost" : ""].</span>")
log_mentor("[key_name(usr)] [orbiting ? "is now orbiting" : "began following"][key_name(M)][orbiting ? " as a ghost" : ""].")
/client/proc/mentor_unfollow()
set category = "Mentor"
@@ -21,6 +23,6 @@
return
usr.reset_perspective()
verbs -= /client/proc/mentor_unfollow
to_chat(GLOB.admins, "<span class='mentor'><span class='prefix'>MENTOR:</span> <EM>[key_name(usr)]</EM> is no longer following <EM>[key_name(mentor_datum.following)]</span>")
log_mentor("[key_name(usr)] stopped following [key_name(mentor_datum.following)]")
to_chat(GLOB.admins, "<span class='mentor'><span class='prefix'>MENTOR:</span> <EM>[key_name(usr)]</EM> is no longer following <EM>[key_name(mentor_datum.following)].</span>")
log_mentor("[key_name(usr)] stopped following [key_name(mentor_datum.following)].")
mentor_datum.following = null
@@ -19,7 +19,7 @@
log_mentor("MENTORHELP: [key_name_mentor(src, 0, 0, 0, 0)]: [msg]")
for(var/client/X in GLOB.mentors | GLOB.admins)
X << 'sound/items/bikehorn.ogg'
SEND_SOUND(X, 'sound/items/bikehorn.ogg')
to_chat(X, mentor_msg)
to_chat(src, "<span class='mentornotice'><font color='purple'>PM to-<b>Mentors</b>: [msg]</font></span>")
@@ -41,18 +41,16 @@
playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above!
if(client)
client.show_popup_menus = !combatmode // So we can right-click for alternate actions and all that other good shit. Also moves examine to shift+rightclick to make it possible to attack while sprinting
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/combattoggle/selector in hud_used.static_inventory)
selector.rebasetointerbay(src)
var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory
T?.update_icon_state()
combatmessagecooldown = 10 SECONDS + world.time //This is set 100% of the time to make sure squeezing regen out of process cycles doesn't result in the combat mode message getting spammed
SEND_SIGNAL(src, COMSIG_COMBAT_TOGGLED, src, combatmode)
return TRUE
mob/living/carbon/proc/toggle_vore_mode()
voremode = !voremode
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/voretoggle/selector in hud_used.static_inventory)
selector.rebaseintomygut(src)
var/obj/screen/voretoggle/T = locate() in hud_used?.static_inventory
T?.update_icon_state()
if(combatmode)
return FALSE //let's not override the main draw of the game these days
SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode)
@@ -1,6 +1,3 @@
/mob/living/carbon/human
var/sprinting = FALSE
/mob/living/carbon/human/Move(NewLoc, direct)
var/oldpseudoheight = pseudo_z_axis
. = ..()
@@ -28,9 +25,8 @@
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
selector.insert_witty_toggle_joke_here(src)
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon_state()
return TRUE
/mob/living/carbon/human/proc/sprint_hotkey(targetstatus)
@@ -1,4 +1,5 @@
/mob/living
var/sprinting = FALSE
var/recoveringstam = FALSE
var/incomingstammult = 1
var/bufferedstam = 0
@@ -424,12 +424,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
if(A)
if(isliving(A))
var/mob/living/L = A
var/blocked = 0
if(ishuman(A))
var/mob/living/carbon/human/H = A
if(H.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
blocked = 1
if(!blocked)
if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
@@ -1,6 +1,3 @@
/mob/living/silicon/robot
var/sprinting = FALSE
/mob/living/silicon/robot/Move(NewLoc, direct)
. = ..()
if(. && sprinting && !(movement_type & FLYING) && canmove && !resting)
@@ -24,9 +21,8 @@
if(shutdown)
playsound_local(src, 'sound/effects/light_flicker.ogg', 50, FALSE, pressure_affected = FALSE)
playsound_local(src, 'sound/misc/sprintdeactivate.ogg', 50, FALSE, pressure_affected = FALSE)
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/sprintbutton/selector in hud_used.static_inventory)
selector.insert_witty_toggle_joke_here(src)
var/obj/screen/sprintbutton/S = locate() in hud_used?.static_inventory
S?.update_icon_state()
return TRUE
/mob/living/silicon/robot/proc/sprint_hotkey(targetstatus)
@@ -50,7 +50,7 @@
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/m45 //Kinda NT in throey
/datum/design/m45 //Kinda NT in theory
name = "handgun magazine (.45)"
id = "m45"
build_type = PROTOLATHE
@@ -68,3 +68,13 @@
build_path = /obj/item/ammo_box/magazine/pistolm9mm
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/sl357
name = "revolver speedloader (.357)"
desc = "A revolver speedloader."
