Merge pull request #8097 from AmatsuDF/master

Adds Chilling effects to Slime Crossbreeding
This commit is contained in:
kevinz000
2019-03-10 13:50:37 -07:00
committed by GitHub
21 changed files with 834 additions and 2 deletions
+1
View File
@@ -25,6 +25,7 @@
#define NOBLUDGEON (1<<7) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define NODROP (1<<8) // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define ABSTRACT (1<<9) // for all things that are technically items but used for various different stuff
#define IMMUTABLE_SLOW (1<<10) //When players should not be able to change the slowdown of the item (Speed potions, ect)
// Flags for the clothing_flags var on /obj/item/clothing
@@ -0,0 +1,144 @@
/*
Slimecrossing Armor
Armor added by the slimecrossing system.
Collected here for clarity.
*/
//Rebreather mask - Chilling Blue
/obj/item/clothing/mask/nobreath
name = "rebreather mask"
desc = "A transparent mask, resembling a conventional breath mask, but made of bluish slime. Seems to lack any air supply tube, though."
icon_state = "slime"
item_state = "slime"
body_parts_covered = NONE
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0
permeability_coefficient = 0.5
flags_cover = MASKCOVERSMOUTH
resistance_flags = NONE
/obj/item/clothing/mask/nobreath/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_WEAR_MASK)
user.add_trait(TRAIT_NOBREATH, "breathmask_[REF(src)]")
user.failed_last_breath = FALSE
user.clear_alert("not_enough_oxy")
user.apply_status_effect(/datum/status_effect/rebreathing)
/obj/item/clothing/mask/nobreath/dropped(mob/living/carbon/human/user)
..()
user.remove_trait(TRAIT_NOBREATH, "breathmask_[REF(src)]")
user.remove_status_effect(/datum/status_effect/rebreathing)
/obj/item/clothing/glasses/prism_glasses
name = "prism glasses"
desc = "The lenses seem to glow slightly, and reflect light into dazzling colors."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "prismglasses"
actions_types = list(/datum/action/item_action/change_prism_colour, /datum/action/item_action/place_light_prism)
var/glasses_color = "#FFFFFF"
/obj/item/clothing/glasses/prism_glasses/item_action_slot_check(slot)
if(slot == SLOT_GLASSES)
return TRUE
/obj/structure/light_prism
name = "light prism"
desc = "A shining crystal of semi-solid light. Looks fragile."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "lightprism"
density = FALSE
anchored = TRUE
max_integrity = 10
/obj/structure/light_prism/Initialize(mapload, var/newcolor)
. = ..()
color = newcolor
light_color = newcolor
set_light(5)
/obj/structure/light_prism/attack_hand(mob/user)
to_chat(user, "<span class='notice'>You dispel [src]</span>")
qdel(src)
/datum/action/item_action/change_prism_colour
name = "Adjust Prismatic Lens"
icon_icon = 'icons/obj/slimecrossing.dmi'
button_icon_state = "prismcolor"
/datum/action/item_action/change_prism_colour/Trigger()
if(!IsAvailable())
return
var/obj/item/clothing/glasses/prism_glasses/glasses = target
var/new_color = input(owner, "Choose the lens color:", "Color change",glasses.glasses_color) as color|null
if(!new_color)
return
glasses.glasses_color = new_color
/datum/action/item_action/place_light_prism
name = "Fabricate Light Prism"
icon_icon = 'icons/obj/slimecrossing.dmi'
button_icon_state = "lightprism"
/datum/action/item_action/place_light_prism/Trigger()
if(!IsAvailable())
return
var/obj/item/clothing/glasses/prism_glasses/glasses = target
if(locate(/obj/structure/light_prism) in get_turf(owner))
to_chat(owner, "<span class='warning'>There isn't enough ambient energy to fabricate another light prism here.</span>")
return
if(istype(glasses))
if(!glasses.glasses_color)
to_chat(owner, "<span class='warning'>The lens is oddly opaque...</span>")
return
to_chat(owner, "<span class='notice'>You channel nearby light into a glowing, ethereal prism.</span>")
new /obj/structure/light_prism(get_turf(owner), glasses.glasses_color)
/obj/item/clothing/head/peaceflower
name = "heroine bud"
desc = "An extremely addictive flower, full of peace magic."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "peaceflower"
item_state = "peaceflower"
slot_flags = ITEM_SLOT_HEAD
body_parts_covered = NONE
dynamic_hair_suffix = ""
force = 0
throwforce = 0
w_class = WEIGHT_CLASS_TINY
throw_speed = 1
throw_range = 3
/obj/item/clothing/head/peaceflower/equipped(mob/living/carbon/human/user, slot)
. = ..()
if(slot == SLOT_HEAD)
user.add_trait(TRAIT_PACIFISM, "peaceflower_[REF(src)]")
/obj/item/clothing/head/peaceflower/dropped(mob/living/carbon/human/user)
..()
user.remove_trait(TRAIT_PACIFISM, "peaceflower_[REF(src)]")
/obj/item/clothing/head/peaceflower/attack_hand(mob/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
if(src == C.head)
to_chat(user, "<span class='warning'>You feel at peace. <b style='color:pink'>Why would you want anything else?</b></span>")
return
return ..()
/obj/item/clothing/suit/armor/heavy/adamantine
name = "adamantine armor"
desc = "A full suit of adamantine plate armor. Impressively resistant to damage, but weighs about as much as you do."
