Final commit hopefully

This commit is contained in:
Artur
2020-01-06 17:26:36 +01:00
parent 00d0d8c415
commit b0cb6aab5c
8 changed files with 41 additions and 30 deletions
@@ -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, "<span class='danger'>Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor.</span>")
if (poweron_masquerade == TRUE)
to_chat(owner, "<span class='warning'>Your wounds will not heal until you disable the <span class='boldnotice'>Masquerade</span> power.</span>")
// 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("<span class='warning'>[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.</span>", \
"<span class='userdanger'>Your soul escapes your withering body as the abyss welcomes you to your Final Death.</span>", \
"<span class='italics'>You hear a dry, crackling sound.</span>")
@@ -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
@@ -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, "<span class='notice'>You are now a rank [vamplevel] Bloodsucker. Your strength, resistence, health, feed rate, regen rate, and maximum blood have all increased!</span>")
to_chat(owner.current, "<span class='notice'>You are now a rank [vamplevel] Bloodsucker. Your strength, health, feed rate, regen rate, and maximum blood have all increased!</span>")
to_chat(owner.current, "<span class='notice'>Your existing powers have all ranked up as well!</span>")
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.
@@ -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)
@@ -51,6 +51,11 @@
return "<span class='danger'>no</span>" // 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
@@ -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
@@ -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, "<span class='notice'>Your heart beats one final time, while your skin dries out and your icy pallor returns.</span>")
@@ -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, "<span class='notice'>[target] is fixed in place by your hypnotic gaze.</span>")
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)