Merge branch 'master' into upstream-merge-29523
This commit is contained in:
@@ -1,9 +0,0 @@
|
||||
diff a/code/__DEFINES/DNA.dm b/code/__DEFINES/DNA.dm (rejected hunks)
|
||||
@@ -114,4 +114,6 @@
|
||||
#define EASYLIMBATTACHMENT 23
|
||||
#define TOXINLOVER 24
|
||||
#define DIGITIGRADE 25 //Uses weird leg sprites. Optional for Lizards, required for ashwalkers. Don't give it to other races unless you make sprites for this (see human_parts_greyscale.dmi)
|
||||
-#define NO_UNDERWEAR 26
|
||||
+#define NO_UNDERWEAR 26
|
||||
+#define NOLIVER 27
|
||||
+#define NOSTOMACH 28
|
||||
@@ -76,7 +76,7 @@
|
||||
#define ACCESS_CENT_STORAGE 106//Generic storage areas.
|
||||
#define ACCESS_CENT_TELEPORTER 107//Teleporter.
|
||||
#define ACCESS_CENT_CAPTAIN 109//Captain's office/ID comp/AI.
|
||||
#define ACCESS_CENT_BAR 110 // The non-existent Centcom Bar
|
||||
#define ACCESS_CENT_BAR 110 // The non-existent CentCom Bar
|
||||
|
||||
//The Syndicate
|
||||
#define ACCESS_SYNDICATE 150//General Syndicate Access
|
||||
@@ -93,4 +93,9 @@
|
||||
#define ACCESS_AWAY_GENERIC1 205//Away generic access
|
||||
#define ACCESS_AWAY_GENERIC2 206
|
||||
#define ACCESS_AWAY_GENERIC3 207
|
||||
#define ACCESS_AWAY_GENERIC4 208
|
||||
#define ACCESS_AWAY_GENERIC4 208
|
||||
|
||||
//Special, for anything that's basically internal
|
||||
#define ACCESS_BLOODCULT 250
|
||||
#define ACCESS_CLOCKCULT 251
|
||||
|
||||
|
||||
@@ -50,7 +50,7 @@
|
||||
#define ADMIN_SM(user) "(<a href='?_src_=holder;subtlemessage=\ref[user]'>SM</a>)"
|
||||
#define ADMIN_TP(user) "(<a href='?_src_=holder;traitor=\ref[user]'>TP</a>)"
|
||||
#define ADMIN_KICK(user) "(<a href='?_src_=holder;boot2=\ref[user]'>KICK</a>)"
|
||||
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentcommReply=\ref[user]'>RPLY</a>)"
|
||||
#define ADMIN_CENTCOM_REPLY(user) "(<a href='?_src_=holder;CentComReply=\ref[user]'>RPLY</a>)"
|
||||
#define ADMIN_SYNDICATE_REPLY(user) "(<a href='?_src_=holder;SyndicateReply=\ref[user]'>RPLY</a>)"
|
||||
#define ADMIN_SC(user) "(<a href='?_src_=holder;adminspawncookie=\ref[user]'>SC</a>)"
|
||||
#define ADMIN_SMITE(user) "(<a href='?_src_=holder;adminsmite=\ref[user]'>SMITE</a>)"
|
||||
|
||||
@@ -7,6 +7,7 @@
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||||
|
||||
GLOBAL_VAR_INIT(clockwork_construction_value, 0) //The total value of all structures built by the clockwork cult
|
||||
GLOBAL_VAR_INIT(clockwork_caches, 0) //How many clockwork caches exist in the world (not each individual)
|
||||
GLOBAL_VAR_INIT(clockwork_vitality, 0) //How much Vitality is stored, total
|
||||
GLOBAL_LIST_EMPTY(active_daemons) //A list of all active tinkerer's daemons
|
||||
GLOBAL_LIST_EMPTY(all_clockwork_objects) //All clockwork items, structures, and effects in existence
|
||||
GLOBAL_LIST_EMPTY(all_clockwork_mobs) //All clockwork SERVANTS (not creatures) in existence
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
diff a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm (rejected hunks)
|
||||
@@ -9,6 +9,7 @@
|
||||
#define OXY "oxy"
|
||||
#define CLONE "clone"
|
||||
#define STAMINA "stamina"
|
||||
+#define BRAIN "brain"
|
||||
|
||||
//bitflag damage defines used for suicide_act
|
||||
#define BRUTELOSS 1
|
||||
@@ -5,7 +5,7 @@ Names of z-level do not matter, but order does greatly, for instances such as ch
|
||||
|
||||
current as of 2016/6/2
|
||||
z1 = station
|
||||
z2 = centcomm
|
||||
z2 = centcom
|
||||
z5 = mining
|
||||
Everything else = randomized space
|
||||
Last space-z level = empty
|
||||
@@ -16,7 +16,7 @@ Last space-z level = empty
|
||||
#define UNAFFECTED 0
|
||||
|
||||
#define MAIN_STATION "Main Station"
|
||||
#define CENTCOMM "CentComm"
|
||||
#define CENTCOM "CentCom"
|
||||
#define EMPTY_AREA_1 "Empty Area 1"
|
||||
#define EMPTY_AREA_2 "Empty Area 2"
|
||||
#define MINING "Mining Asteroid"
|
||||
|
||||
@@ -46,8 +46,8 @@ Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a s
|
||||
//Human Overlays Indexes/////////
|
||||
//citadel code
|
||||
#define MUTATIONS_LAYER 30 //mutations. Tk headglows, cold resistance glow, etc
|
||||
#define BODY_BEHIND_LAYER 29 //certain mutantrace features (tail when looking south) that must appear behind the body parts
|
||||
#define GENITALS_BEHIND_LAYER 28
|
||||
#define GENITALS_BEHIND_LAYER 29 //Some genitalia needs to be behind everything, such as with taurs (Taurs use body_behind_layer
|
||||
#define BODY_BEHIND_LAYER 28 //certain mutantrace features (tail when looking south) that must appear behind the body parts
|
||||
#define BODYPARTS_LAYER 27 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
|
||||
#define BODY_ADJ_LAYER 26 //certain mutantrace features (snout, body markings) that must appear above the body parts
|
||||
#define GENITALS_ADJ_LAYER 25
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
#define SHUTTLE_ALREADY_DOCKED "we_are_already_docked"
|
||||
#define SHUTTLE_SOMEONE_ELSE_DOCKED "someone_else_docked"
|
||||
|
||||
//Launching Shuttles to Centcomm
|
||||
//Launching Shuttles to CentCom
|
||||
#define NOLAUNCH -1
|
||||
#define UNLAUNCHED 0
|
||||
#define ENDGAME_LAUNCHED 1
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
diff a/code/__DEFINES/sound.dm b/code/__DEFINES/sound.dm (rejected hunks)
|
||||
@@ -5,42 +5,15 @@
|
||||
#define CHANNEL_JUKEBOX 1021
|
||||
#define CHANNEL_JUSTICAR_ARK 1020
|
||||
#define CHANNEL_HEARTBEAT 1019 //sound channel for heartbeats
|
||||
+#define CHANNEL_AMBIENCE 1018
|
||||
+#define CHANNEL_BUZZ 1017
|
||||
+#define CHANNEL_BICYCLE 1016
|
||||
|
||||
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
|
||||
//KEEP IT UPDATED
|
||||
|
||||
-#define CHANNEL_HIGHEST_AVAILABLE 1018
|
||||
+#define CHANNEL_HIGHEST_AVAILABLE 1015
|
||||
|
||||
|
||||
#define SOUND_MINIMUM_PRESSURE 10
|
||||
-#define FALLOFF_SOUNDS 0.5
|
||||
-
|
||||
-//BYOND Sound Environment defines
|
||||
-
|
||||
-#define SOUND_ENV_DEFAULT -1
|
||||
-#define SOUND_ENV_GENERIC 0
|
||||
-#define SOUND_ENV_PADDED_CELL 1
|
||||
-#define SOUND_ENV_ROOM 2
|
||||
-#define SOUND_ENV_BATHROOM 3
|
||||
-#define SOUND_ENV_LIVINGROOM 4
|
||||
-#define SOUND_ENV_STONEROOM 5
|
||||
-#define SOUND_ENV_AUDITORIUM 6
|
||||
-#define SOUND_ENV_CONCERT_HALL 7
|
||||
-#define SOUND_ENV_CAVE 8
|
||||
-#define SOUND_ENV_ARENA 9
|
||||
-#define SOUND_ENV_HANGAR 10
|
||||
-#define SOUND_ENV_CARPETTED_HALLWAY 11
|
||||
-#define SOUND_ENV_HALLWAY 12
|
||||
-#define SOUND_ENV_STONE_CORRIDOOR 13
|
||||
-#define SOUND_ENV_ALLEY 14
|
||||
-#define SOUND_ENV_FOREST 15
|
||||
-#define SOUND_ENV_CITY 16
|
||||
-#define SOUND_ENV_MOUNTAINS 17
|
||||
-#define SOUND_ENV_QUARRY 18
|
||||
-#define SOUND_ENV_PLAIN 19
|
||||
-#define SOUND_ENV_PARKING_LOT 20
|
||||
-#define SOUND_ENV_SEWER_PIPE 21
|
||||
-#define SOUND_ENV_UNDERWATER 22
|
||||
-#define SOUND_ENV_DRUGGED 23
|
||||
-#define SOUND_ENV_DIZZY 24
|
||||
-#define SOUND_ENV_PSYCHOTIC 25
|
||||
\ No newline at end of file
|
||||
+#define FALLOFF_SOUNDS 0.5
|
||||
\ No newline at end of file
|
||||
@@ -175,6 +175,9 @@ Actual Adjacent procs :
|
||||
for(var/obj/structure/window/W in src)
|
||||
if(!W.CanAStarPass(ID, adir))
|
||||
return 1
|
||||
for(var/obj/machinery/door/window/W in src)
|
||||
if(!W.CanAStarPass(ID, adir))
|
||||
return 1
|
||||
for(var/obj/O in T)
|
||||
if(!O.CanAStarPass(ID, rdir, caller))
|
||||
return 1
|
||||
|
||||
@@ -91,16 +91,23 @@
|
||||
//returns a new list with only atoms that are in typecache L
|
||||
/proc/typecache_filter_list(list/atoms, list/typecache)
|
||||
. = list()
|
||||
for (var/thing in atoms)
|
||||
for(var/thing in atoms)
|
||||
var/atom/A = thing
|
||||
if (typecache[A.type])
|
||||
. += A
|
||||
|
||||
/proc/typecache_filter_list_reverse(list/atoms, list/typecache)
|
||||
. = list()
|
||||
for (var/thing in atoms)
|
||||
for(var/thing in atoms)
|
||||
var/atom/A = thing
|
||||
if (!typecache[A.type])
|
||||
if(!typecache[A.type])
|
||||
. += A
|
||||
|
||||
/proc/typecache_filter_multi_list_exclusion(list/atoms, list/typecache_include, list/typecache_exclude)
|
||||
. = list()
|
||||
for(var/thing in atoms)
|
||||
var/atom/A = thing
|
||||
if(typecache_include[A.type] && !typecache_exclude[A.type])
|
||||
. += A
|
||||
|
||||
//Like typesof() or subtypesof(), but returns a typecache instead of a list
|
||||
@@ -177,7 +184,11 @@
|
||||
result = first ^ second
|
||||
return result
|
||||
|
||||
//Pretends to pick an element based on its weight but really just seems to pick a random element.
|
||||
//Picks a random element from a list based on a weighting system:
|
||||
//1. Adds up the total of weights for each element
|
||||
//2. Gets a number between 1 and that total
|
||||
//3. For each element in the list, subtracts its weighting from that number
|
||||
//4. If that makes the number 0 or less, return that element.
|
||||
/proc/pickweight(list/L)
|
||||
var/total = 0
|
||||
var/item
|
||||
|
||||
@@ -48,6 +48,11 @@
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/xeno_dorsal, GLOB.xeno_dorsal_list)
|
||||
//genitals
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/penis, GLOB.cock_shapes_list)
|
||||
|
||||
for(var/K in GLOB.cock_shapes_list)
|
||||
var/datum/sprite_accessory/penis/value = GLOB.cock_shapes_list[K]
|
||||
GLOB.cock_shapes_icons[K] = value.icon_state
|
||||
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/vagina, GLOB.vagina_shapes_list)
|
||||
init_sprite_accessory_subtypes(/datum/sprite_accessory/breasts, GLOB.breasts_shapes_list)
|
||||
GLOB.breasts_size_list = list("a","b","c","d","e") //We need the list to choose from initialized, but it's no longer a sprite_accessory thing.
|
||||
|
||||
+15
-19
@@ -968,32 +968,28 @@ GLOBAL_LIST_EMPTY(friendly_animal_types)
|
||||
/image/proc/setDir(newdir)
|
||||
dir = newdir
|
||||
|
||||
/atom/proc/freeze_icon_index()
|
||||
return "\ref[initial(icon)]-[initial(icon_state)]"
|
||||
#define FROZEN_RED_COLOR "#2E5E69"
|
||||
#define FROZEN_GREEN_COLOR "#60A2A8"
|
||||
#define FROZEN_BLUE_COLOR "#A1AFB1"
|
||||
|
||||
/obj/proc/make_frozen_visual()
|
||||
// Used to make the frozen item visuals for Freon.
|
||||
var/static/list/freeze_item_icons = list()
|
||||
if(resistance_flags & FREEZE_PROOF)
|
||||
return
|
||||
if(!HAS_SECONDARY_FLAG(src, FROZEN) && (initial(icon) && initial(icon_state)))
|
||||
var/index = freeze_icon_index()
|
||||
var/icon/IC
|
||||
var/icon/P = freeze_item_icons[index]
|
||||
if(!P)
|
||||
P = new /icon
|
||||
for(var/iconstate in icon_states(icon))
|
||||
var/icon/O = new('icons/effects/freeze.dmi', "ice_cube")
|
||||
IC = new(icon, iconstate)
|
||||
O.Blend(IC, ICON_ADD)
|
||||
P.Insert(O, iconstate)
|
||||
freeze_item_icons[index] = P
|
||||
icon = P
|
||||
if(!HAS_SECONDARY_FLAG(src, FROZEN))
|
||||
name = "frozen [name]"
|
||||
add_atom_colour(list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)), TEMPORARY_COLOUR_PRIORITY)
|
||||
alpha -= 25
|
||||
SET_SECONDARY_FLAG(src, FROZEN)
|
||||
|
||||
//Assumes already frozed
|
||||
/obj/proc/make_unfrozen()
|
||||
icon = initial(icon)
|
||||
name = replacetext(name, "frozen ", "")
|
||||
CLEAR_SECONDARY_FLAG(src, FROZEN)
|
||||
if(HAS_SECONDARY_FLAG(src, FROZEN))
|
||||
name = replacetext(name, "frozen ", "")
|
||||
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, list(FROZEN_RED_COLOR, FROZEN_GREEN_COLOR, FROZEN_BLUE_COLOR, rgb(0,0,0)))
|
||||
alpha += 25
|
||||
CLEAR_SECONDARY_FLAG(src, FROZEN)
|
||||
|
||||
#undef FROZEN_RED_COLOR
|
||||
#undef FROZEN_GREEN_COLOR
|
||||
#undef FROZEN_BLUE_COLOR
|
||||
|
||||
@@ -182,3 +182,41 @@ GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4,
|
||||
gaussian_next = R2 * working
|
||||
return (mean + stddev * R1)
|
||||
#undef ACCURACY
|
||||
|
||||
/proc/mouse_angle_from_client(client/client)
|
||||
var/list/mouse_control = params2list(client.mouseParams)
|
||||
if(mouse_control["screen-loc"])
|
||||
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
|
||||
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
||||
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
||||
var/x = (text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32)
|
||||
var/y = (text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32)
|
||||
var/screenview = (client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
|
||||
var/ox = round(screenview/2) - client.pixel_x //"origin" x
|
||||
var/oy = round(screenview/2) - client.pixel_y //"origin" y
|
||||
var/angle = NORM_ROT(Atan2(y - oy, x - ox))
|
||||
return angle
|
||||
|
||||
/proc/get_turf_in_angle(angle, turf/starting, increments)
|
||||
var/pixel_x = 0
|
||||
var/pixel_y = 0
|
||||
for(var/i in 1 to increments)
|
||||
pixel_x += sin(angle)+16*sin(angle)*2
|
||||
pixel_y += cos(angle)+16*cos(angle)*2
|
||||
var/new_x = starting.x
|
||||
var/new_y = starting.y
|
||||
while(pixel_x > 16)
|
||||
pixel_x -= 32
|
||||
new_x++
|
||||
while(pixel_x < -16)
|
||||
pixel_x += 32
|
||||
new_x--
|
||||
while(pixel_y > 16)
|
||||
pixel_y -= 32
|
||||
new_y++
|
||||
while(pixel_y < -16)
|
||||
pixel_y += 32
|
||||
new_y--
|
||||
new_x = Clamp(new_x, 0, world.maxx)
|
||||
new_y = Clamp(new_y, 0, world.maxy)
|
||||
return locate(new_x, new_y, starting.z)
|
||||
|
||||
@@ -116,6 +116,7 @@
|
||||
"xenohead" = "None",
|
||||
"xenotail" = "None",
|
||||
"exhibitionist" = FALSE,
|
||||
"genitals_use_skintone" = FALSE,
|
||||
"has_cock" = FALSE,
|
||||
"cock_shape" = pick(GLOB.cock_shapes_list),
|
||||
"cock_length" = 6,
|
||||
@@ -158,8 +159,9 @@
|
||||
"womb_cum_rate" = CUM_RATE,
|
||||
"womb_cum_mult" = CUM_RATE_MULT,
|
||||
"womb_efficiency" = CUM_EFFICIENCY,
|
||||
"womb_fluid" = "femcum"))
|
||||
|
||||
"womb_fluid" = "femcum",
|
||||
"flavor_text" = ""))
|
||||
|
||||
/proc/random_hair_style(gender)
|
||||
switch(gender)
|
||||
if(MALE)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
//When we get into galloping mode, we stay there until both runs win less often than MIN_GALLOP consecutive times.
|
||||
#define MIN_GALLOP 7
|
||||
|
||||
//This is a global instance to allow much of this code to be reused. The interfaces are kept seperately
|
||||
//This is a global instance to allow much of this code to be reused. The interfaces are kept separately
|
||||
GLOBAL_DATUM_INIT(sortInstance, /datum/sortInstance, new())
|
||||
/datum/sortInstance
|
||||
//The array being sorted.