icon_state = "adamsuit"
item_state = "adamsuit"
flags_inv = NONE
obj_flags = IMMUTABLE_SLOW
slowdown = 4
var/hit_reflect_chance = 10 // Citadel Change: because 40% chance of bouncing lasers back into peoples faces isn't good.
armor = list("melee" = 70, "bullet" = 70, "laser" = 40, "energy" = 40, "bomb" = 80, "bio" = 80, "rad" = 80, "fire" = 70, "acid" = 90) //Citadel Change to avoid immortal Xenobiologists.
/obj/item/clothing/suit/armor/heavy/adamantine/IsReflect(def_zone)
if(def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG) && prob(hit_reflect_chance))
return TRUE
else
return FALSE
@@ -0,0 +1,135 @@
//Barrier cube - Chilling Grey
/obj/item/barriercube
name = "barrier cube"
desc = "A compressed cube of slime. When squeezed, it grows to massive size!"
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "barriercube"
w_class = WEIGHT_CLASS_TINY
/obj/item/barriercube/attack_self(mob/user)
if(locate(/obj/structure/barricade/slime) in get_turf(loc))
to_chat(user, "<span class='warning'>You can't fit more than one barrier in the same space!</span>")
return
to_chat(user, "<span class='notice'>You squeeze [src].</span>")
var/obj/B = new /obj/structure/barricade/slime(get_turf(loc))
B.visible_message("<span class='warning'>[src] suddenly grows into a large, gelatinous barrier!</span>")
qdel(src)
//Slime barricade - Chilling Grey
/obj/structure/barricade/slime
name = "gelatinous barrier"
desc = "A huge chunk of grey slime. Bullets might get stuck in it."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "slimebarrier"
proj_pass_rate = 40
max_integrity = 60
//Melting Gel Wall - Chilling Metal
/obj/effect/forcefield/slimewall
name = "solidified gel"
desc = "A mass of solidified slime gel - completely impenetrable, but it's melting away!"
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "slimebarrier_thick"
CanAtmosPass = ATMOS_PASS_NO
opacity = TRUE
timeleft = 100
//Rainbow barrier - Chilling Rainbow
/obj/effect/forcefield/slimewall/rainbow
name = "rainbow barrier"
desc = "Despite others' urgings, you probably shouldn't taste this."
icon_state = "rainbowbarrier"
//Ration pack - Chilling Silver
/obj/item/reagent_containers/food/snacks/rationpack
name = "ration pack"
desc = "A square bar that sadly <i>looks</i> like chocolate, packaged in a nondescript grey wrapper. Has saved soldiers' lives before - usually by stopping bullets."
icon_state = "rationpack"
bitesize = 3
junkiness = 15
filling_color = "#964B00"
tastes = list("cardboard" = 3, "sadness" = 3)
foodtype = null //Don't ask what went into them. You're better off not knowing.
list_reagents = list("stabilizednutriment" = 10, "nutriment" = 2) //Won't make you fat. Will make you question your sanity.
/obj/item/reagent_containers/food/snacks/rationpack/checkLiked(fraction, mob/M) //Nobody likes rationpacks. Nobody.
if(last_check_time + 50 < world.time)
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.mind && !H.has_trait(TRAIT_AGEUSIA))
to_chat(H,"<span class='notice'>That didn't taste very good...</span>") //No disgust, though. It's just not good tasting.