id = "sl357"
build_type = PROTOLATHE
materials = list(MAT_METAL = 30000)
build_path = /obj/item/ammo_box/a357
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
@@ -170,6 +170,9 @@ Creating a chem with a low purity will make you permanently fall in love with so
/datum/reagent/fermi/enthrall/on_mob_add(mob/living/carbon/M)
. = ..()
if(M.client?.prefs.cit_toggles & NEVER_HYPNO) // Just in case people are opting out of this
holder.remove_reagent(id, 10000000)
return
if(!ishuman(M))//Just to make sure screwy stuff doesn't happen.
return
if(!creatorID)
@@ -183,7 +186,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
E.enthrallID = creatorID
E.enthrallGender = creatorGender
E.master = get_mob_by_key(creatorID)
to_chat(M, to_chat(M, "<span class='big love'><i>Your aldled, plastic, mind bends under the chemical influence of a new [(M.client?.prefs.lewdchem?"master":"leader")]. Your highest priority is now to stay by [creatorName]'s side, following and aiding them at all costs.</i></span>")) //THIS SHOULD ONLY EVER APPEAR IF YOU MINDBREAK YOURSELF AND THEN GET INJECTED FROM SOMEONE ELSE.
to_chat(M, "<span class='big love'><i>Your addled, plastic, mind bends under the chemical influence of a new [(E.lewd?"master":"leader")]. Your highest priority is now to stay by [creatorName]'s side, following and aiding them at all costs.</i></span>") //THIS SHOULD ONLY EVER APPEAR IF YOU MINDBREAK YOURSELF AND THEN GET INJECTED FROM SOMEONE ELSE.
log_game("FERMICHEM: Narcissist [M] ckey: [M.key] been rebound to [creatorName], ID: [creatorID]")
return
if((M.ckey == creatorID) && (creatorName == M.real_name)) //same name AND same player - same instance of the player. (should work for clones?)
@@ -194,7 +197,7 @@ 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 you speak in a more charasmatic and sultry tone.)]</span>")
to_chat(M, "<span class='notice'><i>You feel your vocal chords tingle you speak in a more charasmatic and sultry tone.</i></span>")
else
log_game("FERMICHEM: MKUltra: [creatorName], [creatorID], is enthralling [M.name], [M.ckey]")
M.apply_status_effect(/datum/status_effect/chem/enthrall)
@@ -230,7 +233,6 @@ Creating a chem with a low purity will make you permanently fall in love with so
M.reagents.remove_reagent(id, volume)
FallInLove(C, M)
return
if (M.ckey == creatorID && creatorName == M.real_name)//If you yourself drink it, it supresses the vocal effects, for stealth. NEVERMIND ADD THIS LATER I CAN'T GET IT TO WORK
return
if(!M.client)
@@ -261,7 +263,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
E.master = creator
else
E = M.has_status_effect(/datum/status_effect/chem/enthrall)
if(M.client?.prefs.lewdchem)
if(E.lewd)
to_chat(M, "<span class='big love'><i>Your mind shatters under the volume of the mild altering chem inside of you, breaking all will and thought completely. Instead the only force driving you now is the instinctual desire to obey and follow [creatorName]. Your highest priority is now to stay by their side and protect them at all costs.</i></span>")
else
to_chat(M, "<span class='big warning'><i>The might volume of chemicals in your system overwhelms your mind, and you suddenly agree with what [creatorName] has been saying. Your highest priority is now to stay by their side and protect them at all costs.</i></span>")
@@ -288,6 +290,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
chemical_flags = REAGENT_DONOTSPLIT
can_synth = FALSE
var/mob/living/carbon/love
var/lewd = FALSE
/datum/reagent/fermi/enthrallExplo/on_mob_life(mob/living/carbon/M)//Love gas, only affects while it's in your system,Gives a positive moodlet if close, gives brain damagea and a negative moodlet if not close enough.
