From b0cb6aab5c4d81881c1b3824d3edbc558161cc91 Mon Sep 17 00:00:00 2001 From: Artur Date: Mon, 6 Jan 2020 17:26:36 +0100 Subject: [PATCH] Final commit hopefully --- code/datums/status_effects/debuffs.dm | 6 +++++ .../bloodsucker/bloodsucker_life.dm | 26 +++++++++---------- .../bloodsucker/datum_bloodsucker.dm | 4 +-- .../antagonists/bloodsucker/datum_vassal.dm | 5 ---- .../bloodsucker/items/bloodsucker_organs.dm | 5 ++++ .../bloodsucker/objects/bloodsucker_crypt.dm | 7 ++--- .../bloodsucker/powers/bs_masquerade.dm | 13 +++++++--- .../bloodsucker/powers/bs_mesmerize.dm | 5 +--- 8 files changed, 41 insertions(+), 30 deletions(-) diff --git a/code/datums/status_effects/debuffs.dm b/code/datums/status_effects/debuffs.dm index f5f012e7f9..c3f74ad44e 100644 --- a/code/datums/status_effects/debuffs.dm +++ b/code/datums/status_effects/debuffs.dm @@ -99,6 +99,12 @@ id = "Mesmerize" alert_type = /obj/screen/alert/status_effect/mesmerized +/datum/status_effect/no_combat_mode/mesmerize/on_apply() + ADD_TRAIT(owner, TRAIT_MUTE, "mesmerize") + +/datum/status_effect/no_combat_mode/mesmerize/on_remove() + REMOVE_TRAIT(owner, TRAIT_MUTE, "mesmerize") + /obj/screen/alert/status_effect/mesmerized name = "Mesmerized" desc = "You cant tear your sight from who is in front of you...Their gaze is simply too enthralling.." diff --git a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm index 9174692b49..95c85e7344 100644 --- a/code/modules/antagonists/bloodsucker/bloodsucker_life.dm +++ b/code/modules/antagonists/bloodsucker/bloodsucker_life.dm @@ -187,19 +187,19 @@ /datum/antagonist/bloodsucker/proc/HandleDeath() // FINAL DEATH // Fire Damage? (above double health) - if (owner.current.getFireLoss_nonProsthetic() >= owner.current.getMaxHealth() * 2) + if(owner.current.getFireLoss_nonProsthetic() >= owner.current.getMaxHealth() * 1.5) FinalDeath() return // Staked while "Temp Death" or Asleep - if (owner.current.StakeCanKillMe() && owner.current.AmStaked()) + if(owner.current.StakeCanKillMe() && owner.current.AmStaked()) FinalDeath() return // Not "Alive"? - if (!owner.current || !isliving(owner.current) || isbrain(owner.current) || !get_turf(owner.current)) + if(!owner.current || !isliving(owner.current) || isbrain(owner.current) || !get_turf(owner.current)) FinalDeath() return // Missing Brain or Heart? - if (!owner.current.HaveBloodsuckerBodyparts()) + if(!owner.current.HaveBloodsuckerBodyparts()) FinalDeath() return // Disable Powers: Masquerade * NOTE * This should happen as a FLAW! @@ -212,19 +212,19 @@ var/total_toxloss = owner.current.getToxLoss() //This is neater than just putting it in total_damage var/total_damage = total_brute + total_burn + total_toxloss // Died? Convert to Torpor (fake death) - if (owner.current.stat >= DEAD) + if(owner.current.stat >= DEAD) Torpor_Begin() to_chat(owner, "Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.") if (poweron_masquerade == TRUE) to_chat(owner, "Your wounds will not heal until you disable the Masquerade power.") // End Torpor: else // No damage, OR toxin healed AND brute healed and NOT in coffin (since you cannot heal burn) - if (total_damage <= 0 || total_toxloss <= 0 && total_brute <= 0 && !istype(owner.current.loc, /obj/structure/closet/crate/coffin)) + if(total_damage <= 0 || total_toxloss <= 0 && total_brute <= 0 && !istype(owner.current.loc, /obj/structure/closet/crate/coffin)) // Not Daytime, Not in Torpor - if (!