GET_COMPONENT_FROM(mood, /datum/component/mood, H)
if(mood)
mood.add_event(null,"gross_food", /datum/mood_event/gross_food)
last_check_time = world.time
return
..()
//Ice stasis block - Chilling Dark Blue
/obj/structure/ice_stasis
name = "ice block"
desc = "A massive block of ice. You can see something vaguely humanoid inside."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "frozen"
density = TRUE
max_integrity = 100
armor = list("melee" = 30, "bullet" = 50, "laser" = -50, "energy" = -50, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = -80, "acid" = 30)
/obj/structure/ice_stasis/Initialize()
. = ..()
playsound(src, 'sound/magic/ethereal_exit.ogg', 50, 1)
/obj/structure/ice_stasis/Destroy()
for(var/atom/movable/M in contents)
M.forceMove(loc)
playsound(src, 'sound/effects/glassbr3.ogg', 50, 1)
return ..()
//Gold capture device - Chilling Gold
/obj/item/capturedevice
name = "gold capture device"
desc = "Bluespace technology packed into a roughly egg-shaped device, used to store nonhuman creatures. Can't catch them all, though - it only fits one."
w_class = WEIGHT_CLASS_SMALL
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "capturedevice"
/obj/item/capturedevice/attack(mob/living/M, mob/user)
if(length(contents))
to_chat(user, "<span class='warning'>The device already has something inside.</span>")
return
if(!isanimal(M))
to_chat(user, "<span class='warning'>The capture device only works on simple creatures.</span>")
return
if(M.mind)
to_chat(user, "<span class='notice'>You offer the device to [M].</span>")
if(alert(M, "Would you like to enter [user]'s capture device?", "Gold Capture Device", "Yes", "No") == "Yes")
if(user.canUseTopic(src, BE_CLOSE) && user.canUseTopic(M, BE_CLOSE))
to_chat(user, "<span class='notice'>You store [M] in the capture device.</span>")
to_chat(M, "<span class='notice'>The world warps around you, and you're suddenly in an endless void, with a window to the outside floating in front of you.</span>")
store(M, user)
else
to_chat(user, "<span class='warning'>You were too far away from [M].</span>")
to_chat(M, "<span class='warning'>You were too far away from [user].</span>")
else
to_chat(user, "<span class='warning'>[M] refused to enter the device.</span>")
return
else
if(istype(M, /mob/living/simple_animal/hostile) && !("neutral" in M.faction))
to_chat(user, "<span class='warning'>This creature is too aggressive to capture.</span>")
return
to_chat(user, "<span class='notice'>You store [M] in the capture device.</span>")
store(M)
/obj/item/capturedevice/attack_self(mob/user)
if(contents.len)
to_chat(user, "<span class='notice'>You open the capture device!</span>")
release()
else
to_chat(user, "<span class='warning'>The device is empty...</span>")
/obj/item/capturedevice/proc/store(var/mob/living/M)
M.forceMove(src)
/obj/item/capturedevice/proc/release()
for(var/atom/movable/M in contents)
M.forceMove(get_turf(loc))
@@ -0,0 +1,13 @@
//Slime corgi - Chilling Pink
/mob/living/simple_animal/pet/dog/corgi/puppy/slime
name = "\improper slime corgi puppy"
real_name = "slime corgi puppy"
desc = "An unbearably cute pink slime corgi puppy."
icon_state = "slime_puppy"
icon_living = "slime_puppy"
icon_dead = "slime_puppy_dead"
nofur = TRUE
gold_core_spawnable = NO_SPAWN
speak_emote = list("blorbles", "bubbles", "borks")
emote_hear = list("bubbles!", "splorts.", "splops!")
emote_see = list("gets goop everywhere.", "flops.", "jiggles!")