if(HAS_TRAIT(M, TRAIT_MINDSHIELD))
@@ -303,24 +306,25 @@ Creating a chem with a low purity will make you permanently fall in love with so
if(!love)
return
M.apply_status_effect(STATUS_EFFECT_INLOVE, love)
to_chat(M, "[(M.client?.prefs.lewdchem?"<span class='love'>":"<span class='warning'>")][(M.client?.prefs.lewdchem?"You develop a sudden crush on [love], your heart beginning to race as you look upon them with new eyes.":"You suddenly feel like making friends with [love].")] You feel strangely drawn towards them.</span>")
lewd = (M.client?.prefs.cit_toggles & HYPNO) && (love.client?.prefs.cit_toggles & HYPNO)
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")][(lewd?"You develop a sudden crush on [love], your heart beginning to race as you look upon them with new eyes.":"You suddenly feel like making friends with [love].")] You feel strangely drawn towards them.</span>")
log_game("FERMICHEM: [M] ckey: [M.key] has temporarily bonded with [love] ckey: [love.key]")
SSblackbox.record_feedback("tally", "fermi_chem", 1, "Times people have bonded")
else
if(get_dist(M, love) < 8)
if(HAS_TRAIT(M, TRAIT_NYMPHO)) //Add this back when merged/updated.
M.adjustArousalLoss(5)
var/message = "[(M.client?.prefs.lewdchem?"I'm next to my crush..! Eee!":"I'm making friends with [love]!")]"
var/message = "[(lewd?"I'm next to my crush..! Eee!":"I'm making friends with [love]!")]"
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "InLove", /datum/mood_event/InLove, message)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "MissingLove")
else
var/message = "[(M.client?.prefs.lewdchem?"I can't keep my crush off my mind, I need to see them again!":"I really want to make friends with [love]!")]"
var/message = "[(lewd?"I can't keep my crush off my mind, I need to see them again!":"I really want to make friends with [love]!")]"
SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "MissingLove", /datum/mood_event/MissingLove, message)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "InLove")
if(prob(5))
M.Stun(10)
M.emote("whimper")//does this exist?
to_chat(M, "[(M.client?.prefs.lewdchem?"<span class='love'>":"<span class='warning'>")] You're overcome with a desire to see [love].</span>")
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")] You're overcome with a desire to see [love].</span>")
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 0.5)//I found out why everyone was so damaged!
..()
@@ -330,7 +334,7 @@ Creating a chem with a low purity will make you permanently fall in love with so
M.remove_status_effect(STATUS_EFFECT_INLOVE)
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "InLove")
SEND_SIGNAL(M, COMSIG_CLEAR_MOOD_EVENT, "MissingLove")
to_chat(M, "[(M.client?.prefs.lewdchem?"<span class='love'>":"<span class='warning'>")]Your feelings for [love] suddenly vanish!")
to_chat(M, "[(lewd?"<span class='love'>":"<span class='warning'>")]Your feelings for [love] suddenly vanish!")
log_game("FERMICHEM: [M] ckey: [M.key] is no longer in temp bond")
..()
@@ -338,7 +342,8 @@ Creating a chem with a low purity will make you permanently fall in love with so
if(Lover.has_status_effect(STATUS_EFFECT_INLOVE))
to_chat(Lover, "<span class='warning'>You are already fully devoted to someone else!</span>")
return
to_chat(Lover, "[(Lover.client?.prefs.lewdchem?"<span class='love'>":"<span class='warning'>")]You develop a deep and sudden bond with [Love][(Lover.client?.prefs.lewdchem?", your heart beginning to race as your mind filles with thoughts about them.":".")] You are determined to keep them safe and happy, and feel drawn towards them.</span>")
var/lewd = (Lover.client?.prefs.cit_toggles & HYPNO) && (Love.client?.prefs.cit_toggles & HYPNO)
to_chat(Lover, "[(lewd?"<span class='love'>":"<span class='warning'>")]You develop a deep and sudden bond with [Love][(lewd?", your heart beginning to race as your mind filles with thoughts about them.":".")] You are determined to keep them safe and happy, and feel drawn towards them.</span>")
if(Lover.mind)
Lover.mind.store_memory("You are in love with [Love].")
Lover.faction |= "[REF(Love)]"
@@ -56,8 +56,8 @@
var/mob/living/carbon/human/H = M
var/obj/item/organ/genital/breasts/B = M.getorganslot(ORGAN_SLOT_BREASTS)
//If they have Acute hepatic pharmacokinesis, then route processing though liver.
if(HAS_TRAIT(H, TRAIT_PHARMA) || !H.canbearoused)
//If they've opted out, then route processing though liver.
if(!(H.client?.prefs.cit_toggles & BREAST_ENLARGEMENT))
var/obj/item/organ/liver/L = H.getorganslot(ORGAN_SLOT_LIVER)
if(L)
L.swelling += 0.05
@@ -94,9 +94,7 @@
return ..()
/datum/reagent/fermi/breast_enlarger/overdose_process(mob/living/carbon/M) //Turns you into a female if male and ODing, doesn't touch nonbinary and object genders.