|
||||
|
||||
@@ -48,7 +48,7 @@ Location where the teleport begins, target that will teleport, distance to go, d
|
||||
Random error in tile placement x, error in tile placement y, and block offset.
|
||||
Block offset tells the proc how to place the box. Behind teleport location, relative to starting location, forward, etc.
|
||||
Negative values for offset are accepted, think of it in relation to North, -x is west, -y is south. Error defaults to positive.
|
||||
Turf and target are seperate in case you want to teleport some distance from a turf the target is not standing on or something.
|
||||
Turf and target are separate in case you want to teleport some distance from a turf the target is not standing on or something.
|
||||
*/
|
||||
|
||||
var/dirx = 0//Generic location finding variable.
|
||||
@@ -491,17 +491,26 @@ Turf and target are seperate in case you want to teleport some distance from a t
|
||||
var/y=arcsin(x/sqrt(1+x*x))
|
||||
return y
|
||||
|
||||
/atom/proc/GetAllContents()
|
||||
/atom/proc/GetAllContents(list/ignore_typecache)
|
||||
var/list/processing_list = list(src)
|
||||
var/list/assembled = list()
|
||||
if(ignore_typecache) //If there's a typecache, use it.
|
||||
while(processing_list.len)
|
||||
var/atom/A = processing_list[1]
|
||||
processing_list -= A
|
||||
if(ignore_typecache[A.type])
|
||||
continue
|
||||
processing_list |= (A.contents - assembled)
|
||||
assembled |= A
|
||||
|
||||
while(processing_list.len)
|
||||
var/atom/A = processing_list[1]
|
||||
processing_list -= A
|
||||
else //If there's none, only make this check once for performance.
|
||||
while(processing_list.len)
|
||||
var/atom/A = processing_list[1]
|
||||
processing_list -= A
|
||||
|
||||
processing_list |= (A.contents - assembled)
|
||||
processing_list |= (A.contents - assembled)
|
||||
|
||||
assembled |= A
|
||||
assembled |= A
|
||||
|
||||
return assembled
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@ GLOBAL_LIST_EMPTY(tech_list) //list of all /datum/tech datums indexed by id.
|
||||
GLOBAL_LIST_EMPTY(surgeries_list) //list of all surgeries by name, associated with their path.
|
||||
GLOBAL_LIST_EMPTY(crafting_recipes) //list of all table craft recipes
|
||||
GLOBAL_LIST_EMPTY(rcd_list) //list of Rapid Construction Devices.
|
||||
GLOBAL_LIST_EMPTY(apcs_list) //list of all Area Power Controller machines, seperate from machines for powernet speeeeeeed.
|
||||
GLOBAL_LIST_EMPTY(apcs_list) //list of all Area Power Controller machines, separate from machines for powernet speeeeeeed.
|
||||
GLOBAL_LIST_EMPTY(tracked_implants) //list of all current implants that are tracked to work out what sort of trek everyone is on. Sadly not on lavaworld not implemented...
|
||||
GLOBAL_LIST_EMPTY(tracked_chem_implants) //list of implants the prisoner console can track and send inject commands too
|
||||
GLOBAL_LIST_EMPTY(poi_list) //list of points of interest for observe/follow
|
||||
|
||||
+20
-14
@@ -24,17 +24,6 @@
|
||||
active_mousedown_item.onMouseUp(object, location, params, mob)
|
||||
active_mousedown_item = null
|
||||
|
||||
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
|
||||
mouseParams = params
|
||||
mouseLocation = over_location
|
||||
mouseObject = over_object
|
||||
mouseControlObject = over_control
|
||||
if(selected_target[1] && over_object && over_object.IsAutoclickable())
|
||||
selected_target[1] = over_object
|
||||
selected_target[2] = params
|
||||
if(active_mousedown_item)
|
||||
active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
|
||||
|
||||
/mob/proc/CanMobAutoclick(object, location, params)
|
||||
|
||||
/mob/living/carbon/CanMobAutoclick(atom/object, location, params)
|
||||
@@ -63,9 +52,6 @@
|
||||
/obj/item/proc/onMouseUp(object, location, params, mob)
|
||||
return
|
||||
|
||||
/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
|
||||
return
|
||||
|
||||
/obj/item
|
||||
var/canMouseDown = FALSE
|
||||
|
||||
@@ -90,3 +76,23 @@
|
||||
mouseLocation = location
|
||||
mouseObject = object
|
||||
mouseControlObject = control
|
||||
if(mob && LAZYLEN(mob.mousemove_intercept_objects))
|
||||
for(var/obj/item/I in mob.mousemove_intercept_objects)
|
||||
I.onMouseMove(object, location, control, params)
|
||||
|
||||
/obj/item/proc/onMouseMove(object, location, control, params)
|
||||
return
|
||||
|
||||
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
|
||||
mouseParams = params
|
||||
mouseLocation = over_location
|
||||
mouseObject = over_object
|
||||
mouseControlObject = over_control
|
||||
if(selected_target[1] && over_object && over_object.IsAutoclickable())
|
||||
selected_target[1] = over_object
|
||||
selected_target[2] = params
|
||||
if(active_mousedown_item)
|
||||
active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
|
||||
|
||||
/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
|
||||
return
|
||||
|
||||
+16
-5
@@ -432,14 +432,26 @@
|
||||
|
||||
/obj/screen/click_catcher
|
||||
icon = 'icons/mob/screen_gen.dmi'
|
||||
icon_state = "click_catcher"
|
||||
icon_state = "flash"
|
||||
plane = CLICKCATCHER_PLANE
|
||||
mouse_opacity = 2
|
||||
screen_loc = "CENTER"
|
||||
|
||||
/obj/screen/click_catcher/New()
|
||||
..()
|
||||
transform = matrix(200, 0, 0, 0, 200, 0)
|
||||
/obj/screen/click_catcher/proc/UpdateGreed(view_size_x = 7, view_size_y = 7)
|
||||
var/icon/newicon = icon('icons/mob/screen_gen.dmi', "flash")
|
||||
if(view_size_x > 16 || view_size_y > 16)
|
||||
newicon.Scale((16 * 2 + 1) * world.icon_size,(16 * 2 + 1) * world.icon_size)
|
||||
icon = newicon
|
||||
var/tx = view_size_x/16
|
||||
var/ty = view_size_y/16
|
||||
var/matrix/M = new
|
||||
M.Scale(tx, ty)
|
||||
transform = M
|
||||
screen_loc = "CENTER-16,CENTER-16"
|
||||
else
|
||||
screen_loc = "CENTER-[view_size_x],CENTER-[view_size_y]"
|
||||
newicon.Scale((view_size_x * 2 + 1) * world.icon_size,(view_size_y * 2 + 1) * world.icon_size)
|
||||
icon = newicon
|
||||
|
||||
/obj/screen/click_catcher/Click(location, control, params)
|
||||
var/list/modifiers = params2list(params)
|
||||
@@ -453,7 +465,6 @@
|
||||
T.Click(location, control, params)
|
||||
. = 1
|
||||
|
||||
|
||||
/* MouseWheelOn */
|
||||
|
||||
/mob/proc/MouseWheelOn(atom/A, delta_x, delta_y, params)
|
||||
|
||||
+36
-16
@@ -56,8 +56,7 @@
|
||||
|
||||
var/obj/item/W = get_active_held_item()
|
||||
|
||||
// Cyborgs have no range-checking unless there is item use
|
||||
if(!W)
|
||||
if(!W && get_dist(src,A) <= remote_range)
|
||||
A.attack_robot(src)
|
||||
return
|
||||
|
||||
@@ -106,38 +105,59 @@
|
||||
/atom/proc/BorgCtrlShiftClick(mob/living/silicon/robot/user) //forward to human click if not overriden
|
||||
CtrlShiftClick(user)
|
||||
|
||||
/obj/machinery/door/airlock/BorgCtrlShiftClick() // Sets/Unsets Emergency Access Override Forwards to AI code.
|
||||
AICtrlShiftClick()
|
||||
/obj/machinery/door/airlock/BorgCtrlShiftClick(mob/living/silicon/robot/user) // Sets/Unsets Emergency Access Override Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AICtrlShiftClick()
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
/atom/proc/BorgShiftClick(mob/living/silicon/robot/user) //forward to human click if not overriden
|
||||
ShiftClick(user)
|
||||
|
||||
/obj/machinery/door/airlock/BorgShiftClick() // Opens and closes doors! Forwards to AI code.
|
||||
AIShiftClick()
|
||||
/obj/machinery/door/airlock/BorgShiftClick(mob/living/silicon/robot/user) // Opens and closes doors! Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AIShiftClick()
|
||||
else
|
||||
..()
|
||||
|
||||
|
||||
/atom/proc/BorgCtrlClick(mob/living/silicon/robot/user) //forward to human click if not overriden
|
||||
CtrlClick(user)
|
||||
|
||||
/obj/machinery/door/airlock/BorgCtrlClick() // Bolts doors. Forwards to AI code.
|
||||
AICtrlClick()
|
||||
/obj/machinery/door/airlock/BorgCtrlClick(mob/living/silicon/robot/user) // Bolts doors. Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AICtrlClick()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/power/apc/BorgCtrlClick() // turns off/on APCs. Forwards to AI code.
|
||||
AICtrlClick()
|
||||
/obj/machinery/power/apc/BorgCtrlClick(mob/living/silicon/robot/user) // turns off/on APCs. Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AICtrlClick()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/turretid/BorgCtrlClick() //turret control on/off. Forwards to AI code.
|
||||
AICtrlClick()
|
||||
/obj/machinery/turretid/BorgCtrlClick(mob/living/silicon/robot/user) //turret control on/off. Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AICtrlClick()
|
||||
else
|
||||
..()
|
||||
|
||||
/atom/proc/BorgAltClick(mob/living/silicon/robot/user)
|
||||
AltClick(user)
|
||||
return
|
||||
|
||||
/obj/machinery/door/airlock/BorgAltClick() // Eletrifies doors. Forwards to AI code.
|
||||
AIAltClick()
|
||||
/obj/machinery/door/airlock/BorgAltClick(mob/living/silicon/robot/user) // Eletrifies doors. Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AIAltClick()
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/machinery/turretid/BorgAltClick() //turret lethal on/off. Forwards to AI code.
|
||||
AIAltClick()
|
||||
/obj/machinery/turretid/BorgAltClick(mob/living/silicon/robot/user) //turret lethal on/off. Forwards to AI code.
|
||||
if(get_dist(src,user) <= user.remote_range)
|
||||
AIAltClick()
|
||||
else
|
||||
..()
|
||||
|
||||
/*
|
||||
As with AI, these are not used in click code,
|
||||
|
||||
@@ -205,7 +205,7 @@ or something covering your eyes."
|
||||
/obj/screen/alert/embeddedobject
|
||||
name = "Embedded Object"
|
||||
desc = "Something got lodged into your flesh and is causing major bleeding. It might fall out with time, but surgery is the safest way. \
|
||||
If you're feeling frisky, click yourself in help intent to pull the object out."
|
||||
If you're feeling frisky, examine yourself and click the underlined item to pull the object out."
|
||||
icon_state = "embeddedobject"
|
||||
|
||||
/obj/screen/alert/embeddedobject/Click()
|
||||
|
||||
@@ -145,6 +145,7 @@
|
||||
return 0
|
||||
|
||||
screenmob.client.screen = list()
|
||||
screenmob.client.apply_clickcatcher()
|
||||
|
||||
var/display_hud_version = version
|
||||
if(!display_hud_version) //If 0 or blank, display the next hud version
|
||||
|
||||
@@ -281,7 +281,7 @@
|
||||
to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
|
||||
H.internal = H.r_store
|
||||
|
||||
//Seperate so CO2 jetpacks are a little less cumbersome.
|
||||
//Separate so CO2 jetpacks are a little less cumbersome.
|
||||
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
|
||||
to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
|
||||
C.internal = C.back
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
return
|
||||
new /obj/effect/temp_visual/telekinesis(loc)
|
||||
user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
|
||||
add_hiddenprint(user)
|
||||
return
|
||||
|
||||
/obj/attack_tk(mob/user)
|
||||
@@ -34,6 +35,7 @@
|
||||
O.tk_user = user
|
||||
if(O.focus_object(src))
|
||||
user.put_in_active_hand(O)
|
||||
add_hiddenprint(user)
|
||||
|
||||
/mob/attack_tk(mob/user)
|
||||
return
|
||||
|
||||
@@ -53,6 +53,7 @@ GLOBAL_LIST_EMPTY(xeno_dorsal_list)
|
||||
|
||||
//Genitals and Arousal Lists
|
||||
GLOBAL_LIST_EMPTY(cock_shapes_list)//global_lists.dm for the list initializations //Now also _DATASTRUCTURES globals.dm
|
||||
GLOBAL_LIST_EMPTY(cock_shapes_icons) //Associated list for names->icon_states for cockshapes.
|
||||
GLOBAL_LIST_EMPTY(breasts_size_list)
|
||||
GLOBAL_LIST_EMPTY(breasts_shapes_list)
|
||||
GLOBAL_LIST_EMPTY(vagina_shapes_list)
|
||||
|
||||
+129
-31
@@ -6,7 +6,7 @@
|
||||
var/arousal_rate = 1 //The base rate that arousal will increase in this mob.
|
||||
var/arousal_loss_rate = 1 //How easily arousal can be relieved for this mob.
|
||||
var/canbearoused = FALSE //Mob-level disabler for arousal. Starts off and can be enabled as features are added for different mob types.
|
||||
var/mb_cd_length = 50 //5 second cooldown for masturbating because fuck spam
|
||||
var/mb_cd_length = 100 //5 second cooldown for masturbating because fuck spam.
|
||||
var/mb_cd_timer = 0 //The timer itself
|
||||
|
||||
/mob/living/carbon/human
|
||||
@@ -150,14 +150,14 @@
|
||||
return 0
|
||||
var/mob/living/M = usr
|
||||
if(M.canbearoused)
|
||||
M.mob_masturbate()
|
||||
M.mob_climax()
|
||||
return 1
|
||||
else
|
||||
M << "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>"
|
||||
to_chat(M, "<span class='warning'>Arousal is disabled. Feature is unavailable.</span>")
|
||||
|
||||
|
||||
|
||||
/mob/living/proc/mob_masturbate()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
|
||||
/mob/living/proc/mob_climax()//This is just so I can test this shit without being forced to add actual content to get rid of arousal. Will be a very basic proc for a while.
|
||||
set name = "Masturbate"
|
||||
set category = "IC"
|
||||
if(canbearoused && !restrained() && !stat)
|
||||
@@ -179,45 +179,93 @@
|
||||
PoolOrNew(/obj/effect/decal/cleanable/femcum, loc)
|
||||
*/
|
||||
else
|
||||
src << "<span class='notice'>You aren't aroused enough for that.</span>"
|
||||
to_chat(src, "<span class='notice'>You aren't aroused enough for that.</span>")
|
||||
|
||||
/mob/living/carbon/human/mob_masturbate()
|
||||
/mob/living/carbon/human/mob_climax(forced_climax=FALSE) //Forced is instead of the other proc, makes you cum if you have the tools for it, ignoring restraints
|
||||
if(mb_cd_timer > world.time)
|
||||
src << "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>"
|
||||
if(!forced_climax) //Don't spam the message to the victim if forced to come too fast
|
||||
to_chat(src, "<span class='warning'>You need to wait [round((mb_cd_timer - world.time)/(20))] seconds before you can do that again!</span>")
|
||||
return
|
||||
mb_cd_timer = (world.time + mb_cd_length)
|
||||
var/list/genitals_list = list()
|
||||
var/obj/item/organ/genital/SG = null//originally selected_genital
|
||||
var/list/containers_list = list()
|
||||
var/obj/item/weapon/reagent_containers/SC = null
|
||||
var/datum/reagents/fluid_source = null
|
||||
var/into_container = 0
|
||||
var/arms = get_num_arms()
|
||||
var/free_hands = arms
|
||||
var/free_hands = get_num_arms() //arms was only used to know if we had ANY at all
|
||||
var/total_cum = 0
|
||||
var/finished = 0
|
||||
var/mb_time = 30
|
||||
mb_cd_timer = (world.time + mb_cd_length)
|
||||
if(canbearoused && has_dna())
|
||||
if(restrained())
|
||||
src << "<span class='warning'>You can't do that while restrained!</span>"
|
||||
if(stat==2)
|
||||
to_chat(src, "<span class='warning'>You can't do that while dead!</span>")
|
||||
return
|
||||
if(stat)
|
||||
src << "<span class='warning'>You must be conscious to do that!</span>"
|
||||
if(forced_climax) //Something forced us to cum, this is not a masturbation thing and does not progress to the other checks
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(G.can_masturbate_with) //All capable genitals will orgasm with this
|
||||
var/unable_to_come = FALSE
|
||||
switch(G.type)
|
||||
if(/obj/item/organ/genital/penis)
|
||||
var/obj/item/organ/genital/penis/P = G
|
||||
if(!P.linked_balls)
|
||||
unable_to_come = TRUE
|
||||
else
|
||||
fluid_source = P.linked_balls.reagents
|
||||
|
||||
|
||||
if(/obj/item/organ/genital/vagina)
|
||||
var/obj/item/organ/genital/vagina/V = G
|
||||
if(!V.linked_womb)
|
||||
unable_to_come = TRUE
|
||||
else
|
||||
fluid_source = V.linked_womb.reagents
|
||||
else //Weird, undefined genitalia behaviour
|
||||
unable_to_come = TRUE
|
||||
|
||||
if(unable_to_come)
|
||||
src.visible_message("<span class='danger'>[src] shudders, their [G.name] unable to cum.</span>", \
|
||||
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>", \
|
||||
"<span class='userdanger'>Your [G.name] cannot cum, giving no relief.</span>")
|
||||
else
|
||||
if(fluid_source)
|
||||
total_cum = fluid_source.total_volume
|
||||
src.visible_message("<span class='danger'>[src] looks like they're about to cum.</span>", \
|
||||
"<span class='green'>You feel yourself about to orgasm.</span>", \
|
||||
"<span class='green'>You feel yourself about to orgasm.</span>")
|
||||
if(do_after(src, mb_time, target = src))
|
||||
if(total_cum > 5)
|
||||
fluid_source.reaction(src.loc, TOUCH, 1, 0)
|
||||
fluid_source.clear_reagents()
|
||||
fluid_source = null //cleanup so this can be used for the next genitalia
|
||||
|
||||
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
|
||||
"<span class='green'>You're forced to cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""] with your [G].</span>", \
|
||||
"<span class='green'>Your [G] have been forced to climax.</span>")
|
||||
finished = 1
|
||||
if(finished)
|
||||
setArousalLoss(min_arousal)
|
||||
return //Do not proceed to masturbating if all genitals have been forced to orgasm.