@@ -57,6 +57,184 @@
owner.visible_message("<span class='warning'>[owner]'s gel coating liquefies and dissolves away.</span>",
"<span class='notice'>Your gel second-skin dissolves!</span>")
/datum/status_effect/slimerecall
id = "slime_recall"
duration = -1 //Will be removed by the extract.
alert_type = null
var/interrupted = FALSE
var/mob/target
var/icon/bluespace
var/datum/weakref/redirect_component
/datum/status_effect/slimerecall/on_apply()
redirect_component = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_RESIST = CALLBACK(src, .proc/resistField))))
to_chat(owner, "<span class='danger'>You feel a sudden tug from an unknown force, and feel a pull to bluespace!</span>")
to_chat(owner, "<span class='notice'>Resist if you wish avoid the force!</span>")
bluespace = icon('icons/effects/effects.dmi',"chronofield")
owner.add_overlay(bluespace)
return ..()
/datum/status_effect/slimerecall/proc/resistField()
interrupted = TRUE
owner.remove_status_effect(src)
/datum/status_effect/slimerecall/on_remove()
qdel(redirect_component.resolve())
redirect_component = null
owner.cut_overlay(bluespace)
if(interrupted || !ismob(target))
to_chat(owner, "<span class='warning'>The bluespace tug fades away, and you feel that the force has passed you by.</span>")
return
owner.visible_message("<span class='warning'>[owner] disappears in a flurry of sparks!</span>",
"<span class='warning'>The unknown force snatches briefly you from reality, and deposits you next to [target]!</span>")
do_sparks(3, TRUE, owner)
owner.forceMove(target.loc)
/obj/screen/alert/status_effect/freon/stasis
desc = "You're frozen inside of a protective ice cube! While inside, you can't do anything, but are immune to harm! Resist to get out."
/datum/status_effect/frozenstasis
id = "slime_frozen"
status_type = STATUS_EFFECT_UNIQUE
duration = -1 //Will remove self when block breaks.
alert_type = /obj/screen/alert/status_effect/freon/stasis
var/obj/structure/ice_stasis/cube
var/datum/weakref/redirect_component
/datum/status_effect/frozenstasis/on_apply()
redirect_component = WEAKREF(owner.AddComponent(/datum/component/redirect, list(COMSIG_LIVING_RESIST = CALLBACK(src, .proc/breakCube))))
cube = new /obj/structure/ice_stasis(get_turf(owner))
owner.forceMove(cube)
owner.status_flags |= GODMODE
return ..()
/datum/status_effect/frozenstasis/tick()
if(!cube || owner.loc != cube)
owner.remove_status_effect(src)
/datum/status_effect/frozenstasis/proc/breakCube()
owner.remove_status_effect(src)
/datum/status_effect/frozenstasis/on_remove()
if(cube)
qdel(cube)
owner.status_flags &= ~GODMODE
qdel(redirect_component.resolve())
redirect_component = null
/datum/status_effect/slime_clone
id = "slime_cloned"
status_type = STATUS_EFFECT_UNIQUE
duration = -1
alert_type = null
var/mob/living/clone
var/datum/mind/originalmind //For when the clone gibs.
/datum/status_effect/slime_clone/on_apply()
var/typepath = owner.type
clone = new typepath(owner.loc)
var/mob/living/carbon/O = owner
var/mob/living/carbon/C = clone
if(istype(C) && istype(O))
C.real_name = O.real_name
O.dna.transfer_identity(C)
C.updateappearance(mutcolor_update=1)
if(owner.mind)
originalmind = owner.mind
owner.mind.transfer_to(clone)
clone.apply_status_effect(/datum/status_effect/slime_clone_decay)
return ..()
/datum/status_effect/slime_clone/tick()
if(!istype(clone) || clone.stat != CONSCIOUS)
owner.remove_status_effect(src)
/datum/status_effect/slime_clone/on_remove()
if(clone && clone.mind && owner)
clone.mind.transfer_to(owner)
else
if(owner && originalmind)
originalmind.transfer_to(owner)
if(originalmind.key)
owner.ckey = originalmind.key
if(clone)
clone.unequip_everything()
qdel(clone)
/obj/screen/alert/status_effect/clone_decay
name = "Clone Decay"
desc = "You are simply a construct, and cannot maintain this form forever. You will be returned to your original body if you should fall."
icon_state = "slime_clonedecay"
/datum/status_effect/slime_clone_decay
id = "slime_clonedecay"
status_type = STATUS_EFFECT_UNIQUE
duration = -1
alert_type = /obj/screen/alert/status_effect/clone_decay
/datum/status_effect/slime_clone_decay/tick()
owner.adjustToxLoss(1, 0)
owner.adjustOxyLoss(1, 0)
owner.adjustBruteLoss(1, 0)
owner.adjustFireLoss(1, 0)
owner.color = "#007BA7"
/obj/screen/alert/status_effect/bloodchill
name = "Bloodchilled"
desc = "You feel a shiver down your spine after getting hit with a glob of cold blood. You'll move slower and get frostbite for a while!"