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker")) + if(!SSticker.mode.is_daylight() && HAS_TRAIT_FROM(owner.current, TRAIT_DEATHCOMA, "bloodsucker")) Torpor_End() // Fake Unconscious - if (poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT) + if(poweron_masquerade == TRUE && total_damage >= owner.current.getMaxHealth() - HEALTH_THRESHOLD_FULLCRIT) owner.current.Unconscious(20,1) //HEALTH_THRESHOLD_CRIT 0 @@ -241,8 +241,8 @@ owner.current.update_sight() owner.current.reload_fullscreen() // Disable ALL Powers - for (var/datum/action/bloodsucker/power in powers) - if (power.active && !power.can_use_in_torpor) + for(var/datum/action/bloodsucker/power in powers) + if(power.active && !power.can_use_in_torpor) power.DeactivatePower() @@ -281,7 +281,7 @@ // Free my Vassals! FreeAllVassals() // Elders get Dusted - if (vamplevel >= 4) // (vamptitle) + if(vamplevel >= 4) // (vamptitle) owner.current.visible_message("[owner.current]'s skin crackles and dries, their skin and bones withering to dust. A hollow cry whips from what is now a sandy pile of remains.", \ "Your soul escapes your withering body as the abyss welcomes you to your Final Death.", \ "You hear a dry, crackling sound.") @@ -306,7 +306,7 @@ if (!isliving(src)) return var/mob/living/L = src - if (!L.AmBloodsucker()) + if(!L.AmBloodsucker()) return // We're a vamp? Try to eat food... var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) @@ -315,7 +315,7 @@ /datum/antagonist/bloodsucker/proc/handle_eat_human_food(var/food_nutrition) // Called from snacks.dm and drinks.dm set waitfor = FALSE - if (!owner.current || !iscarbon(owner.current)) + if(!owner.current || !iscarbon(owner.current)) return var/mob/living/carbon/C = owner.current // Remove Nutrition, Give Bad Food diff --git a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm index 33e374314f..844b523135 100644 --- a/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm +++ b/code/modules/antagonists/bloodsucker/datum_bloodsucker.dm @@ -36,7 +36,7 @@ var/had_toxlover = FALSE // LISTS var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \ - TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE) + TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE) // NOTES: TRAIT_AGEUSIA <-- Doesn't like flavors. // REMOVED: TRAIT_NODEATH // TO ADD: @@ -334,7 +334,7 @@ datum/antagonist/bloodsucker/proc/SpendRank() // Assign True Reputation if(vamplevel == 4) SelectReputation(am_fledgling = FALSE, forced = TRUE) - to_chat(owner.current, "You are now a rank [vamplevel] Bloodsucker. Your strength, resistence, health, feed rate, regen rate, and maximum blood have all increased!") + to_chat(owner.current, "You are now a rank [vamplevel] Bloodsucker. Your strength, health, feed rate, regen rate, and maximum blood have all increased!") to_chat(owner.current, "Your existing powers have all ranked up as well!") update_hud(TRUE) owner.current.playsound_local(null, 'sound/effects/pope_entry.ogg', 25, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head. diff --git a/code/modules/antagonists/bloodsucker/datum_vassal.dm b/code/modules/antagonists/bloodsucker/datum_vassal.dm index 71ee0bcc1d..716b7ff223 100644 --- a/code/modules/antagonists/bloodsucker/datum_vassal.dm +++ b/code/modules/antagonists/bloodsucker/datum_vassal.dm @@ -56,11 +56,6 @@ var/obj/item/organ/eyes/vassal/E = new E.Insert(owner.current) -/obj/item/organ/eyes/vassal/ - lighting_alpha = 180 // LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE <--- This is too low a value at 128. We need to SEE what the darkness is so we can hide in it. - see_in_dark = 12 - flash_protect = -1 //These eyes are weaker to flashes, but let you see in the dark - /datum/antagonist/vassal/proc/remove_thrall_eyes() var/obj/item/organ/eyes/E = new E.Insert(owner.current) diff --git a/code/modules/antagonists/bloodsucker/items/bloodsucker_organs.dm b/code/modules/antagonists/bloodsucker/items/bloodsucker_organs.dm index 5a905857c5..e4e26fe034 100644 --- a/code/modules/antagonists/bloodsucker/items/bloodsucker_organs.dm +++ b/code/modules/antagonists/bloodsucker/items/bloodsucker_organs.dm @@ -51,6 +51,11 @@ return "no" // Bloodsuckers don't have a heartbeat at all when stopped (default is "an unstable") // EYES // +/obj/item/organ/eyes/vassal/ + lighting_alpha = 180 // LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE <--- This is too low a value at 128. We need to SEE what the darkness is so we can hide in it. + see_in_dark = 12 + flash_protect = -1 //These eyes are weaker to flashes, but