|
||||
if(stat==1) //Sleeping people can be forced chemically or with electrical stimulants, for example.
|
||||
to_chat(src, "<span class='warning'>You must be conscious to do that!</span>")
|
||||
return
|
||||
if(restrained())
|
||||
to_chat(src, "<span class='warning'>You can't do that while restrained!</span>")
|
||||
return
|
||||
if(getArousalLoss() < 33)//flat number instead of percentage
|
||||
src << "<span class='warning'>You aren't aroused enough for that!</span>"
|
||||
to_chat(src, "<span class='warning'>You aren't aroused enough for that!</span>")
|
||||
return
|
||||
if(!is_groin_exposed())
|
||||
src << "<span class='warning'>You need to undress, first!</span>"
|
||||
to_chat(src, "<span class='warning'>You need to undress, first!</span>")
|
||||
return
|
||||
if(!arms)
|
||||
src << "<span class='warning'>You need at least one arm.</span>"
|
||||
if(!free_hands)
|
||||
to_chat(src, "<span class='warning'>You need at least one free arm.</span>")
|
||||
return
|
||||
for(var/helditem in held_items)//how many hands are free
|
||||
if(isobj(helditem))
|
||||
free_hands--
|
||||
if(free_hands <= 0)
|
||||
src << "<span class='warning'>You need at least one free hand.</span>"
|
||||
to_chat(src, "<span class='warning'>You need at least one free hand.</span>")
|
||||
return
|
||||
for(var/obj/item/organ/genital/G in internal_organs)
|
||||
if(G.can_masturbate_with)//filter out what you can't masturbate with
|
||||
@@ -240,12 +288,12 @@
|
||||
if(/obj/item/organ/genital/penis)
|
||||
var/obj/item/organ/genital/penis/P = SG
|
||||
if(!P.linked_balls)
|
||||
src << "<span class='warning'>Grow a pair!</span>"
|
||||
to_chat(src, "<span class='warning'>You need a pair of testicles to do this.</span>")
|
||||
return
|
||||
fluid_source = P.linked_balls.reagents
|
||||
total_cum = fluid_source.total_volume
|
||||
if(into_container)//into a glass or beaker or whatever
|
||||
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG] over [SC].</span>", \
|
||||
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG.name] over [SC].</span>", \
|
||||
"<span class='userdanger'>You start jerking off over [SC.name].</span>", \
|
||||
"<span class='userdanger'>You start masturbating.</span>")
|
||||
if(do_after(src, mb_time, target = src) && in_range(src, SC))
|
||||
@@ -254,16 +302,71 @@
|
||||
"<span class='green'>You cum into [SC].</span>", \
|
||||
"<span class='green'>You have relieved yourself.</span>")
|
||||
finished = 1
|
||||
|
||||
else //Not in a container
|
||||
if(src.pulling)
|
||||
if(iscarbon(src.pulling))
|
||||
var/mob/living/carbon/C = src.pulling
|
||||
if(!C.is_groin_exposed())
|
||||
to_chat(src, "<span class='warning'>You must undress someone to climax inside them.</span>")
|
||||
return
|
||||
if(isliving(src.pulling)) //Gotta be alive to fuck it, don't wanna have to code fucking objects that ain't containers...
|
||||
var/mob/living/partner = src.pulling
|
||||
src.visible_message("[src] is about to climax inside [partner]!", \
|
||||
"You're about to climax inside [partner]!", \
|
||||
"<span class='danger'>You're preparing to climax inside someone!</span>")
|
||||
switch(grab_state)
|
||||
if(GRAB_PASSIVE)
|
||||
if(do_after(src, mb_time, target = src) && in_range(src, partner))
|
||||
var/spillage = 0.5 //Leaks a bit on passive grab
|
||||
var/did_spill = FALSE
|
||||
fluid_source.trans_to(partner, total_cum*(1-spillage))
|
||||
total_cum = total_cum*spillage
|
||||
if(total_cum > 5)
|
||||
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
|
||||
did_spill = TRUE
|
||||
fluid_source.clear_reagents()
|
||||
|
||||
src.visible_message("<span class='danger'>[src] ejaculates inside [partner][did_spill ? ", overflowing and spilling":""]!</span>", \
|
||||
"<span class='green'>You ejaculate inside [partner][did_spill ? ", spilling out of them":""].</span>", \
|
||||
"<span class='green'>You have climaxed inside someone[did_spill ? ", spilling out of them":""].</span>")
|
||||
finished = 1
|
||||
else //Aggressive or higher
|
||||
if(do_after(src, mb_time, target = src) && in_range(src, partner))
|
||||
var/spillage = 0.0 //Leakproofing seals
|
||||
fluid_source.trans_to(partner, total_cum*(1-spillage))
|
||||
total_cum = total_cum*spillage
|
||||
if(total_cum > 5)
|
||||
fluid_source.reaction(partner.loc, TOUCH, 1, 0)
|
||||
fluid_source.clear_reagents()
|
||||
|
||||
src.visible_message("<span class='danger'>[src] ejaculates inside [partner], spilling nothing!</span>", \
|
||||
"<span class='green'>You ejaculate inside [partner], spilling nothing.</span>", \
|
||||
"<span class='green'>You have climaxed inside someone, spilling nothing.</span>")
|
||||
finished = 1
|
||||
//Don't care, not coding you fucking a unanchored girder
|
||||
else //No pulling, or pulling non-living things
|
||||
src.visible_message("<span class='danger'>[src] starts [pick("jerking off","stroking")] their [SG].</span>", \
|
||||
"<span class='green'>You start masturbating.</span>", \
|
||||
"<span class='green'>You start masturbating.</span>")
|
||||
if(do_after(src, mb_time, target = src))
|
||||
if(total_cum > 5)
|
||||
fluid_source.reaction(src.loc, TOUCH, 1, 0)
|
||||
fluid_source.clear_reagents()
|
||||
|
||||
src.visible_message("<span class='danger'>[src] orgasms, cumming[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""]!</span>", \
|
||||
"<span class='green'>You cum[istype(src.loc, /turf/open/floor) ? " onto [src.loc]" : ""].</span>", \
|
||||
"<span class='green'>You have relieved yourself.</span>")
|
||||
finished = 1
|
||||
|
||||
if(/obj/item/organ/genital/vagina)
|
||||
var/obj/item/organ/genital/vagina/V = SG
|
||||
if(!V.linked_womb)
|
||||
src << "<span class='warning'>No womb!</span>"
|
||||
to_chat(src, "<span class='warning'>You need a womb to do this.</span>")
|
||||
return
|
||||
fluid_source = V.linked_womb.reagents
|
||||
total_cum = fluid_source.total_volume
|
||||
if(into_container)//into a glass or beaker or whatever
|
||||
src.visible_message("<span class='danger'>[src] starts fingering their vagina over [SC].</span>", \
|
||||
src.visible_message("<span class='danger'>[src] starts fingering their [SG.name] over [SC].</span>", \
|
||||
"<span class='userdanger'>You start fingering over [SC.name].</span>", \
|
||||
"<span class='userdanger'>You start masturbating.</span>")
|
||||
if(do_after(src, mb_time, target = src) && in_range(src, SC))
|
||||
@@ -272,7 +375,7 @@
|
||||
"<span class='green'>You cum into [SC].</span>", \
|
||||
"<span class='green'>You have relieved yourself.</span>")
|
||||
finished = 1
|
||||
|
||||
|
||||
else//not into a container
|
||||
src.visible_message("<span class='danger'>[src] starts fingering their vagina.</span>", \
|
||||
"<span class='userdanger'>You start fingering your vagina.</span>", \
|
||||
@@ -297,10 +400,5 @@
|
||||
setArousalLoss(min_arousal)
|
||||
|
||||
else
|
||||
src << "<span class='warning'>You have no genitals!</span>"
|
||||
to_chat(src, "<span class='warning'>You have no genitals!</span>")
|
||||
return
|
||||
|
||||
/mob/living/carbon/proc/force_orgasm(intensity)
|
||||
if(canbearoused && has_dna() && (has_penis() || has_vagina()))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -105,7 +105,7 @@
|
||||
M.emote(pick("moan","blush"))
|
||||
if(prob(5))
|
||||
var/aroused_message = pick("You feel frisky.", "You're having trouble suppressing your urges.", "You feel in the mood.")
|
||||
M << "<span class='love'>[aroused_message]</span>"
|
||||
to_chat(M, "<span class='love'>[aroused_message]</span>")
|
||||
..()
|
||||
|
||||
/datum/reagent/aphrodisiacplus
|
||||
@@ -128,15 +128,13 @@
|
||||
else
|
||||
M.emote(pick("moan","blush"))
|
||||
if(prob(5))
|
||||
var/aroused_message
|
||||
if(M.getArousalLoss() > 90)
|
||||
var/aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
|
||||
M << "<span class='love'>[aroused_message]</span>"
|
||||
aroused_message = pick("You need to fuck someone!", "You're bursting with sexual tension!", "You can't get sex off your mind!")
|
||||
else
|
||||
var/aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
|
||||
M << "<span class='love'>[aroused_message]</span>"
|
||||
// if(iscarbon(M) && has_dna(M))
|
||||
// M.force_ejaculation()
|
||||
..()
|
||||
aroused_message = pick("You feel a bit hot.", "You feel strong sexual urges.", "You feel in the mood.", "You're ready to go down on someone.")
|
||||
to_chat(M, "<span class='love'>[aroused_message]</span>")
|
||||
|
||||
/datum/reagent/aphrodisiacplus/addiction_act_stage2(mob/living/M)
|
||||
if(prob(30))
|
||||
M.adjustBrainLoss(2)
|
||||
@@ -152,11 +150,17 @@
|
||||
..()
|
||||
|
||||
/datum/reagent/aphrodisiacplus/overdose_process(mob/living/M)
|
||||
if(prob(66))
|
||||
if(prob(33))
|
||||
if(M.getArousalLoss() >= 100 && ishuman(M) && M.has_dna())
|
||||
var/mob/living/carbon/human/H = M
|
||||
to_chat(H, "<span class='love'>Your libido is going haywire!</span>")
|
||||
H.mob_climax(forced_climax=TRUE)
|
||||
if(M.min_arousal < 50)
|
||||
M.min_arousal += 1
|
||||
if(M.max_arousal < 200)
|
||||
M.max_arousal += 1
|
||||
to_chat(M, "<span class='love'>You're having a hard time thinkin about things other than sex!</span>")
|
||||
if(M.min_arousal < M.max_arousal)
|
||||
M.min_arousal += 1
|
||||
to_chat(M, "<span class='love'>You feel your libido permanently increasing.</span>")
|
||||
M.adjustArousalLoss(2)
|
||||
..()
|
||||
|
||||
@@ -193,8 +197,10 @@
|
||||
if(prob(33))
|
||||
if(M.min_arousal > 0)
|
||||
M.min_arousal -= 1
|
||||
if(M.max_arousal > 75)
|
||||
to_chat(M, "<span class='notice'>You feel your libido returning to more normal levels.</span>")
|
||||
if(M.min_arousal > 50)
|
||||
M.min_arousal -= 1
|
||||
to_chat(M, "<span class='notice'>You feel like your overactive libido is calming down.</span>")
|
||||
M.adjustArousalLoss(-2)
|
||||
..()
|
||||
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 704 B |
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/breasts
|
||||
name = "breasts"
|
||||
name = "Breasts"
|
||||
desc = "Female milk producing organs."
|
||||
icon_state = "breasts"
|
||||
icon = 'code/citadel/icons/breasts.dmi'
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/eggsack
|
||||
name = "egg sack"
|
||||
name = "Egg sack"
|
||||
desc = "An egg producing reproductive organ."
|
||||
icon_state = "egg_sack"
|
||||
icon = 'code/citadel/icons/ovipositor.dmi'
|
||||
|
||||
@@ -243,8 +243,10 @@
|
||||
G.aroused_state = FALSE
|
||||
icon_string = "[G.slot]_[S.icon_state]_[size]_[G.aroused_state]_[layertext]"
|
||||
I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer)
|
||||
|
||||
if(S.center)
|
||||
I = center_image(I,S.dimension_x,S.dimension_y)
|
||||
|
||||
if(use_skintones && H.dna.features["genitals_use_skintone"])
|
||||
I.color = "#[skintone2hex(H.skin_tone)]"
|
||||
else
|
||||
|
||||
@@ -31,6 +31,33 @@
|
||||
icon_state = "tapered"
|
||||
name = "Tapered"
|
||||
|
||||
////////////////////////
|
||||
// Taur cocks go here //
|
||||
////////////////////////
|
||||
/datum/sprite_accessory/penis/taur_flared
|
||||
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
|
||||
icon_state = "flared"
|
||||
name = "Taur, Flared"
|
||||
center = TRUE //Center the image 'cause 2-tile wide.
|
||||
dimension_x = 64
|
||||
|
||||
/datum/sprite_accessory/penis/taur_knotted
|
||||
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
|
||||
icon_state = "knotted"
|
||||
name = "Taur, Knotted"
|
||||
center = TRUE //Center the image 'cause 2-tile wide.
|
||||
dimension_x = 64
|
||||
|
||||
/datum/sprite_accessory/penis/taur_tapered
|
||||
icon = 'code/citadel/icons/taur_penis_onmob.dmi' //Needed larger width
|
||||
icon_state = "tapered"
|
||||
name = "Taur, Tapered"
|
||||
center = TRUE //Center the image 'cause 2-tile wide.
|
||||
dimension_x = 64
|
||||
|
||||
|
||||
|
||||
|
||||
//Vaginas
|
||||
/datum/sprite_accessory/vagina
|
||||
icon = 'code/citadel/icons/vagina_onmob.dmi'
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/ovipositor
|
||||
name = "ovipositor"
|
||||
name = "Ovipositor"
|
||||
desc = "An egg laying reproductive organ."
|
||||
icon_state = "ovi_knotted_2"
|
||||
icon = 'code/citadel/icons/ovipositor.dmi'
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/penis
|
||||
name = "penis"
|
||||
name = "Penis"
|
||||
desc = "A male reproductive organ."
|
||||
icon_state = "penis"
|
||||
icon = 'code/citadel/icons/penis.dmi'
|
||||
@@ -35,7 +35,7 @@
|
||||
cached_length = length
|
||||
|
||||
/obj/item/organ/genital/penis/update_appearance()
|
||||
var/string = "penis_[lowertext(shape)]_[size]"
|
||||
var/string = "penis_[GLOB.cock_shapes_icons[shape]]_[size]"
|
||||
icon_state = sanitize_text(string)
|
||||
var/lowershape = lowertext(shape)
|
||||
if(lowershape in knotted_types)
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/testicles
|
||||
name = "testicles"
|
||||
name = "Testicles"
|
||||
desc = "A male reproductive organ."
|
||||
icon_state = "testicles"
|
||||
icon = 'code/citadel/icons/penis.dmi'
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/vagina
|
||||
name = "vagina"
|
||||
name = "Vagina"
|
||||
desc = "A female reproductive organ."
|
||||
icon = 'code/citadel/icons/vagina.dmi'
|
||||
icon_state = "vagina"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/obj/item/organ/genital/womb
|
||||
name = "womb"
|
||||
name = "Womb"
|
||||
desc = "A female reproductive organ."
|
||||
icon = 'code/citadel/icons/vagina.dmi'
|
||||
icon_state = "womb"
|
||||
@@ -10,7 +10,7 @@
|
||||
fluid_id = "femcum"
|
||||
producing = TRUE
|
||||
var/obj/item/organ/genital/vagina/linked_vag
|
||||
|
||||
|
||||
/obj/item/organ/genital/womb/Initialize()
|
||||
. = ..()
|
||||
reagents.add_reagent(fluid_id, fluid_max_volume)
|
||||
|
||||
@@ -124,7 +124,8 @@ GLOBAL_REAL(Master, /datum/controller/master) = new
|
||||
var/FireHim = FALSE
|
||||
if(istype(BadBoy))
|
||||
msg = null
|
||||
switch(++BadBoy.failure_strikes)
|
||||
LAZYINITLIST(BadBoy.failure_strikes)
|
||||
switch(++BadBoy.failure_strikes[BadBoy.type])
|
||||
if(2)
|
||||
msg = "The [BadBoy.name] subsystem was the last to fire for 2 controller restarts. It will be recovered now and disabled if it happens again."
|
||||
FireHim = TRUE
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
|
||||
var/runlevels = RUNLEVELS_DEFAULT //points of the game at which the SS can fire
|
||||
|
||||
var/static/failure_strikes = 0 //How many times we suspect this subsystem has crashed the MC, 3 strikes and you're out!
|
||||
var/static/list/failure_strikes //How many times we suspect a subsystem type has crashed the MC, 3 strikes and you're out!
|
||||
|
||||
//Do not override
|
||||
/datum/controller/subsystem/New()
|
||||
|
||||
@@ -259,7 +259,6 @@ SUBSYSTEM_DEF(blackbox)
|
||||
|
||||
/datum/feedback_variable/proc/add_details(text)
|
||||
if (istext(text))
|
||||
text = replacetext(text, " ", "_")
|
||||
if (!details)
|
||||
details = text
|
||||
else
|
||||
|
||||
@@ -18,7 +18,7 @@ SUBSYSTEM_DEF(garbage)
|
||||
// refID's are associated with the time at which they time out and need to be manually del()
|
||||
// we do this so we aren't constantly locating them and preventing them from being gc'd
|
||||
|
||||
var/list/tobequeued = list() //We store the references of things to be added to the queue seperately so we can spread out GC overhead over a few ticks
|
||||
var/list/tobequeued = list() //We store the references of things to be added to the queue separately so we can spread out GC overhead over a few ticks
|
||||
|
||||
var/list/didntgc = list() // list of all types that have failed to GC associated with the number of times that's happened.
|
||||
// the types are stored as strings
|
||||
@@ -144,7 +144,7 @@ SUBSYSTEM_DEF(garbage)
|
||||
|
||||
queue[refid] = gctime
|
||||
|
||||
//this is purely to seperate things profile wise.
|
||||
//this is purely to separate things profile wise.