icon_state = "bloodchill"
/datum/status_effect/bloodchill
id = "bloodchill"
duration = 100
alert_type = /obj/screen/alert/status_effect/bloodchill
/datum/status_effect/bloodchill/on_apply()
owner.add_movespeed_modifier("bloodchilled", TRUE, 100, NONE, override = TRUE, multiplicative_slowdown = 3)
return ..()
/datum/status_effect/bloodchill/tick()
if(prob(50))
owner.adjustFireLoss(2)
/datum/status_effect/bloodchill/on_remove()
owner.remove_movespeed_modifier("bloodchilled")
/obj/screen/alert/status_effect/bloodchill
name = "Bloodchilled"
desc = "You feel a shiver down your spine after getting hit with a glob of cold blood. You'll move slower and get frostbite for a while!"
icon_state = "bloodchill"
/datum/status_effect/bonechill
id = "bonechill"
duration = 80
alert_type = /obj/screen/alert/status_effect/bonechill
/datum/status_effect/bonechill/on_apply()
owner.add_movespeed_modifier("bonechilled", TRUE, 100, NONE, override = TRUE, multiplicative_slowdown = 3)
return ..()
/datum/status_effect/bonechill/tick()
if(prob(50))
owner.adjustFireLoss(1)
owner.Jitter(3)
owner.adjust_bodytemperature(-10)
/datum/status_effect/bonechill/on_remove()
owner.remove_movespeed_modifier("bonechilled")
/obj/screen/alert/status_effect/bonechill
name = "Bonechilled"
desc = "You feel a shiver down your spine after hearing the haunting noise of bone rattling. You'll move slower and get frostbite for a while!"
icon_state = "bloodchill"
/datum/status_effect/rebreathing
id = "rebreathing"
duration = -1
alert_type = null
datum/status_effect/rebreathing/tick()
owner.adjustOxyLoss(-6, 0) //Just a bit more than normal breathing.
///////////////////////////////////////////////////////
//////////////////CONSUMING EXTRACTS///////////////////
///////////////////////////////////////////////////////
@@ -0,0 +1,45 @@
//Bloodchiller - Chilling Green
/obj/item/gun/magic/bloodchill
name = "blood chiller"
desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "bloodgun"
item_state = "bloodgun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
item_flags = ABSTRACT | DROPDEL | NODROP
w_class = WEIGHT_CLASS_HUGE
force = 5
max_charges = 1 //Recharging costs blood.
recharge_rate = 1
ammo_type = /obj/item/ammo_casing/magic/bloodchill
fire_sound = 'sound/effects/attackblob.ogg'
/obj/item/gun/magic/bloodchill/process()
charge_tick++
if(charge_tick < recharge_rate || charges >= max_charges)
return 0
charge_tick = 0
var/mob/living/M = loc
if(istype(M) && M.blood_volume >= 20)
charges++
M.blood_volume -= 20
if(charges == 1)
recharge_newshot()
return 1
/obj/item/ammo_casing/magic/bloodchill
projectile_type = /obj/item/projectile/magic/bloodchill
/obj/item/projectile/magic/bloodchill
name = "blood ball"
icon_state = "pulse0_bl"
damage = 0
damage_type = OXY
nodamage = 1
hitsound = 'sound/effects/splat.ogg'
/obj/item/projectile/magic/bloodchill/on_hit(mob/living/target)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bloodchill)
@@ -0,0 +1,311 @@
/*
Chilling extracts:
Have a unique, primarily defensive effect when
filled with 10u plasma and activated in-hand.