//Acute hepatic pharmacokinesis.
if(HAS_TRAIT(M, TRAIT_PHARMA) || !M.canbearoused)
if(!(M.client?.prefs.cit_toggles & FORCED_FEM))
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling+= 0.05
return ..()
@@ -133,15 +131,10 @@
/datum/reagent/fermi/BEsmaller/on_mob_life(mob/living/carbon/M)
var/obj/item/organ/genital/breasts/B = M.getorganslot(ORGAN_SLOT_BREASTS)
if(!B)
//Acute hepatic pharmacokinesis.
if(HAS_TRAIT(M, TRAIT_PHARMA) || !M.canbearoused)
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling-= 0.05
return ..()
//otherwise proceed as normal
return..()
if(!(M.client?.prefs.cit_toggles & BREAST_ENLARGEMENT) || !B)
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling-= 0.05
return ..()
B.modify_size(-0.05)
return ..()
@@ -221,8 +214,7 @@
return ..()
var/mob/living/carbon/human/H = M
var/obj/item/organ/genital/penis/P = H.getorganslot(ORGAN_SLOT_PENIS)
//If they have Acute hepatic pharmacokinesis, then route processing though liver.
if(HAS_TRAIT(H, TRAIT_PHARMA) || !H.canbearoused)
if(!(H.client?.prefs.cit_toggles & PENIS_ENLARGEMENT))
var/obj/item/organ/liver/L = H.getorganslot(ORGAN_SLOT_LIVER)
if(L)
L.swelling += 0.05
@@ -252,8 +244,7 @@
/datum/reagent/fermi/penis_enlarger/overdose_process(mob/living/carbon/human/M) //Turns you into a male if female and ODing, doesn't touch nonbinary and object genders.
if(!istype(M))
return ..()
//Acute hepatic pharmacokinesis.
if(HAS_TRAIT(M, TRAIT_PHARMA) || !M.canbearoused)
if(!(M.client?.prefs.cit_toggles & FORCED_MASC))
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling+= 0.05
return..()
@@ -292,11 +283,9 @@
return ..()
var/mob/living/carbon/human/H = M
var/obj/item/organ/genital/penis/P = H.getorganslot(ORGAN_SLOT_PENIS)
if(!P)
//Acute hepatic pharmacokinesis.
if(HAS_TRAIT(M, TRAIT_PHARMA))
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling-= 0.05
if(!(H.client?.prefs.cit_toggles & PENIS_ENLARGEMENT) || !P)
var/obj/item/organ/liver/L = M.getorganslot(ORGAN_SLOT_LIVER)
L.swelling-= 0.05
return..()
P.modify_size(-0.1)
@@ -100,7 +100,7 @@
color = "#FFADFF"//PINK, rgb(255, 173, 255)
/datum/reagent/drug/aphrodisiac/on_mob_life(mob/living/M)
if(M && M.canbearoused && !HAS_TRAIT(M, TRAIT_CROCRIN_IMMUNE))
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO))
if(prob(33))
M.adjustArousalLoss(2)
if(prob(5))
@@ -122,7 +122,7 @@
overdose_threshold = 20
/datum/reagent/drug/aphrodisiacplus/on_mob_life(mob/living/M)
if(M && M.canbearoused && !HAS_TRAIT(M, TRAIT_CROCRIN_IMMUNE))
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO))
if(prob(33))
M.adjustArousalLoss(6)//not quite six times as powerful, but still considerably more powerful.
if(prob(5))
@@ -154,7 +154,7 @@
..()
/datum/reagent/drug/aphrodisiacplus/overdose_process(mob/living/M)
if(M && M.canbearoused && !HAS_TRAIT(M, TRAIT_CROCRIN_IMMUNE) && prob(33))
if(M && M.canbearoused && !(M.client?.prefs.cit_toggles & NO_APHRO) && prob(33))
if(prob(5) && M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
if(prob(5)) //Less spam
to_chat(M, "<span class='love'>Your libido is going haywire!</span>")