|
||||
/datum/controller/subsystem/garbage/proc/HardDelete(datum/A)
|
||||
var/time = world.timeofday
|
||||
var/tick = world.tick_usage
|
||||
@@ -234,27 +234,7 @@ SUBSYSTEM_DEF(garbage)
|
||||
else if(D.gc_destroyed == GC_CURRENTLY_BEING_QDELETED)
|
||||
CRASH("[D.type] destroy proc was called multiple times, likely due to a qdel loop in the Destroy logic")
|
||||
|
||||
// Default implementation of clean-up code.
|
||||
// This should be overridden to remove all references pointing to the object being destroyed.
|
||||
// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
|
||||
// TODO: Move this and all datum var definitions into code/datums/datum.dm
|
||||
/datum/proc/Destroy(force=FALSE)
|
||||
tag = null
|
||||
var/list/timers = active_timers
|
||||
active_timers = null
|
||||
for(var/thing in timers)
|
||||
var/datum/timedevent/timer = thing
|
||||
if (timer.spent)
|
||||
continue
|
||||
qdel(timer)
|
||||
QDEL_LIST(datum_components)
|
||||
return QDEL_HINT_QUEUE
|
||||
|
||||
/datum/var/gc_destroyed //Time when this object was destroyed.
|
||||
|
||||
#ifdef TESTING
|
||||
/datum/var/running_find_references
|
||||
/datum/var/last_find_references = 0
|
||||
|
||||
/datum/verb/find_refs()
|
||||
set category = "Debug"
|
||||
@@ -303,13 +283,12 @@ SUBSYSTEM_DEF(garbage)
|
||||
|
||||
/client/verb/purge_all_destroyed_objects()
|
||||
set category = "Debug"
|
||||
if(SSgarbage)
|
||||
while(SSgarbage.queue.len)
|
||||
var/datum/o = locate(SSgarbage.queue[1])
|
||||
if(istype(o) && o.gc_destroyed)
|
||||
del(o)
|
||||
SSgarbage.totaldels++
|
||||
SSgarbage.queue.Cut(1, 2)
|
||||
while(SSgarbage.queue.len)
|
||||
var/datum/o = locate(SSgarbage.queue[1])
|
||||
if(istype(o) && o.gc_destroyed)
|
||||
del(o)
|
||||
SSgarbage.totaldels++
|
||||
SSgarbage.queue.Cut(1, 2)
|
||||
|
||||
/datum/verb/qdel_then_find_references()
|
||||
set category = "Debug"
|
||||
|
||||
@@ -217,10 +217,9 @@ SUBSYSTEM_DEF(job)
|
||||
Debug("Running DO")
|
||||
|
||||
//Holder for Triumvirate is stored in the SSticker, this just processes it
|
||||
if(SSticker)
|
||||
if(SSticker.triai)
|
||||
for(var/datum/job/ai/A in occupations)
|
||||
if(SSticker.triai)
|
||||
A.spawn_positions = 3
|
||||
A.spawn_positions = 3
|
||||
|
||||
//Get the players who are ready
|
||||
for(var/mob/dead/new_player/player in GLOB.player_list)
|
||||
|
||||
@@ -40,9 +40,15 @@ SUBSYSTEM_DEF(server_maint)
|
||||
|
||||
/datum/controller/subsystem/server_maint/Shutdown()
|
||||
kick_clients_in_lobby("<span class='boldannounce'>The round came to an end with you in the lobby.</span>", TRUE) //second parameter ensures only afk clients are kicked
|
||||
var/server = config.server
|
||||
for(var/thing in GLOB.clients)
|
||||
if(!thing)
|
||||
continue
|
||||
var/client/C = thing
|
||||
if(C && config.server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
|
||||
C << link("byond://[config.server]")
|
||||
var/datum/chatOutput/co = C.chatOutput
|
||||
if(co)
|
||||
co.ehjax_send(data = "roundrestart")
|
||||
if(server) //if you set a server location in config.txt, it sends you there instead of trying to reconnect to the same world address. -- NeoFite
|
||||
C << link("byond://[server]")
|
||||
|
||||
#undef PING_BUFFER_TIME
|
||||
|
||||
@@ -34,8 +34,8 @@ SUBSYSTEM_DEF(shuttle)
|
||||
var/obj/docking_port/mobile/supply/supply
|
||||
var/ordernum = 1 //order number given to next order
|
||||
var/points = 5000 //number of trade-points we have
|
||||
var/centcom_message = "" //Remarks from Centcom on how well you checked the last order.
|
||||
var/list/discoveredPlants = list() //Typepaths for unusual plants we've already sent CentComm, associated with their potencies
|
||||
var/centcom_message = "" //Remarks from CentCom on how well you checked the last order.
|
||||
var/list/discoveredPlants = list() //Typepaths for unusual plants we've already sent CentCom, associated with their potencies
|
||||
|
||||
var/list/supply_packs = list()
|
||||
var/list/shoppinglist = list()
|
||||
@@ -185,7 +185,7 @@ SUBSYSTEM_DEF(shuttle)
|
||||
|
||||
switch(emergency.mode)
|
||||
if(SHUTTLE_RECALL)
|
||||
to_chat(user, "The emergency shuttle may not be called while returning to Centcom.")
|
||||
to_chat(user, "The emergency shuttle may not be called while returning to CentCom.")
|
||||
return
|
||||
if(SHUTTLE_CALL)
|
||||
to_chat(user, "The emergency shuttle is already on its way.")
|
||||
@@ -200,7 +200,7 @@ SUBSYSTEM_DEF(shuttle)
|
||||
to_chat(user, "The emergency shuttle is moving away to a safe distance.")
|
||||
return
|
||||
if(SHUTTLE_STRANDED)
|
||||
to_chat(user, "The emergency shuttle has been disabled by Centcom.")
|
||||
to_chat(user, "The emergency shuttle has been disabled by CentCom.")
|
||||
return
|
||||
|
||||
call_reason = trim(html_encode(call_reason))
|
||||
|
||||
@@ -103,7 +103,7 @@ SUBSYSTEM_DEF(throwing)
|
||||
finalize()
|
||||
return
|
||||
|
||||
/datum/thrownthing/proc/finalize(hit = FALSE)
|
||||
/datum/thrownthing/proc/finalize(hit = FALSE, target=null)
|
||||
set waitfor = 0
|
||||
SSthrowing.processing -= thrownthing
|
||||
//done throwing, either because it hit something or it finished moving
|
||||
@@ -120,13 +120,15 @@ SUBSYSTEM_DEF(throwing)
|
||||
thrownthing.newtonian_move(init_dir)
|
||||
else
|
||||
thrownthing.newtonian_move(init_dir)
|
||||
|
||||
if(target)
|
||||
thrownthing.throw_impact(target, src)
|
||||
|
||||
if (callback)
|
||||
callback.Invoke()
|
||||
|
||||
/datum/thrownthing/proc/hit_atom(atom/A)
|
||||
thrownthing.throw_impact(A, src)
|
||||
thrownthing.newtonian_move(init_dir)
|
||||
finalize(TRUE)
|
||||
finalize(hit=TRUE, target=A)
|
||||
|
||||
/datum/thrownthing/proc/hitcheck()
|
||||
for (var/thing in get_turf(thrownthing))
|
||||
@@ -134,6 +136,5 @@ SUBSYSTEM_DEF(throwing)
|
||||
if (AM == thrownthing)
|
||||
continue
|
||||
if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
|
||||
thrownthing.throwing = null
|
||||
thrownthing.throw_impact(AM, src)
|
||||
finalize(hit=TRUE, target=AM)
|
||||
return TRUE
|
||||
|
||||
@@ -479,7 +479,7 @@ SUBSYSTEM_DEF(ticker)
|
||||
var/list/area/shuttle_areas
|
||||
if(SSshuttle && SSshuttle.emergency)
|
||||
shuttle_areas = SSshuttle.emergency.shuttle_areas
|
||||
if(!Player.onCentcom() && !Player.onSyndieBase())
|
||||
if(!Player.onCentCom() && !Player.onSyndieBase())
|
||||
to_chat(Player, "<font color='blue'><b>You managed to survive, but were marooned on [station_name()]...</b></FONT>")
|
||||
else
|
||||
num_escapees++
|
||||
|
||||
@@ -210,7 +210,6 @@ SUBSYSTEM_DEF(timer)
|
||||
timer_id_dict |= SStimer.timer_id_dict
|
||||
bucket_list |= SStimer.bucket_list
|
||||
|
||||
/datum/var/list/active_timers
|
||||
/datum/timedevent
|
||||
var/id
|
||||
var/datum/callback/callBack
|
||||
|
||||
+19
-5
@@ -10,12 +10,13 @@
|
||||
var/check_flags = 0
|
||||
var/processing = FALSE
|
||||
var/obj/screen/movable/action_button/button = null
|
||||
var/button_icon = 'icons/mob/actions.dmi'
|
||||
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
|
||||
var/buttontooltipstyle = ""
|
||||
|
||||
var/icon_icon = 'icons/mob/actions.dmi'
|
||||
var/button_icon_state = "default"
|
||||
var/button_icon = 'icons/mob/actions/backgrounds.dmi' //This is the file for the BACKGROUND icon
|
||||
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND //And this is the state for the background icon
|
||||
|
||||
var/icon_icon = 'icons/mob/actions.dmi' //This is the file for the ACTION icon
|
||||
var/button_icon_state = "default" //And this is the state for the action icon
|
||||
var/mob/owner
|
||||
|
||||
/datum/action/New(Target)
|
||||
@@ -168,6 +169,10 @@
|
||||
|
||||
/datum/action/item_action/toggle_firemode
|
||||
name = "Toggle Firemode"
|
||||
|
||||
/datum/action/item_action/rcl
|
||||
name = "Change Cable Color"
|
||||
button_icon_state = "rcl_rainbow"
|
||||
|
||||
/datum/action/item_action/startchainsaw
|
||||
name = "Pull The Starting Cord"
|
||||
@@ -221,6 +226,7 @@
|
||||
/datum/action/item_action/toggle_unfriendly_fire
|
||||
name = "Toggle Friendly Fire \[ON\]"
|
||||
desc = "Toggles if the club's blasts cause friendly fire."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "vortex_ff_on"
|
||||
|
||||
/datum/action/item_action/toggle_unfriendly_fire/Trigger()
|
||||
@@ -254,6 +260,7 @@
|
||||
/datum/action/item_action/vortex_recall
|
||||
name = "Vortex Recall"
|
||||
desc = "Recall yourself, and anyone nearby, to an attuned hierophant beacon at any time.<br>If the beacon is still attached, will detach it."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "vortex_recall"
|
||||
|
||||
/datum/action/item_action/vortex_recall/IsAvailable()
|
||||
@@ -264,6 +271,7 @@
|
||||
return ..()
|
||||
|
||||
/datum/action/item_action/clock
|
||||
icon_icon = 'icons/mob/actions/actions_clockcult.dmi'
|
||||
background_icon_state = "bg_clock"
|
||||
buttontooltipstyle = "clockcult"
|
||||
|
||||
@@ -363,6 +371,7 @@
|
||||
|
||||
/datum/action/item_action/toggle_research_scanner
|
||||
name = "Toggle Research Scanner"
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "scan_mode"
|
||||
var/active = FALSE
|
||||
|
||||
@@ -399,6 +408,7 @@
|
||||
/datum/action/item_action/ninjajaunt
|
||||
name = "Phase Jaunt (10E)"
|
||||
desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "ninja_phase"
|
||||
|
||||
/datum/action/item_action/ninjasmoke
|
||||
@@ -407,6 +417,7 @@
|
||||
button_icon_state = "smoke"
|
||||
|
||||
/datum/action/item_action/ninjaboost
|
||||
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_CONSCIOUS
|
||||
name = "Adrenaline Boost"
|
||||
desc = "Inject a secret chemical that will counteract all movement-impairing effect."
|
||||
button_icon_state = "repulse"
|
||||
@@ -437,6 +448,7 @@
|
||||
/datum/action/item_action/ninja_stealth
|
||||
name = "Toggle Stealth"
|
||||
desc = "Toggles stealth mode on and off."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "ninja_cloak"
|
||||
|
||||
/datum/action/item_action/toggle_glove
|
||||
@@ -478,7 +490,7 @@
|
||||
var/obj/effect/proc_holder/spell/S = target
|
||||
S.action = src
|
||||
name = S.name
|
||||
button_icon = S.action_icon
|
||||
icon_icon = S.action_icon
|
||||
button_icon_state = S.action_icon_state
|
||||
background_icon_state = S.action_background_icon_state
|
||||
button.name = name
|
||||
@@ -553,12 +565,14 @@
|
||||
/datum/action/item_action/stickmen
|
||||
name = "Summon Stick Minions"
|
||||
desc = "Allows you to summon faithful stickmen allies to aide you in battle."
|
||||
icon_icon = 'icons/mob/actions/actions_minor_antag.dmi'
|
||||
button_icon_state = "art_summon"
|
||||
|
||||
//surf_ss13
|
||||
/datum/action/item_action/bhop
|
||||
name = "Activate Jump Boots"
|
||||
desc = "Activates the jump boot's internal propulsion system, allowing the user to dash over 4-wide gaps."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "jetboot"
|
||||
|
||||
/datum/action/language_menu
|
||||
|
||||
@@ -23,6 +23,7 @@
|
||||
/datum/antagonist/traitor/human
|
||||
should_specialise = FALSE
|
||||
var/should_equip = TRUE
|
||||
|
||||
/datum/antagonist/traitor/human/custom
|
||||
silent = TRUE
|
||||
should_give_codewords = FALSE
|
||||
@@ -31,6 +32,7 @@
|
||||
|
||||
/datum/antagonist/traitor/AI
|
||||
should_specialise = FALSE
|
||||
|
||||
/datum/antagonist/traitor/AI/custom
|
||||
silent = TRUE
|
||||
should_give_codewords = FALSE
|
||||
@@ -38,9 +40,8 @@
|
||||
|
||||
|
||||
/datum/antagonist/traitor/on_body_transfer(mob/living/old_body, mob/living/new_body)
|
||||
if(issilicon(new_body) && issilicon(old_body))
|
||||
..()
|
||||
else
|
||||
// human <-> silicon only
|
||||
if(old_body && issilicon(new_body) ^ issilicon(old_body))
|
||||
silent = TRUE
|
||||
owner.add_antag_datum(base_datum_custom)
|
||||
for(var/datum/antagonist/traitor/new_datum in owner.antag_datums)
|
||||
@@ -49,13 +50,14 @@
|
||||
transfer_important_variables(new_datum)
|
||||
break
|
||||
on_removal()
|
||||
|
||||
|
||||
else
|
||||
..()
|
||||
|
||||
/datum/antagonist/traitor/human/custom //used to give custom objectives
|
||||
silent = TRUE
|
||||
give_objectives = FALSE
|
||||
should_give_codewords = FALSE
|
||||
|
||||
/datum/antagonist/traitor/AI/custom //used to give custom objectives
|
||||
silent = TRUE
|
||||
give_objectives = FALSE
|
||||
@@ -83,7 +85,8 @@
|
||||
if(owner.assigned_role == "Clown")
|
||||
var/mob/living/carbon/human/traitor_mob = owner.current
|
||||
if(traitor_mob&&istype(traitor_mob))
|
||||
if(!silent) to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
|
||||
if(!silent)
|
||||
to_chat(traitor_mob, "Your training has allowed you to overcome your clownish nature, allowing you to wield weapons without harming yourself.")
|
||||
traitor_mob.dna.remove_mutation(CLOWNMUT)
|
||||
|
||||
/datum/antagonist/traitor/remove_innate_effects()
|
||||
|
||||
@@ -100,3 +100,57 @@
|
||||
if (object == GLOBAL_PROC)
|
||||
return call(delegate)(arglist(calling_arguments))
|
||||
return call(object, delegate)(arglist(calling_arguments))
|
||||
|
||||
|
||||
/datum/callback_select
|
||||
var/list/finished
|
||||
var/pendingcount
|
||||
var/total
|
||||
|
||||
/datum/callback_select/New(count, savereturns)
|
||||
total = count
|
||||
if (savereturns)
|
||||
finished = new(count)
|
||||
|
||||
|
||||
/datum/callback_select/proc/invoke_callback(index, datum/callback/callback, list/callback_args, savereturn = TRUE)
|
||||
set waitfor = FALSE
|
||||
if (!callback || !istype(callback))
|
||||
//This check only exists because the alternative is callback_select would block forever if given invalid data
|
||||
CRASH("invalid callback passed to invoke_callback")
|
||||
if (!length(callback_args))
|
||||
callback_args = list()
|
||||
pendingcount++
|
||||
var/rtn = callback.Invoke(arglist(callback_args))
|
||||
pendingcount--
|
||||
if (savereturn)
|
||||
finished[index] = rtn
|
||||
|
||||
|
||||
|
||||
|
||||
//runs a list of callbacks asynchronously, returning once all of them return.
|
||||
//callbacks can be repeated.
|
||||
//callbacks-args is a optional list of argument lists, in the same order as the callbacks,
|
||||
// the inner lists will be sent to the callbacks when invoked() as additional args.
|
||||
//can optionly save and return a list of return values, in the same order as the original list of callbacks
|
||||
//resolution is the number of byond ticks between checks.
|
||||
/proc/callback_select(list/callbacks, list/callback_args, savereturns = TRUE, resolution = 1)
|
||||
if (!callbacks)
|
||||
return
|
||||
var/count = length(callbacks)
|
||||
if (!count)
|
||||
return
|
||||
if (!callback_args)
|
||||
callback_args = list()
|
||||
|
||||
callback_args.len = count
|
||||
|
||||
var/datum/callback_select/CS = new(count, savereturns)
|
||||
for (var/i in 1 to count)
|
||||
CS.invoke_callback(i, callbacks[i], callback_args[i], savereturns)
|
||||
|
||||
while(CS.pendingcount)
|
||||
sleep(resolution*world.tick_lag)
|
||||
return CS.finished
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# Datum Component System (DCS)
|
||||
|
||||
## Concept
|
||||
|
||||
Loosely adapted from /vg/. This is an entity component system for adding behaviours to datums when inheritance doesn't quite cut it. By using signals and events instead of direct inheritance, you can inject behaviours without hacky overloads. It requires a different method of thinking, but is not hard to use correctly. If a behaviour can have application across more than one thing. Make it generic, make it a component. Atom/mob/obj event? Give it a signal, and forward it's arguments with a `SendSignal()` call. Now every component that want's to can also know about this happening.