*/
/obj/item/slimecross/chilling
name = "chilling extract"
desc = "It's cold to the touch, as if frozen solid."
effect = "chilling"
icon_state = "chilling"
/obj/item/slimecross/chilling/Initialize()
. = ..()
create_reagents(10, INJECTABLE | DRAWABLE)
/obj/item/slimecross/chilling/attack_self(mob/user)
if(!reagents.has_reagent("plasma",10))
to_chat(user, "<span class='warning'>This extract needs to be full of plasma to activate!</span>")
return
reagents.remove_reagent("plasma",10)
to_chat(user, "<span class='notice'>You squeeze the extract, and it absorbs the plasma!</span>")
playsound(src, 'sound/effects/bubbles.ogg', 50, 1)
playsound(src, 'sound/effects/glassbr1.ogg', 50, 1)
do_effect(user)
/obj/item/slimecross/chilling/proc/do_effect(mob/user) //If, for whatever reason, you don't want to delete the extract, don't do ..()
qdel(src)
return
/obj/item/slimecross/chilling/grey
colour = "grey"
/obj/item/slimecross/chilling/grey/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] produces a few small, grey cubes</span>")
for(var/i in 1 to 3)
new /obj/item/barriercube(get_turf(user))
..()
/obj/item/slimecross/chilling/orange
colour = "orange"
/obj/item/slimecross/chilling/orange/do_effect(mob/user)
user.visible_message("<span class='danger'>[src] shatters, and lets out a jet of heat!</span>")
for(var/turf/T in orange(get_turf(user),2))
if(get_dist(get_turf(user), T) > 1)
new /obj/effect/hotspot(T)
..()
/obj/item/slimecross/chilling/purple
colour = "purple"
/obj/item/slimecross/chilling/purple/do_effect(mob/user)
var/area/A = get_area(get_turf(user))
if(A.outdoors)
to_chat(user, "<span class='warning'>[src] can't affect such a large area.</span>")
return
user.visible_message("<span class='notice'>[src] shatters, and a healing aura fills the room briefly.</span>")
for(var/mob/living/carbon/C in A)
C.reagents.add_reagent("regen_jelly",10)
..()
/obj/item/slimecross/chilling/blue
colour = "blue"
/obj/item/slimecross/chilling/blue/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] cracks, and spills out a liquid goo, which reforms into a mask!</span>")
new /obj/item/clothing/mask/nobreath(get_turf(user))
..()
/obj/item/slimecross/chilling/metal
colour = "metal"
/obj/item/slimecross/chilling/metal/do_effect(mob/user)
user.visible_message("<span class='danger'>[src] melts like quicksilver, and surrounds [user] in a wall!</span>")
for(var/turf/T in orange(get_turf(user),1))
if(get_dist(get_turf(user), T) > 0)
new /obj/effect/forcefield/slimewall(T)
..()
/obj/item/slimecross/chilling/yellow
colour = "yellow"
/obj/item/slimecross/chilling/yellow/do_effect(mob/user)
var/area/A = get_area(get_turf(user))
user.visible_message("<span class='notice'>[src] shatters, and a the air suddenly feels charged for a moment.</span>")
for(var/obj/machinery/power/apc/C in A)
if(C.cell)
C.cell.charge = min(C.cell.charge + C.cell.maxcharge/2, C.cell.maxcharge)
..()
/obj/item/slimecross/chilling/darkpurple
colour = "dark purple"
/obj/item/slimecross/chilling/darkpurple/do_effect(mob/user)
var/area/A = get_area(get_turf(user))
if(A.outdoors)
to_chat(user, "<span class='warning'>[src] can't affect such a large area.</span>")
return
var/filtered = FALSE
for(var/turf/open/T in A)
var/datum/gas_mixture/G = T.air
if(istype(G))
G.assert_gas(/datum/gas/plasma)
G.gases[/datum/gas/plasma][MOLES] = 0
filtered = TRUE
G.garbage_collect()
T.air_update_turf()
if(filtered)
user.visible_message("<span class='notice'>Cracks spread throughout [src], and some air is sucked in!</span>")
else
user.visible_message("<span class='notice'>[src] cracks, but nothing happens.</span>")
..()
/obj/item/slimecross/chilling/darkblue
colour = "dark blue"
/obj/item/slimecross/chilling/darkblue/do_effect(mob/user)
if(isliving(user))
user.visible_message("<span class='notice'>[src] freezes over [user]'s entire body!</span>")
var/mob/living/M = user
M.apply_status_effect(/datum/status_effect/frozenstasis)
..()