let you see in the dark + /obj/item/organ/eyes/vassal/bloodsucker flash_protect = 2 //Eye healing isnt working properly sight_flags = SEE_MOBS // Taken from augmented_eyesight.dm diff --git a/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm b/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm index e17531afcb..f66ce4a208 100644 --- a/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm +++ b/code/modules/antagonists/bloodsucker/objects/bloodsucker_crypt.dm @@ -484,9 +484,10 @@ if(lit) for(var/mob/living/carbon/human/H in viewers(7, src)) var/datum/antagonist/vassal/T = H.mind.has_antag_datum(ANTAG_DATUM_VASSAL) - if(!isvamp(H) || !T) //We dont want vassals or vampires affected by this - H.hallucination = 20 - SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle) + if(isvamp(H) || T) //We dont want vassals or vampires affected by this + return + H.hallucination = 20 + SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // OTHER THINGS TO USE: HUMAN BLOOD. /obj/effect/decal/cleanable/blood diff --git a/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm b/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm index 6ee17b3014..0435ddccd5 100644 --- a/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm +++ b/code/modules/antagonists/bloodsucker/powers/bs_masquerade.dm @@ -51,14 +51,17 @@ REMOVE_TRAIT(user, TRAIT_COLDBLOODED, "bloodsucker") REMOVE_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker") REMOVE_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker") + REMOVE_TRAIT(user, TRAIT_VIRUSIMMUNE, "bloodsucker") var/obj/item/organ/heart/vampheart/H = user.getorganslot(ORGAN_SLOT_HEART) - + var/obj/item/organ/eyes/vassal/bloodsucker/E = user.getorganslot(ORGAN_SLOT_EYES) + E.flash_protect = 0 + // WE ARE ALIVE! // bloodsuckerdatum.poweron_masquerade = TRUE while(bloodsuckerdatum && ContinueActive(user)) // HEART - if (istype(H)) + if(istype(H)) H.FakeStart() // PASSIVE (done from LIFE) @@ -67,7 +70,7 @@ // Don't Heal // Pay Blood Toll (if awake) - if (user.stat == CONSCIOUS) + if(user.stat == CONSCIOUS) bloodsuckerdatum.AddBloodVolume(-0.2) sleep(20) // Check every few ticks that we haven't disabled this power @@ -89,9 +92,13 @@ ADD_TRAIT(user, TRAIT_COLDBLOODED, "bloodsucker") ADD_TRAIT(user, TRAIT_NOHARDCRIT, "bloodsucker") ADD_TRAIT(user, TRAIT_NOSOFTCRIT, "bloodsucker") + ADD_TRAIT(user, TRAIT_VIRUSIMMUNE, "bloodsucker") // HEART var/obj/item/organ/heart/H = user.getorganslot(ORGAN_SLOT_HEART) + var/obj/item/organ/eyes/vassal/bloodsucker/E = user.getorganslot(ORGAN_SLOT_EYES) H.Stop() + E.flash_protect = 2 + to_chat(user, "Your heart beats one final time, while your skin dries out and your icy pallor returns.") diff --git a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm index 94bc0e11d0..7962c7d403 100644 --- a/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm +++ b/code/modules/antagonists/bloodsucker/powers/bs_mesmerize.dm @@ -89,17 +89,14 @@ if(istype(target)) target.Stun(40) //Utterly useless without this, its okay since there are so many checks to go through - target.silent = 45 //Shhhh little lamb target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 45) //So you cant rotate with combat mode, plus fancy status alert if(do_mob(user, target, 40, 0, TRUE, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target))) PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN! var/power_time = 90 + level_current * 12 - target.silent = power_time + 20 - target.apply_status_effect(STATUS_EFFECT_MESMERIZE, 100 + level_current * 15) + target.apply_status_effect(STATUS_EFFECT_MESMERIZE, power_time + 80) to_chat(user, "[target] is fixed in place by your hypnotic gaze.") target.Stun(power_time) - //target.silent += power_time / 10 // Silent isn't based on ticks. target.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // target.changeNext_move(power_time) // check click.dm target.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze. spawn(power_time)