|
||||
|
||||
### In the code
|
||||
|
||||
#### Slippery things
|
||||
|
||||
At the time of this writing, every object that is slippery overrides atom/Crossed does some checks, then slips the mob. Instead of all those Crossed overrides they could add a slippery component to all these objects. And have the checks in one proc that is run by the Crossed event
|
||||
|
||||
#### Powercells
|
||||
|
||||
A lot of objects have powercells. The `get_cell()` proc was added to give generic access to the cell var if it had one. This is just a specific use case of `GetComponent()`
|
||||
|
||||
#### Radios
|
||||
|
||||
The radio object as it is should not exist, given that more things use the _concept_ of radios rather than the object itself. The actual function of the radio can exist in a component which all the things that use it (Request consoles, actual radios, the SM shard) can add to themselves.
|
||||
|
||||
#### Standos
|
||||
|
||||
Stands have a lot of procs which mimic mob procs. Rather than inserting hooks for all these procs in overrides, the same can be accomplished with signals
|
||||
|
||||
## API
|
||||
|
||||
### Vars
|
||||
|
||||
1. `/datum/var/list/datum_components` (private)
|
||||
* Lazy list of all components a datum has (TODO: Make this a typecache with longer paths overwriting shorter ones maybe? It'd be weird)
|
||||
1. `/datum/component/var/enabled` (protected, boolean)
|
||||
* If the component is enabled. If not, it will not react to signals
|
||||
* TRUE by default
|
||||
1. `/datum/component/var/dupe_mode` (protected, enum)
|
||||
* How multiple components of the exact same type are handled when added to the datum.
|
||||
* `COMPONENT_DUPE_HIGHLANDER` (default): Old component will be deleted, new component will first have `/datum/component/proc/InheritComponent(datum/component/old, FALSE)` on it
|
||||
* `COMPONENT_DUPE_ALLOWED`: The components will be treated as seperate, `GetComponent()` will return the first added
|
||||
* `COMPONENT_DUPE_UNIQUE`: New component will be deleted, old component will first have `/datum/component/proc/InheritComponent(datum/component/new, TRUE)` on it
|
||||
1. `/datum/component/var/list/signal_procs` (private)
|
||||
* Associated lazy list of signals -> callbacks that will be run when the parent datum recieves that signal
|
||||
1. `/datum/component/var/datum/parent` (protected, read-only)
|
||||
* The datum this component belongs to
|
||||
|
||||
### Procs
|
||||
|
||||
1. `/datum/proc/GetComponent(component_type(type)) -> datum/component?` (public, final)
|
||||
* Returns a reference to a component of component_type if it exists in the datum, null otherwise
|
||||
1. `/datum/proc/GetComponents(component_type(type)) -> list` (public, final)
|
||||
* Returns a list of references to all components of component_type that exist in the datum
|
||||
1. `/datum/proc/GetExactComponent(component_type(type)) -> datum/component?` (public, final)
|
||||
* Returns a reference to a component whose type MATCHES component_type if that component exists in the datum, null otherwise
|
||||
1. `GET_COMPONENT(varname, component_type)` OR `GET_COMPONENT_FROM(varname, component_type, src)`
|
||||
* Shorthand for `var/component_type/varname = src.GetComponent(component_type)`
|
||||
1. `/datum/proc/AddComponent(component_type(type), ...) -> datum/component` (public, final)
|
||||
* Creates an instance of `component_type` in the datum and passes `...` to it's `New()` call
|
||||
* Sends the `COMSIG_COMPONENT_ADDED` signal to the datum
|
||||
* All components a datum owns are deleted with the datum
|
||||
* Returns the component that was created. Or the old component in a dupe situation where `COMPONENT_DUPE_UNIQUE` was set
|
||||
1. `/datum/proc/ComponentActivated(datum/component/C)` (abstract)
|
||||
* Called on a component's `parent` after a signal recieved causes it to activate. `src` is the parameter
|
||||
* Will only be called if a component's callback returns `TRUE`
|
||||
1. `/datum/proc/TakeComponent(datum/component/C)` (public, final)
|
||||
* Properly transfers ownership of a component from one datum to another
|
||||
* Singals `COMSIG_COMPONENT_REMOVING` on the parent
|
||||
* Called on the datum you want to own the component with another datum's component
|
||||
1. `/datum/proc/SendSignal(signal, ...)` (public, final)
|
||||
* Call to send a signal to the components of the target datum
|
||||
* Extra arguments are to be specified in the signal definition
|
||||
1. `/datum/component/New(datum/parent, ...)` (protected, virtual)
|
||||
* Forwarded the arguments from `AddComponent()`
|
||||
1. `/datum/component/Destroy()` (virtual)
|
||||
* Sends the `COMSIG_COMPONENT_REMOVING` signal to the parent datum if the `parent` isn't being qdeleted
|
||||
* Properly removes the component from `parent` and cleans up references
|
||||
1. `/datum/component/proc/InheritComponent(datum/component/C, i_am_original(boolean))` (abstract)
|
||||
* Called on a component when a component of the same type was added to the same parent
|
||||
* See `/datum/component/var/dupe_mode`
|
||||
* `C`'s type will always be the same of the called component
|
||||
1. `/datum/component/proc/OnTransfer(datum/new_parent)` (abstract)
|
||||
* Called before the new `parent` is assigned in `TakeComponent()`, after the remove signal, before the added signal
|
||||
* Allows the component to react to ownership transfers
|
||||
1. `/datum/component/proc/_RemoveNoSignal()` (private, final)
|
||||
* Internal, clears the parent var and removes the component from the parents component list
|
||||
1. `/datum/component/proc/RegisterSignal(signal(string), proc_ref(type), override(boolean))` (protected, final) (Consider removing for performance gainz)
|
||||
* Makes a component listen for the specified `signal` on it's `parent` datum.
|
||||
* When that signal is recieved `proc_ref` will be called on the component, along with associated arguments
|
||||
* Example proc ref: `.proc/OnEvent`
|
||||
* If a previous registration is overwritten by the call, a runtime occurs. Setting `override` to TRUE prevents this
|
||||
* These callbacks run asyncronously
|
||||
* Returning `TRUE` from these callbacks will trigger a `TRUE` return from the `SendSignal()` that initiated it
|
||||
1. `/datum/component/proc/ReceiveSignal(signal, ...)` (virtual)
|
||||
* Called when a component recieves any signal and is enabled
|
||||
* Default implementation looks if the signal is registered and runs the appropriate proc
|
||||
|
||||
### See signals and their arguments in __DEFINES\components.dm
|
||||
|
||||
## Examples
|
||||
Material Containers: #29268 (Too many GetComponent calls, but not bad)
|
||||
Slips: #00000 (PR DIS)
|
||||
Powercells: (TODO)
|
||||
@@ -26,7 +26,7 @@
|
||||
|
||||
//set up the typecache
|
||||
var/our_type = type
|
||||
for(var/I in _GetInverseTypeListExceptRoot(our_type))
|
||||
for(var/I in _GetInverseTypeList(our_type))
|
||||
var/test = dc[I]
|
||||
if(test) //already another component of this type here
|
||||
var/list/components_of_type
|
||||
@@ -66,7 +66,7 @@
|
||||
if(P)
|
||||
var/list/dc = P.datum_components
|
||||
var/our_type = type
|
||||
for(var/I in _GetInverseTypeListExceptRoot(our_type))
|
||||
for(var/I in _GetInverseTypeList(our_type))
|
||||
var/list/components_of_type = dc[I]
|
||||
if(islist(components_of_type)) //
|
||||
var/list/subtracted = components_of_type - src
|
||||
@@ -110,25 +110,226 @@
|
||||
/datum/component/proc/OnTransfer(datum/new_parent)
|
||||
return
|
||||
|
||||
/datum/component/proc/_GetInverseTypeListExceptRoot(our_type_cached)
|
||||
var/datum/component/current_type = our_type_cached
|
||||
. = list()
|
||||
while (current_type != /datum/component)
|
||||
. += current_type
|
||||
current_type = type2parent(current_type)
|
||||
/datum/component/proc/AfterComponentActivated()
|
||||
return
|
||||
|
||||
/datum/var/list/datum_components //special typecache of /datum/component
|
||||
/datum/component/proc/_GetInverseTypeList(current_type)
|
||||
. = list(current_type)
|
||||
while (current_type != /datum/component)
|
||||
current_type = type2parent(current_type)
|
||||
. += current_type
|
||||
|
||||
/datum/proc/SendSignal(sigtype, ...)
|
||||
var/list/comps = datum_components
|
||||
. = FALSE
|
||||
for(var/I in comps)
|
||||
var/datum/component/C = I
|
||||
if(!C.enabled)
|
||||
continue
|
||||
if(C.ReceiveSignal(arglist(args)))
|
||||
if(!comps)
|
||||
return
|
||||
var/target = comps[/datum/component]
|
||||
if(!islist(target))
|
||||
var/datum/component/C = target
|
||||
if(C.enabled && C.ReceiveSignal(arglist(args)))
|
||||
ComponentActivated(C)
|
||||
. = TRUE
|
||||
C.AfterComponentActivated()
|
||||
return TRUE
|
||||
else
|
||||
for(var/I in target)
|
||||
var/datum/component/C = I
|
||||
if(!C.enabled)
|
||||
continue
|
||||
if(C.ReceiveSignal(arglist(args)))
|
||||
ComponentActivated(C)
|
||||
. = TRUE
|
||||
|
||||
/datum/proc/ComponentActivated(datum/component/C)
|
||||
return
|
||||
|
||||
/datum/proc/GetComponent(c_type)
|
||||
var/list/dc = datum_components
|
||||
if(!dc)
|
||||
return null
|
||||
. = dc[c_type]
|
||||
if(islist(.))
|
||||
return .[1]
|
||||
|
||||
/datum/proc/GetExactComponent(c_type)
|
||||
var/list/dc = datum_components
|
||||
if(!dc)
|
||||
return null
|
||||
var/datum/component/C = dc[c_type]
|
||||
if(C)
|
||||
if(islist(C))
|
||||
C = C[1]
|
||||
if(C.type == c_type)
|
||||
return C
|
||||
return null
|
||||
|
||||
/datum/proc/GetComponents(c_type)
|
||||
var/list/dc = datum_components
|
||||
if(!dc)
|
||||
return null
|
||||
. = dc[c_type]
|
||||
if(!islist(.))
|
||||
return list(.)
|
||||
|
||||
/datum/proc/AddComponent(new_type, ...)
|
||||
var/nt = new_type
|
||||
args[1] = src
|
||||
var/datum/component/C = new nt(arglist(args))
|
||||
return QDELING(C) ? GetComponent(new_type) : C
|
||||
|
||||
/datum/proc/TakeComponent(datum/component/C)
|
||||
if(!C)
|
||||
return
|
||||
var/datum/helicopter = C.parent
|
||||
if(helicopter == src)
|
||||
//wat
|
||||
return
|
||||
C._RemoveNoSignal()
|
||||
helicopter.SendSignal(COMSIG_COMPONENT_REMOVING, C)
|
||||
C.OnTransfer(src)
|
||||
C.parent = src
|
||||
SendSignal(COMSIG_COMPONENT_ADDED, C)
|
||||
/datum/component
|
||||
var/enabled = TRUE
|
||||
var/dupe_mode = COMPONENT_DUPE_HIGHLANDER
|
||||
var/list/signal_procs
|
||||
var/datum/parent
|
||||
|
||||
/datum/component/New(datum/P, ...)
|
||||
var/dm = dupe_mode
|
||||
if(dm != COMPONENT_DUPE_ALLOWED)
|
||||
var/datum/component/old = P.GetExactComponent(type)
|
||||
if(old)
|
||||
switch(dm)
|
||||
if(COMPONENT_DUPE_HIGHLANDER)
|
||||
InheritComponent(old, FALSE)
|
||||
qdel(old)
|
||||
if(COMPONENT_DUPE_UNIQUE)
|
||||
old.InheritComponent(src, TRUE)
|
||||
qdel(src)
|
||||
return
|
||||
P.SendSignal(COMSIG_COMPONENT_ADDED, src)
|
||||
|
||||
//lazy init the parent's dc list
|
||||
var/list/dc = P.datum_components
|
||||
if(!dc)
|
||||
P.datum_components = dc = list()
|
||||
|
||||
//set up the typecache
|
||||
var/our_type = type
|
||||
for(var/I in _GetInverseTypeList(our_type))
|
||||
var/test = dc[I]
|
||||
if(test) //already another component of this type here
|
||||
var/list/components_of_type
|
||||
if(!islist(test))
|
||||
components_of_type = list(test)
|
||||
dc[I] = components_of_type
|
||||
else
|
||||
components_of_type = test
|
||||
if(I == our_type) //exact match, take priority
|
||||
var/inserted = FALSE
|
||||
for(var/J in 1 to components_of_type.len)
|
||||
var/datum/component/C = components_of_type[J]
|
||||
if(C.type != our_type) //but not over other exact matches
|
||||
components_of_type.Insert(J, I)
|
||||
inserted = TRUE
|
||||
break
|
||||
if(!inserted)
|
||||
components_of_type += src
|
||||
else //indirect match, back of the line with ya
|
||||
components_of_type += src
|
||||
else //only component of this type, no list
|
||||
dc[I] = src
|
||||
|
||||
parent = P
|
||||
|
||||
/datum/component/Destroy()
|
||||
enabled = FALSE
|
||||
var/datum/P = parent
|
||||
if(P)
|
||||
_RemoveNoSignal()
|
||||
P.SendSignal(COMSIG_COMPONENT_REMOVING, src)
|
||||
LAZYCLEARLIST(signal_procs)
|
||||
return ..()
|
||||
|
||||
/datum/component/proc/_RemoveNoSignal()
|
||||
var/datum/P = parent
|
||||
if(P)
|
||||
var/list/dc = P.datum_components
|
||||
var/our_type = type
|
||||
for(var/I in _GetInverseTypeList(our_type))
|
||||
var/list/components_of_type = dc[I]
|
||||
if(islist(components_of_type)) //
|
||||
var/list/subtracted = components_of_type - src
|
||||
if(subtracted.len == 1) //only 1 guy left
|
||||
dc[I] = subtracted[1] //make him special
|
||||
else
|
||||
dc[I] = subtracted
|
||||
else //just us
|
||||
dc -= I
|
||||
if(!dc.len)
|
||||
P.datum_components = null
|
||||
parent = null
|
||||
|
||||
/datum/component/proc/RegisterSignal(sig_type, proc_on_self, override = FALSE)
|
||||
if(QDELETED(src))
|
||||
return
|
||||
var/list/procs = signal_procs
|
||||
if(!procs)
|
||||
procs = list()
|
||||
signal_procs = procs
|
||||
|
||||
if(!override)
|
||||
. = procs[sig_type]
|
||||
if(.)
|
||||
stack_trace("[sig_type] overridden. Use override = TRUE to suppress this warning")
|
||||
|
||||
procs[sig_type] = CALLBACK(src, proc_on_self)
|
||||
|
||||
/datum/component/proc/ReceiveSignal(sigtype, ...)
|
||||
var/list/sps = signal_procs
|
||||
var/datum/callback/CB = LAZYACCESS(sps, sigtype)
|
||||
if(!CB)
|
||||
return FALSE
|
||||
var/list/arguments = args.Copy()
|
||||
arguments.Cut(1, 2)
|
||||
return CB.InvokeAsync(arglist(arguments))
|
||||
|
||||
/datum/component/proc/InheritComponent(datum/component/C, i_am_original)
|
||||
return
|
||||
|
||||
/datum/component/proc/OnTransfer(datum/new_parent)
|
||||
return
|
||||
|
||||
/datum/component/proc/AfterComponentActivated()
|
||||
return
|
||||
|
||||
/datum/component/proc/_GetInverseTypeList(current_type)
|
||||
. = list(current_type)
|
||||
while (current_type != /datum/component)
|
||||
current_type = type2parent(current_type)
|
||||
. += current_type
|
||||
|
||||
/datum/proc/SendSignal(sigtype, ...)
|
||||
var/list/comps = datum_components
|
||||
. = FALSE
|
||||
if(!comps)
|
||||
return
|
||||
var/target = comps[/datum/component]
|
||||
if(!islist(target))
|
||||
var/datum/component/C = target
|
||||
if(C.enabled && C.ReceiveSignal(arglist(args)))
|
||||
ComponentActivated(C)
|
||||
C.AfterComponentActivated()
|
||||
return TRUE
|
||||
else
|
||||
for(var/I in target)
|
||||
var/datum/component/C = I
|
||||
if(!C.enabled)
|
||||
continue
|
||||
if(C.ReceiveSignal(arglist(args)))
|
||||
ComponentActivated(C)
|
||||
. = TRUE
|
||||
|
||||
/datum/proc/ComponentActivated(datum/component/C)
|
||||
return
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
/datum
|
||||
var/gc_destroyed //Time when this object was destroyed.
|
||||
var/list/active_timers //for SStimer
|
||||
var/list/datum_components //for /datum/components
|
||||
var/ui_screen = "home" //for tgui
|
||||
|
||||
#ifdef TESTING
|
||||
var/running_find_references
|
||||
var/last_find_references = 0
|
||||
#endif
|
||||
|
||||
// Default implementation of clean-up code.
|
||||
// This should be overridden to remove all references pointing to the object being destroyed.
|
||||
// Return the appropriate QDEL_HINT; in most cases this is QDEL_HINT_QUEUE.