/obj/item/slimecross/chilling/silver
colour = "silver"
/obj/item/slimecross/chilling/silver/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] crumbles into icy powder, leaving behind several emergency food supplies!</span>")
var/amount = rand(5, 10)
for(var/i in 1 to amount)
new /obj/item/reagent_containers/food/snacks/rationpack(get_turf(user))
..()
/obj/item/slimecross/chilling/bluespace
colour = "bluespace"
var/list/allies = list()
var/active = FALSE
/obj/item/slimecross/chilling/bluespace/afterattack(atom/target, mob/user, proximity)
if(!proximity || !isliving(target) || active)
return
if(target in allies)
allies -= target
to_chat(user, "<span class='notice'>You unlink [src] with [target].</span>")
else
allies |= target
to_chat(user, "<span class='notice'>You link [src] with [target].</span>")
return
/obj/item/slimecross/chilling/bluespace/do_effect(mob/user)
if(allies.len <= 0)
to_chat(user, "<span class='warning'>[src] is not linked to anyone!</span>")
return
to_chat(user, "<span class='notice'>You feel [src] pulse as it begins charging bluespace energies...</span>")
active = TRUE
for(var/mob/living/M in allies)
var/datum/status_effect/slimerecall/S = M.apply_status_effect(/datum/status_effect/slimerecall)
S.target = user
if(do_after(user, 100, target=src))
to_chat(user, "<span class='notice'>[src] shatters as it tears a hole in reality, snatching the linked individuals from the void!</span>")
for(var/mob/living/M in allies)
var/datum/status_effect/slimerecall/S = M.has_status_effect(/datum/status_effect/slimerecall)
M.remove_status_effect(S)
else
to_chat(user, "<span class='warning'>[src] falls dark, dissolving into nothing as the energies fade away.</span>")
for(var/mob/living/M in allies)
var/datum/status_effect/slimerecall/S = M.has_status_effect(/datum/status_effect/slimerecall)
if(istype(S))
S.interrupted = TRUE
M.remove_status_effect(S)
..()
/obj/item/slimecross/chilling/sepia
colour = "sepia"
var/list/allies = list()
/obj/item/slimecross/chilling/sepia/afterattack(atom/target, mob/user, proximity)
if(!proximity || !isliving(target))
return
if(target in allies)
allies -= target
to_chat(user, "<span class='notice'>You unlink [src] with [target].</span>")
else
allies |= target
to_chat(user, "<span class='notice'>You link [src] with [target].</span>")
return
/obj/item/slimecross/chilling/sepia/do_effect(mob/user)
user.visible_message("<span class='warning'>[src] shatters, freezing time itself!</span>")
new /obj/effect/timestop(get_turf(user), 2, 300, allies)
..()
/obj/item/slimecross/chilling/cerulean
colour = "cerulean"
/obj/item/slimecross/chilling/cerulean/do_effect(mob/user)
if(isliving(user))
user.visible_message("<span class='warning'>[src] creaks and shifts into a clone of [user]!</span>")
var/mob/living/M = user
M.apply_status_effect(/datum/status_effect/slime_clone)
..()
/obj/item/slimecross/chilling/pyrite
colour = "pyrite"
/obj/item/slimecross/chilling/pyrite/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] crystallizes into a pair of spectacles!</span>")
new /obj/item/clothing/glasses/prism_glasses(get_turf(user))
..()
/obj/item/slimecross/chilling/red
colour = "red"
/obj/item/slimecross/chilling/red/do_effect(mob/user)
var/slimesfound = FALSE
for(var/mob/living/simple_animal/slime/S in view(get_turf(user), 7))
slimesfound = TRUE
S.docile = TRUE
if(slimesfound)
user.visible_message("<span class='notice'>[src] lets out a peaceful ring as it shatters, and nearby slimes seem calm.</span>")
else
user.visible_message("<span class='notice'>[src] lets out a peaceful ring as it shatters, but nothing happens...</span>")
..()
/obj/item/slimecross/chilling/green
colour = "green"
/obj/item/slimecross/chilling/green/do_effect(mob/user)
var/which_hand = "l_hand"
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
var/mob/living/L = user
if(!istype(user))
return
var/obj/item/held = L.get_active_held_item() //This should be itself, but just in case...
L.dropItemToGround(held)
var/obj/item/gun/magic/bloodchill/gun = new(user)
if(!L.put_in_hands(gun))
qdel(gun)
user.visible_message("<span class='warning'>[src] flash-freezes [user]'s arm, cracking the flesh horribly!</span>")
else
user.visible_message("<span class='danger'>[src] chills and snaps off the front of the bone on [user]'s arm, leaving behind a strange, gun-like structure!</span>")
user.emote("scream")
L.apply_damage(30,BURN,which_hand)
..()
/obj/item/slimecross/chilling/pink
colour = "pink"
/obj/item/slimecross/chilling/pink/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] cracks like an egg, and an adorable puppy comes tumbling out!</span>")
new /mob/living/simple_animal/pet/dog/corgi/puppy/slime(get_turf(user))
..()
/obj/item/slimecross/chilling/gold
colour = "gold"
/obj/item/slimecross/chilling/gold/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] lets off golden light as it melts and reforms into an egg-like device!</span>")
new /obj/item/capturedevice(get_turf(user))
..()
/obj/item/slimecross/chilling/oil
colour = "oil"
/obj/item/slimecross/chilling/oil/do_effect(mob/user)
user.visible_message("<span class='danger'>[src] begins to shake with muted intensity!</span>")
addtimer(CALLBACK(src, .proc/boom), 50)
/obj/item/slimecross/chilling/oil/proc/boom()
explosion(get_turf(src), -1, -1, 3, 10) //Large radius, but mostly light damage.
qdel(src)
/obj/item/slimecross/chilling/black
colour = "black"
/obj/item/slimecross/chilling/black/do_effect(mob/user)
if(ishuman(user))
user.visible_message("<span class='notice'>[src] crystallizes along [user]'s skin, turning into metallic scales!</span>")
var/mob/living/carbon/human/H = user
H.set_species(/datum/species/golem/random)
..()
/obj/item/slimecross/chilling/lightpink
colour = "light pink"
/obj/item/slimecross/chilling/lightpink/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] blooms into a beautiful flower!</span>")
new /obj/item/clothing/head/peaceflower(get_turf(user))
..()
/obj/item/slimecross/chilling/adamantine
colour = "adamantine"
/obj/item/slimecross/chilling/adamantine/do_effect(mob/user)
user.visible_message("<span class='notice'>[src] creaks and breaks as it shifts into a heavy set of armor!</span>")
new /obj/item/clothing/suit/armor/heavy/adamantine(get_turf(user))
..()
/obj/item/slimecross/chilling/rainbow
colour = "rainbow"
/obj/item/slimecross/chilling/rainbow/do_effect(mob/user)
var/area/area = get_area(user)
if(area.outdoors)
to_chat(user, "<span class='warning'>[src] can't affect such a large area.</span>")
return
user.visible_message("<span class='warning'>[src] reflects an array of dazzling colors and light, energy rushing to nearby doors!</span>")
for(var/obj/machinery/door/airlock/door in area)
new /obj/effect/forcefield/slimewall/rainbow(door.loc)
return ..()
@@ -840,7 +840,7 @@
return
if(isitem(C))
var/obj/item/I = C
if(I.slowdown <= 0)
if(I.slowdown <= 0 || I.obj_flags & IMMUTABLE_SLOW)
to_chat(user, "<span class='warning'>The [C] can't be made any faster!</span>")
return ..()
I.slowdown = 0
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@@ -2528,10 +2528,15 @@
#include "code\modules\research\techweb\all_nodes.dm"
#include "code\modules\research\xenobiology\xenobio_camera.dm"
#include "code\modules\research\xenobiology\xenobiology.dm"
#include "code\modules\research\xenobiology\crossbreeding\_corecross.dm"
#include "code\modules\research\xenobiology\crossbreeding\__corecross.dm"
#include "code\modules\research\xenobiology\crossbreeding\_clothing.dm"
#include "code\modules\research\xenobiology\crossbreeding\_misc.dm"
#include "code\modules\research\xenobiology\crossbreeding\_mobs.dm"
#include "code\modules\research\xenobiology\crossbreeding\_status_effects.dm"
#include "code\modules\research\xenobiology\crossbreeding\_weapons.dm"
#include "code\modules\research\xenobiology\crossbreeding\burning.dm"
#include "code\modules\research\xenobiology\crossbreeding\charged.dm"
#include "code\modules\research\xenobiology\crossbreeding\chilling.dm"
#include "code\modules\research\xenobiology\crossbreeding\consuming.dm"
#include "code\modules\research\xenobiology\crossbreeding\industrial.dm"
#include "code\modules\research\xenobiology\crossbreeding\prismatic.dm"