|
||||
/datum/proc/Destroy(force=FALSE)
|
||||
tag = null
|
||||
var/list/timers = active_timers
|
||||
active_timers = null
|
||||
for(var/thing in timers)
|
||||
var/datum/timedevent/timer = thing
|
||||
if (timer.spent)
|
||||
continue
|
||||
qdel(timer)
|
||||
var/list/dc = datum_components
|
||||
for(var/I in dc)
|
||||
var/datum/component/C = I
|
||||
C._RemoveNoSignal()
|
||||
qdel(C)
|
||||
if(dc)
|
||||
dc.Cut()
|
||||
return QDEL_HINT_QUEUE
|
||||
@@ -21,7 +21,7 @@
|
||||
return debug_variable(var_name, vars[var_name], 0, src)
|
||||
|
||||
//please call . = ..() first and append to the result, that way parent items are always at the top and child items are further down
|
||||
//add seperaters by doing . += "---"
|
||||
//add separaters by doing . += "---"
|
||||
/datum/proc/vv_get_dropdown()
|
||||
. = list()
|
||||
. += "---"
|
||||
|
||||
@@ -1,134 +0,0 @@
|
||||
diff a/code/datums/diseases/advance/symptoms/sensory.dm b/code/datums/diseases/advance/symptoms/sensory.dm (rejected hunks)
|
||||
@@ -23,106 +23,43 @@ Bonus
|
||||
transmittable = -3
|
||||
level = 5
|
||||
severity = 0
|
||||
+ symptom_delay_min = 5
|
||||
+ symptom_delay_max = 10
|
||||
+ var/purge_alcohol = FALSE
|
||||
+ var/brain_heal = FALSE
|
||||
|
||||
-/datum/symptom/sensory_restoration/Activate(var/datum/disease/advance/A)
|
||||
+/datum/symptom/sensory_restoration/Start(datum/disease/advance/A)
|
||||
..()
|
||||
+ if(A.properties["resistance"] >= 6) //heal brain damage
|
||||
+ brain_heal = TRUE
|
||||
+ if(A.properties["transmittable"] >= 8) //purge alcohol
|
||||
+ purge_alcohol = TRUE
|
||||
+
|
||||
+/datum/symptom/sensory_restoration/Activate(var/datum/disease/advance/A)
|
||||
+ if(!..())
|
||||
+ return
|
||||
var/mob/living/M = A.affected_mob
|
||||
if(A.stage >= 2)
|
||||
M.restoreEars()
|
||||
|
||||
if(A.stage >= 3)
|
||||
- M.dizziness = 0
|
||||
- M.drowsyness = 0
|
||||
- M.slurring = 0
|
||||
- M.confused = 0
|
||||
- M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 3)
|
||||
- if(ishuman(M))
|
||||
- var/mob/living/carbon/human/H = M
|
||||
- H.drunkenness = max(H.drunkenness - 10, 0)
|
||||
+ M.dizziness = max(0, M.dizziness - 2)
|
||||
+ M.drowsyness = max(0, M.drowsyness - 2)
|
||||
+ M.slurring = max(0, M.slurring - 2)
|
||||
+ M.confused = max(0, M.confused - 2)
|
||||
+ if(purge_alcohol)
|
||||
+ M.reagents.remove_all_type(/datum/reagent/consumable/ethanol, 3)
|
||||
+ if(ishuman(M))
|
||||
+ var/mob/living/carbon/human/H = M
|
||||
+ H.drunkenness = max(H.drunkenness - 5, 0)
|
||||
|
||||
if(A.stage >= 4)
|
||||
- M.drowsyness = max(M.drowsyness-5, 0)
|
||||
+ M.drowsyness = max(0, M.drowsyness - 2)
|
||||
if(M.reagents.has_reagent("mindbreaker"))
|
||||
M.reagents.remove_reagent("mindbreaker", 5)
|
||||
if(M.reagents.has_reagent("histamine"))
|
||||
M.reagents.remove_reagent("histamine", 5)
|
||||
M.hallucination = max(0, M.hallucination - 10)
|
||||
|
||||
- if(A.stage >= 5)
|
||||
- M.adjustBrainLoss(-3)
|
||||
-
|
||||
-/*
|
||||
-//////////////////////////////////////
|
||||
-Sensory-Destruction
|
||||
- noticable.
|
||||
- Lowers resistance
|
||||
- Decreases stage speed tremendously.
|
||||
- Decreases transmittablity tremendously.
|
||||
- the drugs hit them so hard they have to focus on not dying
|
||||
-
|
||||
-Bonus
|
||||
- The body generates Sensory destructive chemicals.
|
||||
- You cannot taste anything anymore.
|
||||
- ethanol for extremely drunk victim
|
||||
- mindbreaker to break the mind
|
||||
- impedrezene to ruin the brain
|
||||
-
|
||||
-//////////////////////////////////////
|
||||
-*/
|
||||
-/datum/symptom/sensory_destruction
|
||||
- name = "Sensory destruction"
|
||||
- stealth = -1
|
||||
- resistance = -2
|
||||
- stage_speed = -3
|
||||
- transmittable = -4
|
||||
- level = 6
|
||||
- severity = 5
|
||||
- var/sleepy = 0
|
||||
- var/sleepy_ticks = 0
|
||||
-
|
||||
-/datum/symptom/sensory_destruction/Activate(var/datum/disease/advance/A)
|
||||
- ..()
|
||||
- var/mob/living/M = A.affected_mob
|
||||
- if(prob(SYMPTOM_ACTIVATION_PROB))
|
||||
- switch(A.stage)
|
||||
- if(1)
|
||||
- to_chat(M, "<span class='warning'>You can't feel anything.</span>")
|
||||
- if(2)
|
||||
- to_chat(M, "<span class='warning'>You feel absolutely hammered.</span>")
|
||||
- if(prob(10))
|
||||
- sleepy_ticks += rand(10,14)
|
||||
- if(3)
|
||||
- M.reagents.add_reagent("ethanol",rand(5,7))
|
||||
- to_chat(M, "<span class='warning'>You try to focus on not dying.</span>")
|
||||
- if(prob(15))
|
||||
- sleepy_ticks += rand(10,14)
|
||||
- if(4)
|
||||
- M.reagents.add_reagent("ethanol",rand(6,10))
|
||||
- to_chat(M, "<span class='warning'>u can count 2 potato!</span>")
|
||||
- if(prob(20))
|
||||
- sleepy_ticks += rand(10,14)
|
||||
- if(5)
|
||||
- M.reagents.add_reagent("ethanol",rand(7,13))
|
||||
- if(prob(25))
|
||||
- sleepy_ticks += rand(10,14)
|
||||
-
|
||||
- if(sleepy_ticks)
|
||||
- if(A.stage>=4)
|
||||
- M.hallucination = min(M.hallucination + 10, 50)
|
||||
- if(A.stage>=5)
|
||||
- if(prob(80))
|
||||
- M.adjustBrainLoss(1)
|
||||
- if(prob(50))
|
||||
- M.drowsyness = max(M.drowsyness, 3)
|
||||
- sleepy++
|
||||
- sleepy_ticks--
|
||||
- else
|
||||
- sleepy = 0
|
||||
-
|
||||
- switch(sleepy) //Works like morphine
|
||||
- if(11)
|
||||
- to_chat(M, "<span class='warning'>You start to feel tired...</span>")
|
||||
- if(12 to 24)
|
||||
- M.drowsyness += 1
|
||||
- if(24 to INFINITY)
|
||||
- M.Sleeping(2, 0)
|
||||
+ if(brain_heal && A.stage >= 5)
|
||||
+ M.adjustBrainLoss(-3)
|
||||
\ No newline at end of file
|
||||
@@ -1,19 +0,0 @@
|
||||
diff a/code/datums/diseases/advance/symptoms/vision.dm b/code/datums/diseases/advance/symptoms/vision.dm (rejected hunks)
|
||||
@@ -40,7 +40,7 @@ Bonus
|
||||
if(!..())
|
||||
return
|
||||
var/mob/living/carbon/M = A.affected_mob
|
||||
- var/obj/item/organ/eyes = M.getorganslot("eye_sight")
|
||||
+ var/obj/item/organ/eyes/eyes = M.getorganslot("eye_sight")
|
||||
if(istype(eyes))
|
||||
switch(A.stage)
|
||||
if(1, 2)
|
||||
@@ -55,7 +55,7 @@ Bonus
|
||||
M.adjust_eye_damage(5)
|
||||
if(eyes.eye_damage >= 10)
|
||||
M.become_nearsighted()
|
||||
- if(prob(M.eye_damage - 10 + 1))
|
||||
+ if(prob(eyes.eye_damage - 10 + 1))
|
||||
if(!remove_eyes)
|
||||
if(M.become_blind())
|
||||
to_chat(M, "<span class='userdanger'>You go blind!</span>")
|
||||
@@ -1,30 +0,0 @@
|
||||
diff a/code/datums/diseases/advance/symptoms/vomit.dm b/code/datums/diseases/advance/symptoms/vomit.dm (rejected hunks)
|
||||
@@ -32,7 +32,7 @@ Bonus
|
||||
symptom_delay_min = 25
|
||||
symptom_delay_max = 80
|
||||
var/vomit_blood = FALSE
|
||||
- var/proj_vomit = FALSE
|
||||
+ var/proj_vomit = 0
|
||||
|
||||
/datum/symptom/vomit/Start(datum/disease/advance/A)
|
||||
..()
|
||||
@@ -41,7 +41,7 @@ Bonus
|
||||
if(A.properties["resistance"] >= 7) //blood vomit
|
||||
vomit_blood = TRUE
|
||||
if(A.properties["transmittable"] >= 7) //projectile vomit
|
||||
- proj_vomit = TRUE
|
||||
+ proj_vomit = 5
|
||||
|
||||
/datum/symptom/vomit/Activate(datum/disease/advance/A)
|
||||
if(!..())
|
||||
@@ -52,7 +52,7 @@ Bonus
|
||||
if(prob(base_message_chance) && !suppress_warning)
|
||||
to_chat(M, "<span class='warning'>[pick("You feel nauseous.", "You feel like you're going to throw up!")]</span>")
|
||||
else
|
||||
- Vomit(M)
|
||||
+ vomit(M)
|
||||
|
||||
-/datum/symptom/vomit/proc/Vomit(mob/living/carbon/M)
|
||||
- M.vomit(20, vomit_blood, distance = 5 * proj_vomit)
|
||||
+/datum/symptom/vomit/proc/vomit(mob/living/carbon/M)
|
||||
+ M.vomit(20, vomit_blood, distance = proj_vomit)
|
||||
@@ -29,6 +29,10 @@
|
||||
destination.dna.temporary_mutations = temporary_mutations.Copy()
|
||||
if(transfer_SE)
|
||||
destination.dna.struc_enzymes = struc_enzymes
|
||||
if(ishuman(destination))
|
||||
var/mob/living/carbon/human/H = destination
|
||||
H.give_genitals(TRUE)//This gives the body the genitals of this DNA. Used for any transformations based on DNA
|
||||
destination.flavor_text = destination.dna.features["flavor_text"] //Update the flavor_text to use new dna text
|
||||
|
||||
/datum/dna/proc/copy_dna(datum/dna/new_dna)
|
||||
new_dna.unique_enzymes = unique_enzymes
|
||||
@@ -228,6 +232,7 @@
|
||||
|
||||
if(newfeatures)
|
||||
dna.features = newfeatures
|
||||
flavor_text = dna.features["flavor_text"] //Update the flavor_text to use new dna text
|
||||
|
||||
if(mrace)
|
||||
set_species(mrace, icon_update=0)
|
||||
@@ -247,6 +252,8 @@
|
||||
dna.struc_enzymes = se
|
||||
domutcheck()
|
||||
|
||||
give_genitals(TRUE)//Give all genitalia that DNA says you should have, remove any pre-existing ones as this is a hardset!
|
||||
|
||||
if(mrace || newfeatures || ui)
|
||||
update_body()
|
||||
update_hair()
|
||||
|
||||
@@ -68,7 +68,7 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
//I would make this not ex_act the thing that triggered the explosion,
|
||||
//but everything that explodes gives us their loc or a get_turf()
|
||||
//and somethings expect us to ex_act them so they can qdel()
|
||||
stoplag() //tldr, let the calling proc call qdel(src) before we explode
|
||||
sleep(1) //tldr, let the calling proc call qdel(src) before we explode
|
||||
|
||||
EX_PREPROCESS_EXIT_CHECK
|
||||
|
||||
@@ -275,7 +275,7 @@ GLOBAL_LIST_EMPTY(explosions)
|
||||
|
||||
. = list()
|
||||
var/processed = 0
|
||||
while(!stopped && running)
|
||||
while(running)
|
||||
var/I
|
||||
for(I in (processed + 1) to affected_turfs.len) // we cache the explosion block rating of every turf in the explosion area
|
||||
var/turf/T = affected_turfs[I]
|
||||
|
||||
@@ -73,12 +73,14 @@
|
||||
return ""
|
||||
. = header ? "The following pull requests are currently test merged:<br>" : ""
|
||||
for(var/line in testmerge)
|
||||
var/details
|
||||
var/details
|
||||
if(world.RunningService())
|
||||
var/cm = testmerge[line]["commit"]
|
||||
details = ": '" + html_encode(testmerge[line]["title"]) + "' by " + html_encode(testmerge[line]["author"]) + " at commit " + html_encode(copytext(cm, 1, min(length(cm), 7)))
|
||||
else if(has_pr_details) //tgs2 support
|
||||
details = ": '" + html_encode(testmerge[line]["title"]) + "' by " + html_encode(testmerge[line]["user"]["login"])
|
||||
if(details && findtext(details, "\[s\]") && (!usr || !usr.client.holder))
|
||||
continue
|
||||
. += "<a href=\"[config.githuburl]/pull/[line]\">#[line][details]</a><br>"
|
||||
|
||||
/client/verb/showrevinfo()
|
||||
@@ -96,7 +98,7 @@
|
||||
to_chat(src, "[prefix]<a href=\"[config.githuburl]/commit/[pc]\">[copytext(pc, 1, min(length(pc), 7))]</a>")
|
||||
else
|
||||
to_chat(src, "Revision unknown")
|
||||
to_chat(src, "<b>Current Infomational Settings:</b>")
|
||||
to_chat(src, "<b>Current Informational Settings:</b>")
|
||||
to_chat(src, "Protect Authority Roles From Traitor: [config.protect_roles_from_antagonist]")
|
||||
to_chat(src, "Protect Assistant Role From Traitor: [config.protect_assistant_from_antagonist]")
|
||||
to_chat(src, "Enforce Human Authority: [config.enforce_human_authority]")
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
calling_pad.say("Connection failure.")
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
|
||||
testing("Holocall started")
|
||||
|
||||
//cleans up ALL references :)
|
||||
@@ -49,16 +49,16 @@
|
||||
if(user_good)
|
||||
user.reset_perspective()
|
||||
user.remote_control = null
|
||||
|
||||
|
||||
if(!QDELETED(eye))
|
||||
if(user_good && user.client)
|
||||
for(var/datum/camerachunk/chunk in eye.visibleCameraChunks)
|
||||
chunk.remove(eye)
|
||||
qdel(eye)
|
||||
eye = null
|
||||
|
||||
|
||||
user = null
|
||||
|
||||
|
||||
if(hologram)
|
||||
hologram.HC = null
|
||||
hologram = null
|
||||
@@ -75,7 +75,7 @@
|
||||
if(connected_holopad)
|
||||
connected_holopad.SetLightsAndPower()
|
||||
connected_holopad = null
|
||||
|
||||
|
||||
testing("Holocall destroyed")
|
||||
|
||||
return ..()
|
||||
@@ -123,7 +123,7 @@
|
||||
if(I == H)
|
||||
continue
|
||||
Disconnect(I)
|
||||
|
||||
|
||||
for(var/I in H.holo_calls)
|
||||
var/datum/holocall/HC = I
|
||||
if(HC != src)
|
||||
@@ -155,7 +155,7 @@
|
||||
var/obj/machinery/holopad/H = I
|
||||
if(!H.is_operational())
|
||||
ConnectionFailure(H)
|
||||
|
||||
|
||||
if(QDELETED(src))
|
||||
return FALSE
|
||||
|
||||
@@ -174,6 +174,7 @@
|
||||
|
||||
/datum/action/innate/end_holocall
|
||||
name = "End Holocall"
|
||||
icon_icon = 'icons/mob/actions/actions_silicon.dmi'
|
||||
button_icon_state = "camera_off"
|
||||
var/datum/holocall/hcall
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
var/minetype = "lavaland"
|
||||
|
||||
var/list/transition_config = list(CENTCOMM = SELFLOOPING,
|
||||
var/list/transition_config = list(CENTCOM = SELFLOOPING,
|
||||
MAIN_STATION = CROSSLINKED,
|
||||
EMPTY_AREA_1 = CROSSLINKED,
|
||||
EMPTY_AREA_2 = CROSSLINKED,
|
||||
@@ -115,8 +115,8 @@
|
||||
return UNAFFECTED
|
||||
if("MAIN_STATION")
|
||||
return MAIN_STATION
|
||||
if("CENTCOMM")
|
||||
return CENTCOMM
|
||||
if("CENTCOM")
|
||||
return CENTCOM
|
||||
if("MINING")
|
||||
return MINING
|
||||
if("EMPTY_AREA_1")
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
|
||||
/datum/action/neck_chop
|
||||
name = "Neck Chop - Injures the neck, stopping the victim from speaking for a while."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "neckchop"
|
||||
|
||||
/datum/action/neck_chop/Trigger()
|
||||
@@ -22,6 +23,7 @@
|
||||
|
||||
/datum/action/leg_sweep
|
||||
name = "Leg Sweep - Trips the victim, knocking them down for a brief moment."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "legsweep"
|
||||
|
||||
/datum/action/leg_sweep/Trigger()
|
||||
@@ -38,6 +40,7 @@
|
||||
|
||||
/datum/action/lung_punch//referred to internally as 'quick choke'
|
||||
name = "Lung Punch - Delivers a strong punch just above the victim's abdomen, constraining the lungs. The victim will be unable to breathe for a short time."
|
||||
icon_icon = 'icons/mob/actions/actions_items.dmi'
|
||||
button_icon_state = "lungpunch"
|
||||
|
||||
/datum/action/lung_punch/Trigger()
|
||||
|
||||
@@ -186,6 +186,8 @@
|
||||
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "bostaff0"
|
||||
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
|
||||
block_chance = 50
|
||||
|
||||
/obj/item/weapon/twohanded/bostaff/update_icon()
|
||||
|
||||
+5
-4
@@ -120,6 +120,10 @@
|
||||
transfer_martial_arts(new_character)
|
||||
if(active || force_key_move)
|
||||
new_character.key = key //now transfer the key to link the client to our new body
|
||||
if(isliving(new_character)) //New humans and such are by default enabled arousal. Let's always use the new mind's prefs.
|
||||
var/mob/living/L = new_character
|
||||
L.canbearoused = L.client.prefs.arousable //Technically this should make taking over a character mean the body gain the new minds setting...
|
||||
L.update_arousal_hud() //Removes the old icon
|
||||
|
||||
/datum/mind/proc/store_memory(new_text)
|
||||
memory += "[new_text]<BR>"
|
||||
@@ -1690,10 +1694,7 @@
|
||||
|
||||
else
|
||||
mind = new /datum/mind(key)
|
||||
if(SSticker)
|
||||
SSticker.minds += mind
|
||||
else
|
||||
stack_trace("mind_initialize(): No SSticker ready")
|
||||
SSticker.minds += mind
|
||||
if(!mind.name)
|
||||
mind.name = real_name
|
||||
mind.current = src
|
||||
|
||||
@@ -82,7 +82,7 @@
|
||||
id = "derelict4"
|
||||
suffix = "derelict4.dmm"
|
||||
name = "Derelict 4"
|
||||
description = "Centcom ferries have never crashed, will never crash, there is no current investigation into a crashed ferry, and we will not let Internal Affairs trample over high security \
|
||||
description = "CentCom ferries have never crashed, will never crash, there is no current investigation into a crashed ferry, and we will not let Internal Affairs trample over high security \
|
||||
information in the name of this baseless witchhunt."
|
||||
|
||||
/datum/map_template/ruin/space/derelict5
|
||||
|
||||
@@ -133,7 +133,7 @@
|
||||
/datum/map_template/shuttle/emergency/cramped
|
||||
suffix = "cramped"
|
||||
name = "Secure Transport Vessel 5 (STV5)"
|
||||
description = "Well, looks like Centcomm only had this ship in the area, they probably weren't expecting you to need evac for a while. \
|
||||
description = "Well, looks like CentCom only had this ship in the area, they probably weren't expecting you to need evac for a while. \
|
||||
Probably best if you don't rifle around in whatever equipment they were transporting. I hope you're friendly with your coworkers, because there is very little space in this thing.\n\
|
||||
\n\
|
||||
Contains contraband armory guns, maintenance loot, and abandoned crates!"
|
||||
@@ -181,7 +181,7 @@
|
||||
suffix = "supermatter"
|
||||
name = "Hyperfractal Gigashuttle"
|
||||
description = "\"I dunno, this seems kinda needlessly complicated.\"\n\
|
||||
\"This shuttle has very a very high safety record, according to Centcom Officer Cadet Yins.\"\n\
|
||||
\"This shuttle has very a very high safety record, according to CentCom Officer Cadet Yins.\"\n\
|
||||
\"Are you sure?\"\n\
|
||||
\"Yes, it has a safety record of N-A-N, which is apparently larger than 100%.\""
|
||||
admin_notes = "Supermatter that spawns on shuttle is special anchored 'hugbox' supermatter that cannot take damage and does not take in or emit gas. \
|
||||
@@ -215,7 +215,7 @@
|
||||
/datum/map_template/shuttle/ferry/base
|
||||
suffix = "base"
|
||||
name = "transport ferry"
|
||||
description = "Standard issue Box/Metastation Centcom ferry."
|
||||
description = "Standard issue Box/Metastation CentCom ferry."
|
||||
|
||||
/datum/map_template/shuttle/ferry/meat
|
||||
suffix = "meat"
|
||||
@@ -267,7 +267,7 @@
|
||||
|
||||
/datum/map_template/shuttle/emergency/raven
|
||||
suffix = "raven"
|
||||
name = "Centcomm Raven Battlecruiser"
|
||||
description = "The Centcomm Raven Battlecruiser is currently docked at the Centcomm ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The Centcomm Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range Centcomm Medical Bay."
|
||||
name = "CentCom Raven Battlecruiser"
|
||||
description = "The CentCom Raven Battlecruiser is currently docked at the CentCom ship bay awaiting a mission, this Battlecruiser has been reassigned as an emergency escape shuttle for currently unknown reasons. The CentCom Raven Battlecruiser should comfortably fit a medium to large crew size crew and is complete with all required facitlities including a top of the range CentCom Medical Bay."
|
||||
admin_notes = "The long way home"
|
||||
credit_cost = 12500
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
var/list/status = list()
|
||||
status += "The law sync module is [R.lawupdate ? "on" : "off"]."
|
||||
status += "The intelligence link display shows [R.connected_ai ? R.connected_ai.name : "NULL"]."
|
||||
status += "The camera light is [!isnull(R.camera) && R.camera.status ? "on" : "off"]."
|
||||
status += "The camera light is [!isnull(R.builtInCamera) && R.builtInCamera.status ? "on" : "off"]."
|
||||
status += "The lockdown indicator is [R.lockcharge ? "on" : "off"]."
|
||||
status += "The reset module hardware light is [R.has_module() ? "on" : "off"]."
|
||||
return status
|
||||
@@ -45,9 +45,9 @@
|
||||
else
|
||||
R.notify_ai(TRUE)
|
||||
if(WIRE_CAMERA) // Pulse to disable the camera.
|
||||
if(!isnull(R.camera) && !R.scrambledcodes)
|
||||
R.camera.toggle_cam(usr, 0)
|
||||
R.visible_message("[R]'s camera lense focuses loudly.", "Your camera lense focuses loudly.")
|
||||
if(!QDELETED(R.builtInCamera) && !R.scrambledcodes)
|
||||
R.builtInCamera.toggle_cam(usr, 0)
|
||||
R.visible_message("[R]'s camera lens focuses loudly.", "Your camera lens focuses loudly.")
|
||||
if(WIRE_LAWSYNC) // Forces a law update if possible.
|
||||
if(R.lawupdate)
|
||||
R.visible_message("[R] gently chimes.", "LawSync protocol engaged.")
|
||||
@@ -75,10 +75,10 @@
|
||||
else if(!R.deployed) //AI shells must always have the same laws as the AI
|
||||
R.lawupdate = FALSE
|
||||
if (WIRE_CAMERA) // Disable the camera.
|
||||
if(!isnull(R.camera) && !R.scrambledcodes)
|
||||
R.camera.status = mend
|
||||
R.camera.toggle_cam(usr, 0)
|
||||
R.visible_message("[R]'s camera lense focuses loudly.", "Your camera lense focuses loudly.")
|
||||
if(!QDELETED(R.builtInCamera) && !R.scrambledcodes)
|
||||
R.builtInCamera.status = mend
|
||||
R.builtInCamera.toggle_cam(usr, 0)
|
||||
R.visible_message("[R]'s camera lens focuses loudly.", "Your camera lens focuses loudly.")
|
||||
if(WIRE_LOCKDOWN) // Simple lockdown.
|
||||
R.SetLockdown(!mend)
|
||||
if(WIRE_RESET_MODULE)
|
||||
|
||||
+10
-3
@@ -41,7 +41,7 @@
|
||||
var/static_environ
|
||||
|
||||
var/has_gravity = FALSE
|
||||
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcomm, mobs, wizard, hand teleporter)
|
||||
var/noteleport = FALSE //Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
|
||||
var/hidden = FALSE //Hides area from player Teleport function.
|
||||
var/safe = FALSE //Is the area teleport-safe: no space / radiation / aggresive mobs / other dangers
|
||||
|
||||
@@ -338,7 +338,14 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
else
|
||||
icon_state = "blue-red"
|
||||
else
|
||||
icon_state = null
|
||||
var/weather_icon
|
||||
for(var/V in SSweather.existing_weather)
|
||||
var/datum/weather/W = V
|
||||
if(src in W.impacted_areas)
|
||||
W.update_areas()
|
||||
weather_icon = TRUE
|
||||
if(!weather_icon)
|
||||
icon_state = null
|
||||
|
||||
/area/space/updateicon()
|
||||
icon_state = null
|
||||
@@ -429,7 +436,7 @@ GLOBAL_LIST_EMPTY(teleportlocs)
|
||||
if(!L.ckey)
|
||||
return
|
||||
|
||||
// Ambience goes down here -- make sure to list each area seperately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
|
||||
// Ambience goes down here -- make sure to list each area separately for ease of adding things in later, thanks! Note: areas adjacent to each other should have the same sounds to prevent cutoff when possible.- LastyScratch
|
||||
if(L.client && !L.client.ambience_playing && L.client.prefs.toggles & SOUND_SHIP_AMBIENCE)
|
||||
L.client.ambience_playing = 1
|
||||
L << sound('sound/ambience/shipambience.ogg', repeat = 1, wait = 0, volume = 35, channel = CHANNEL_BUZZ)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
// CENTCOM
|
||||
|
||||
/area/centcom
|
||||
name = "Centcom"
|
||||
name = "CentCom"
|
||||
icon_state = "centcom"
|
||||
dynamic_lighting = DYNAMIC_LIGHTING_FORCED
|
||||
requires_power = FALSE
|
||||
@@ -12,16 +12,16 @@
|
||||
flags = NONE
|
||||
|
||||
/area/centcom/control
|
||||
name = "Centcom Docks"
|
||||
name = "CentCom Docks"
|
||||
|
||||
/area/centcom/evac
|
||||
name = "Centcom Recovery Ship"
|
||||
name = "CentCom Recovery Ship"
|
||||
|
||||
/area/centcom/supply
|
||||
name = "Centcom Supply Shuttle Dock"
|
||||
name = "CentCom Supply Shuttle Dock"
|
||||
|
||||
/area/centcom/ferry
|
||||
name = "Centcom Transport Shuttle Dock"
|
||||
name = "CentCom Transport Shuttle Dock"
|
||||
|
||||
/area/centcom/prison
|
||||
name = "Admin Prison"
|
||||
|
||||
@@ -13,6 +13,10 @@
|
||||
name = "Derelict Secondary Hallway"
|
||||
icon_state = "hallS"
|
||||
|
||||
/area/derelict/hallway/primary/port
|
||||
name = "Derelict Port Hallway"
|
||||
icon_state = "hallFP"
|
||||
|
||||
/area/derelict/arrival
|
||||
name = "Derelict Arrival Centre"
|
||||
icon_state = "yellow"
|
||||
@@ -121,4 +125,4 @@
|
||||
name = "Abandoned Teleporter"
|
||||
icon_state = "teleporter"
|
||||
music = "signal"
|
||||
ambientsounds = list('sound/ambience/ambimalf.ogg')
|
||||
ambientsounds = list('sound/ambience/ambimalf.ogg')
|
||||
+2
-2
@@ -105,7 +105,7 @@
|
||||
/atom/proc/CanPass(atom/movable/mover, turf/target)
|
||||
return !density
|
||||
|
||||
/atom/proc/onCentcom()
|
||||
/atom/proc/onCentCom()
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return FALSE
|
||||
@@ -126,7 +126,7 @@
|
||||
if(istype(T.loc, /area/centcom))
|
||||
return TRUE
|
||||
|
||||
//Check for centcomm shuttles
|
||||
//Check for centcom shuttles
|
||||
for(var/A in SSshuttle.mobile)
|
||||
var/obj/docking_port/mobile/M = A
|
||||
if(M.launch_status == ENDGAME_LAUNCHED)
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
diff a/code/game/atoms.dm b/code/game/atoms.dm (rejected hunks)
|
||||
@@ -126,7 +126,7 @@
|
||||
return TRUE
|
||||
|
||||
//finally check for centcom itself
|
||||
- return istype(T.loc,/area/centcom)
|
||||
+ return istype(T.loc, /area/centcom)
|
||||
|
||||
/atom/proc/onSyndieBase()
|
||||
var/turf/T = get_turf(src)
|
||||
@@ -530,7 +530,7 @@
|
||||
/* Stationloving
|
||||
*
|
||||
* A stationloving atom will always teleport back to the station
|
||||
* if it ever leaves the station z-levels or Centcom. It will also,
|
||||
* if it ever leaves the station z-levels or CentCom. It will also,
|
||||
* when Destroy() is called, will teleport to a random turf on the
|
||||
* station.
|
||||
*
|
||||
|
||||
@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(radiochannels, list(
|
||||
"Medical" = 1355,
|
||||
"Engineering" = 1357,
|
||||
"Security" = 1359,
|
||||
"Centcom" = 1337,
|
||||
"CentCom" = 1337,
|
||||
"Syndicate" = 1213,
|
||||
"Supply" = 1347,
|
||||
"Service" = 1349,
|
||||
@@ -146,7 +146,7 @@ GLOBAL_LIST_INIT(reverseradiochannels, list(
|
||||
"1355" = "Medical",
|
||||
"1357" = "Engineering",
|
||||
"1359" = "Security",
|
||||
"1337" = "Centcom",
|
||||
"1337" = "CentCom",
|
||||
"1213" = "Syndicate",
|
||||
"1347" = "Supply",
|
||||
"1349" = "Service",
|
||||
|
||||
@@ -97,7 +97,8 @@ GLOBAL_LIST_EMPTY(blobs_legit) //used for win-score calculations, contains only
|
||||
|
||||
send_intercept(1)
|
||||
message_sent = TRUE
|
||||
addtimer(CALLBACK(src, .proc/SendSecondIntercept), 24000)
|
||||
|
||||
sleep(24000) //40 minutes, plus burst_delay*3(minimum of 6 minutes, maximum of 8)
|
||||
/datum/game_mode/blob/proc/SendSecondIntercept()
|
||||
if(!replacementmode)
|
||||
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
|
||||
send_intercept(2) //if the blob has been alive this long, it's time to bomb it
|
||||
|
||||
@@ -151,7 +151,7 @@
|
||||
if(blob_core)
|
||||
stat(null, "Core Health: [blob_core.obj_integrity]")
|
||||
stat(null, "Power Stored: [blob_points]/[max_blob_points]")
|
||||
if(SSticker && istype(SSticker.mode, /datum/game_mode/blob))
|
||||
if(istype(SSticker.mode, /datum/game_mode/blob))
|
||||
var/datum/game_mode/blob/B = SSticker.mode
|
||||
stat(null, "Blobs to Win: [GLOB.blobs_legit.len]/[B.blobwincount]")
|
||||
else
|
||||
|
||||
@@ -68,7 +68,8 @@
|
||||
|
||||
/datum/action/innate/cellular_emporium
|
||||
name = "Cellular Emporium"
|
||||
button_icon_state = "cellular_emporium"
|
||||
icon_icon = 'icons/obj/drinks.dmi'
|
||||
button_icon_state = "changelingsting"
|
||||
background_icon_state = "bg_alien"
|
||||
var/datum/cellular_emporium/cellular_emporium
|
||||
|
||||
|
||||
@@ -146,6 +146,8 @@
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "arm_blade"
|
||||
item_state = "arm_blade"
|
||||
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
|
||||
flags = ABSTRACT | NODROP | DROPDEL
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
force = 25
|
||||
@@ -223,6 +225,8 @@
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "tentacle"
|
||||
item_state = "tentacle"
|
||||
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
|
||||
flags = ABSTRACT | NODROP | DROPDEL | NOBLUDGEON
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
ammo_type = /obj/item/ammo_casing/magic/tentacle
|
||||
@@ -394,6 +398,8 @@
|
||||
flags = ABSTRACT | NODROP | DROPDEL
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
icon_state = "ling_shield"
|
||||
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
|
||||
block_chance = 50
|
||||
|
||||
var/remaining_uses //Set by the changeling ability.
|
||||
|
||||
@@ -19,6 +19,9 @@
|
||||
return 1
|
||||
return ..()
|
||||
|
||||
/obj/effect/clockwork/sigil/attack_tk(mob/user)
|
||||
return //you can't tk stomp sigils, but you can hit them with something
|
||||
|
||||
/obj/effect/clockwork/sigil/attack_hand(mob/user)
|
||||
if(iscarbon(user) && !user.stat && !is_servant_of_ratvar(user))
|
||||
user.visible_message("<span class='warning'>[user] stamps out [src]!</span>", "<span class='danger'>You stomp on [src], scattering it into thousands of particles.</span>")
|
||||
@@ -81,7 +84,7 @@
|
||||
/obj/effect/clockwork/sigil/submission
|
||||
name = "ominous sigil"
|
||||
desc = "A luminous golden sigil. Something about it really bothers you."
|
||||
clockwork_desc = "A sigil that will enslave the first person to cross it, provided they remain on it for seven seconds."
|
||||
clockwork_desc = "A sigil that will enslave any non-Servant that remains on it for 8 seconds. Cannot penetrate mindshield implants."
|
||||
icon_state = "sigilsubmission"
|
||||
layer = LOW_SIGIL_LAYER
|
||||
alpha = 125
|
||||
@@ -91,17 +94,15 @@
|
||||
light_color = "#FAE48C"
|
||||
stat_affected = UNCONSCIOUS
|
||||
resist_string = "glows faintly yellow"
|
||||
var/convert_time = 70
|
||||
var/convert_time = 80
|
||||
var/delete_on_finish = TRUE
|
||||
sigil_name = "Sigil of Submission"
|
||||
var/glow_type
|
||||
|
||||
/obj/effect/clockwork/sigil/submission/proc/post_channel(mob/living/L)
|
||||
var/glow_type = /obj/effect/temp_visual/ratvar/sigil/submission
|
||||
|
||||
/obj/effect/clockwork/sigil/submission/sigil_effects(mob/living/L)
|
||||
L.visible_message("<span class='warning'>[src] begins to glow a piercing magenta!</span>", "<span class='sevtug'>You feel something start to invade your mind...</span>")
|
||||
var/oldcolor = color
|
||||
animate(src, color = "#AF0AAF", time = convert_time)
|
||||
animate(src, color = "#AF0AAF", time = convert_time, flags = ANIMATION_END_NOW)
|
||||
var/obj/effect/temp_visual/ratvar/sigil/glow
|
||||
if(glow_type)
|
||||
glow = new glow_type(get_turf(src))
|
||||
@@ -113,16 +114,15 @@
|
||||
if(get_turf(L) != get_turf(src))
|
||||
if(glow)
|
||||
qdel(glow)
|
||||
animate(src, color = oldcolor, time = 20)
|
||||
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
|
||||
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
|
||||
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
|
||||
return
|
||||
post_channel(L)
|
||||
if(is_eligible_servant(L))
|
||||
to_chat(L, "<span class='heavy_brass'>\"You belong to me now.\"</span>")
|
||||
if(add_servant_of_ratvar(L))
|
||||
L.log_message("<font color=#BE8700>Conversion was done with a [sigil_name].</font>", INDIVIDUAL_ATTACK_LOG)
|
||||
L.Knockdown(60) //Completely defenseless for about five seconds - mainly to give them time to read over the information they've just been presented with
|
||||
L.Knockdown(50) //Completely defenseless for five seconds - mainly to give them time to read over the information they've just been presented with
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += 5
|
||||
@@ -136,39 +136,9 @@
|
||||
to_chat(M, "<span class='heavy_brass'>[message] you!</span>")
|
||||
else
|
||||
to_chat(M, "<span class='heavy_brass'>[message] [L.real_name]!</span>")
|
||||
if(delete_on_finish)
|
||||
qdel(src)
|
||||
else
|
||||
animate(src, color = oldcolor, time = 20)
|
||||
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
|
||||
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
|
||||
|
||||
|
||||
//Sigil of Accession: After a short time, converts any non-servant standing on it though implants. Knocks down and silences them for five seconds afterwards.
|
||||
/obj/effect/clockwork/sigil/submission/accession
|
||||
name = "terrifying sigil"
|
||||
desc = "A luminous brassy sigil. Something about it makes you want to flee."
|
||||
clockwork_desc = "A sigil that will enslave any person who crosses it, provided they remain on it for seven seconds. \n\
|
||||
It can convert a mindshielded target once before disppearing, but can convert any number of non-implanted targets."
|
||||
icon_state = "sigiltransgression"
|
||||
alpha = 200
|
||||
color = "#A97F1B"
|
||||
light_range = 3 //bright light
|
||||
light_power = 1
|
||||
light_color = "#A97F1B"
|
||||
delete_on_finish = FALSE
|
||||
sigil_name = "Sigil of Accession"
|
||||
glow_type = /obj/effect/temp_visual/ratvar/sigil/accession
|
||||
resist_string = "glows bright orange"
|
||||
|
||||
/obj/effect/clockwork/sigil/submission/accession/post_channel(mob/living/L)
|
||||
if(L.isloyal())
|
||||
L.log_message("<font color=#BE8700>Had their mindshield implant broken by a [sigil_name].</font>", INDIVIDUAL_ATTACK_LOG)
|
||||
delete_on_finish = TRUE
|
||||
L.visible_message("<span class='warning'>[L] visibly trembles!</span>", \
|
||||
"<span class='sevtug'>[text2ratvar("You will be mine and his. This puny trinket will not stop me.")]</span>")
|
||||
for(var/obj/item/weapon/implant/mindshield/M in L.implants)
|
||||
qdel(M)
|
||||
animate(src, color = oldcolor, time = 20, flags = ANIMATION_END_NOW)
|
||||
addtimer(CALLBACK(src, /atom/proc/update_atom_colour), 20)
|
||||
visible_message("<span class='warning'>[src] slowly stops glowing!</span>")
|
||||
|
||||
|
||||
//Sigil of Transmission: Stores power for clockwork machinery, serving as a battery.
|
||||
@@ -326,8 +296,7 @@
|
||||
stat_affected = DEAD
|
||||
resist_string = "glows shimmering yellow"
|
||||
sigil_name = "Vitality Matrix"
|
||||
var/static/vitality = 0
|
||||
var/base_revive_cost = 20
|
||||
var/revive_cost = 150
|
||||
var/sigil_active = FALSE
|
||||
var/animation_number = 3 //each cycle increments this by 1, at 4 it produces an animation and resets
|
||||
var/static/list/damage_heal_order = list(CLONE, TOX, BURN, BRUTE, OXY) //we heal damage in this order
|
||||
@@ -335,11 +304,11 @@
|
||||
/obj/effect/clockwork/sigil/vitality/examine(mob/user)
|
||||
..()
|
||||
if(is_servant_of_ratvar(user) || isobserver(user))
|
||||
to_chat(user, "<span class='[vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":"[vitality]"]</b> units of vitality.</span>")
|
||||
to_chat(user, "<span class='[GLOB.clockwork_vitality ? "inathneq_small":"alloy"]'>It has access to <b>[GLOB.ratvar_awakens ? "INFINITE":GLOB.clockwork_vitality]</b> units of vitality.</span>")
|
||||
if(GLOB.ratvar_awakens)
|
||||
to_chat(user, "<span class='inathneq_small'>It can revive Servants at no cost!</span>")
|
||||
else
|
||||
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[base_revive_cost]</b> vitality plus vitality equal to the non-oxygen damage they have, in addition to being destroyed in the process.</span>")
|
||||
to_chat(user, "<span class='inathneq_small'>It can revive Servants at a cost of <b>[revive_cost]</b> vitality.</span>")
|
||||
|
||||
/obj/effect/clockwork/sigil/vitality/sigil_effects(mob/living/L)
|
||||
if((is_servant_of_ratvar(L) && L.suiciding) || sigil_active)
|
||||
@@ -348,7 +317,7 @@
|
||||
animate(src, alpha = 255, time = 10, flags = ANIMATION_END_NOW) //we may have a previous animation going. finish it first, then do this one without delay.
|
||||
sleep(10)
|
||||
//as long as they're still on the sigil and are either not a servant or they're a servant AND it has remaining vitality
|
||||
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || vitality))) && get_turf(L) == get_turf(src))
|
||||
while(L && (!is_servant_of_ratvar(L) || (is_servant_of_ratvar(L) && (GLOB.ratvar_awakens || GLOB.clockwork_vitality))) && get_turf(L) == get_turf(src))
|
||||
sigil_active = TRUE
|
||||
if(animation_number >= 4)
|
||||
new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
|
||||
@@ -373,40 +342,37 @@
|
||||
else
|
||||
vitality_drained = L.adjustToxLoss(1.5)
|
||||
if(vitality_drained)
|
||||
vitality += vitality_drained
|
||||
GLOB.clockwork_vitality += vitality_drained
|
||||
else
|
||||
break
|
||||
else
|
||||
if(L.stat == DEAD)
|
||||
var/revival_cost = base_revive_cost + L.getCloneLoss() + L.getToxLoss() + L.getFireLoss() + L.getBruteLoss() //ignores oxygen damage
|
||||
var/revival_cost = revive_cost
|
||||
if(GLOB.ratvar_awakens)
|
||||
revival_cost = 0
|
||||
var/mob/dead/observer/ghost = L.get_ghost(TRUE)
|
||||
if(vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
|
||||
if(GLOB.clockwork_vitality >= revival_cost && (ghost || (L.mind && L.mind.active)))
|
||||
if(ghost)
|
||||
ghost.reenter_corpse()
|
||||
L.revive(1, 1)
|
||||
var/obj/effect/temp_visual/ratvar/sigil/vitality/V = new /obj/effect/temp_visual/ratvar/sigil/vitality(get_turf(src))
|
||||
animate(V, alpha = 0, transform = matrix()*2, time = 8)
|
||||
playsound(L, 'sound/magic/staff_healing.ogg', 50, 1)
|
||||
L.visible_message("<span class='warning'>[L] suddenly gets back up, [GLOB.ratvar_awakens ? "[L.p_their()] body dripping blue ichor":"even as [src] scatters into blue sparks around [L.p_them()]"]!</span>", \
|
||||
"<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
|
||||
vitality -= revival_cost
|
||||
if(!GLOB.ratvar_awakens)
|
||||
qdel(src)
|
||||
L.visible_message("<span class='warning'>[L] suddenly gets back up, [L.p_their()] body dripping blue ichor!</span>", "<span class='inathneq'>\"[text2ratvar("You will be okay, child.")]\"</span>")
|
||||
GLOB.clockwork_vitality -= revival_cost
|
||||
break
|
||||
var/vitality_for_cycle = 3
|
||||
if(!GLOB.ratvar_awakens)
|
||||
if(L.stat == CONSCIOUS)
|
||||
vitality_for_cycle = 2
|
||||
vitality_for_cycle = min(vitality, vitality_for_cycle)
|
||||
vitality_for_cycle = min(GLOB.clockwork_vitality, vitality_for_cycle)
|
||||
var/vitality_used = L.heal_ordered_damage(vitality_for_cycle, damage_heal_order)
|
||||
|
||||
if(!vitality_used)
|
||||
break
|
||||
|
||||
if(!GLOB.ratvar_awakens)
|
||||
vitality -= vitality_used
|
||||
GLOB.clockwork_vitality -= vitality_used
|
||||
|
||||
sleep(2)
|
||||
|
||||
|
||||
@@ -1,5 +1,14 @@
|
||||
//horrifying power drain proc made for clockcult's power drain in lieu of six istypes or six for(x in view) loops
|
||||
/atom/movable/proc/power_drain(clockcult_user)
|
||||
var/obj/item/weapon/stock_parts/cell/cell = get_cell()
|
||||
if(cell)
|
||||
return cell.power_drain(clockcult_user)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/baton/power_drain(clockcult_user) //balance memes
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/power_drain(clockcult_user) //balance memes
|
||||
return 0
|
||||
|
||||
/obj/machinery/power/apc/power_drain(clockcult_user)
|
||||
|
||||
@@ -24,11 +24,15 @@
|
||||
//For the Geis scripture; binds a target to convert.
|
||||
/obj/effect/proc_holder/slab/geis
|
||||
ranged_mousepointer = 'icons/effects/geis_target.dmi'
|
||||
var/obj/structure/destructible/clockwork/geis_binding/binding //we always have a reference to the binding
|
||||
var/obj/structure/destructible/clockwork/geis_binding/pulled_binding //we use this to see if we're pulling it or not
|
||||
|
||||
/obj/effect/proc_holder/slab/geis/remove_ranged_ability(msg)
|
||||
..()
|
||||
binding = null
|
||||
pulled_binding = null
|
||||
|
||||
/obj/effect/proc_holder/slab/geis/InterceptClickOn(mob/living/caller, params, atom/target)
|
||||
if(..())
|
||||
return TRUE
|
||||
|
||||
var/turf/T = ranged_ability_user.loc
|
||||
if(!isturf(T))
|
||||
return TRUE
|
||||
@@ -36,6 +40,20 @@
|
||||
var/target_is_binding = istype(target, /obj/structure/destructible/clockwork/geis_binding)
|
||||
|
||||
if((target_is_binding || isliving(target)) && ranged_ability_user.Adjacent(target))
|
||||
if(in_progress || ..())
|
||||
var/mob/living/L = target
|
||||
if(!pulled_binding)
|
||||
if(target == binding || (isliving(target) && L.buckled == binding))
|
||||
pulled_binding = binding
|
||||
ranged_ability_user.start_pulling(binding)
|
||||
remove_mousepointer(ranged_ability_user.client)
|
||||
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
|
||||
add_mousepointer(ranged_ability_user.client)
|
||||
else if(target == pulled_binding || (isliving(target) && L.buckled == pulled_binding))
|
||||
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] dispels [pulled_binding]!</span>", "<span class='danger'>You dispel the binding!</span>")
|
||||
binding.take_damage(obj_integrity)
|
||||
remove_ranged_ability()
|
||||
return TRUE
|
||||
if(target_is_binding)
|
||||
var/obj/structure/destructible/clockwork/geis_binding/GB = target
|
||||
GB.repair_and_interrupt()
|
||||
@@ -65,19 +83,44 @@
|
||||
in_progress = TRUE
|
||||
clockwork_say(ranged_ability_user, text2ratvar("Be bound, heathen!"))
|
||||
remove_mousepointer(ranged_ability_user.client)
|
||||
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
|
||||
add_mousepointer(ranged_ability_user.client)
|
||||
add_logs(ranged_ability_user, L, "bound with Geis")
|
||||
playsound(target, 'sound/magic/blink.ogg', 50, TRUE, frequency = 0.5)
|
||||
if(slab.speed_multiplier >= 0.5) //excuse my debug...
|
||||
ranged_ability_user.notransform = TRUE
|
||||
addtimer(CALLBACK(src, .proc/reset_user_notransform, ranged_ability_user), 5) //stop us moving for a little bit so we don't break the scripture following this
|
||||
slab.busy = null
|
||||
var/datum/clockwork_scripture/geis/conversion = new
|
||||
conversion.slab = slab
|
||||
conversion.invoker = ranged_ability_user
|
||||
conversion.target = target
|
||||
conversion.run_scripture()
|
||||
addtimer(CALLBACK(src, .proc/reset_user_notransform, ranged_ability_user), 5) //stop us moving for a little bit so we don't break the binding immediately
|
||||
if(L.buckled)
|
||||
L.buckled.unbuckle_mob(target, TRUE)
|
||||
binding = new(get_turf(target))
|
||||
binding.setDir(target.dir)
|
||||
binding.buckle_mob(target, TRUE)
|
||||
pulled_binding = binding
|
||||
ranged_ability_user.start_pulling(binding)
|
||||
slab.busy = "sustaining Geis"
|
||||
slab.flags |= NODROP
|
||||
while(!QDELETED(binding) && !QDELETED(ranged_ability_user))
|
||||
if(ranged_ability_user.pulling == binding)
|
||||
pulled_binding = binding
|
||||
if(ranged_ability_user.client && ranged_ability_user.client.mouse_pointer_icon == 'icons/effects/geis_target.dmi')
|
||||
remove_mousepointer(ranged_ability_user.client)
|
||||
ranged_mousepointer = 'icons/effects/geis_target_remove.dmi'
|
||||
add_mousepointer(ranged_ability_user.client)
|
||||
else //if we're not pulling it, swap our mousepointer
|
||||
pulled_binding = null
|
||||
if(ranged_ability_user.client && ranged_ability_user.client.mouse_pointer_icon == 'icons/effects/geis_target_remove.dmi')
|
||||
remove_mousepointer(ranged_ability_user.client)
|
||||
ranged_mousepointer = 'icons/effects/geis_target.dmi'
|
||||
add_mousepointer(ranged_ability_user.client)
|
||||
sleep(1)
|
||||
if(!QDELETED(slab))
|
||||
slab.flags &= ~NODROP
|
||||
in_progress = FALSE
|
||||
successful = TRUE
|
||||
|
||||
remove_ranged_ability()
|
||||
else
|
||||
..()
|
||||
|
||||
return TRUE
|
||||
|
||||
@@ -145,29 +188,6 @@
|
||||
|
||||
return TRUE
|
||||
|
||||
//For the Volt Void scripture, fires a ray of energy at a target location
|
||||
/obj/effect/proc_holder/slab/volt
|
||||
ranged_mousepointer = 'icons/effects/volt_target.dmi'
|
||||
|
||||
/obj/effect/proc_holder/slab/volt/InterceptClickOn(mob/living/caller, params, atom/target)
|
||||
if(target == slab || ..()) //we can't cancel
|
||||
return TRUE
|
||||
|
||||
var/turf/T = ranged_ability_user.loc
|
||||
if(!isturf(T))
|
||||
return TRUE
|
||||
|
||||
if(target in view(7, get_turf(ranged_ability_user)))
|
||||
successful = TRUE
|
||||
ranged_ability_user.visible_message("<span class='warning'>[ranged_ability_user] fires a ray of energy at [target]!</span>", "<span class='nzcrentr'>You fire a volt ray at [target].</span>")
|
||||
playsound(ranged_ability_user, 'sound/effects/light_flicker.ogg', 50, 1)
|
||||
T = get_turf(target)
|
||||
new/obj/effect/temp_visual/ratvar/volt_hit(T, ranged_ability_user)
|
||||
add_logs(ranged_ability_user, T, "fired a volt ray")
|
||||
remove_ranged_ability()
|
||||
|
||||
return TRUE
|
||||
|
||||
//For the cyborg Linked Vanguard scripture, grants you and a nearby ally Vanguard
|
||||
/obj/effect/proc_holder/slab/vanguard
|
||||
ranged_mousepointer = 'icons/effects/vanguard_target.dmi'
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
Clockwork slabs will only make components if held or if inside an item held by a human, and when making a component will prevent all other slabs held from making components.\n\
|
||||
Hitting a slab, a Servant with a slab, or a cache will <b>transfer</b> this slab's components into the target, the target's slab, or the global cache, respectively."
|
||||
icon_state = "dread_ipad"
|
||||
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
var/inhand_overlay //If applicable, this overlay will be applied to the slab's inhand
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
@@ -19,8 +21,8 @@
|
||||
var/selected_scripture = SCRIPTURE_DRIVER
|
||||
var/recollecting = FALSE //if we're looking at fancy recollection
|
||||
var/obj/effect/proc_holder/slab/slab_ability //the slab's current bound ability, for certain scripture
|
||||
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis_prep, /datum/clockwork_scripture/create_object/replicant, \
|
||||
/datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
|
||||
var/list/quickbound = list(/datum/clockwork_scripture/ranged_ability/geis, /datum/clockwork_scripture/create_object/sigil_of_submission, \
|
||||
/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache) //quickbound scripture, accessed by index
|
||||
var/maximum_quickbound = 5 //how many quickbound scriptures we can have
|
||||
var/recollection_category = "Default"
|
||||
actions_types = list(/datum/action/item_action/clock/hierophant)
|
||||
@@ -51,21 +53,18 @@
|
||||
maximum_quickbound = 6 //we usually have one or two unique scriptures, so if ratvar is up let us bind one more
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/engineer //four scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/cogscarab, \
|
||||
/datum/clockwork_scripture/create_object/soul_vessel, /datum/clockwork_scripture/create_object/sigil_of_transmission)
|
||||
/obj/item/clockwork/slab/cyborg/engineer //two scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transmission)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/medical //five scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/ranged_ability/sentinels_compromise, \
|
||||
/datum/clockwork_scripture/create_object/vitality_matrix, /datum/clockwork_scripture/channeled/mending_mantra, /datum/clockwork_scripture/fellowship_armory)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/security //four scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
|
||||
/datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/security //twoscriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/peacekeeper //four scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker, /datum/clockwork_scripture/channeled/taunting_tirade, \
|
||||
/datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/peacekeeper //two scriptures, plus a spear
|
||||
quickbound = list(/datum/clockwork_scripture/channeled/belligerent, /datum/clockwork_scripture/ranged_ability/judicial_marker)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/janitor //five scriptures, plus a fabricator
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/sigil_of_transgression, \
|
||||
@@ -75,8 +74,8 @@
|
||||
quickbound = list(/datum/clockwork_scripture/create_object/replicant, /datum/clockwork_scripture/create_object/tinkerers_cache, \
|
||||
/datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/fellowship_armory, /datum/clockwork_scripture/create_object/clockwork_obelisk)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/miner //three scriptures, plus a spear and xray vision
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway, /datum/clockwork_scripture/channeled/volt_blaster)
|
||||
/obj/item/clockwork/slab/cyborg/miner //two scriptures, plus a spear and xray vision
|
||||
quickbound = list(/datum/clockwork_scripture/ranged_ability/linked_vanguard, /datum/clockwork_scripture/spatial_gateway)
|
||||
|
||||
/obj/item/clockwork/slab/cyborg/access_display(mob/living/user)
|
||||
if(!GLOB.ratvar_awakens)
|
||||
@@ -134,7 +133,7 @@
|
||||
production_time = world.time + SLAB_PRODUCTION_TIME + production_slowdown
|
||||
var/mob/living/L
|
||||
L = get_atom_on_turf(src, /mob/living)
|
||||
if(istype(L) && can_recite_scripture(L))
|
||||
if(istype(L) && (no_cost || can_recite_scripture(L)))
|
||||
var/component_to_generate = target_component_id
|
||||
if(!component_to_generate)
|
||||
component_to_generate = get_weighted_component_id(src) //more likely to generate components that we have less of
|
||||
@@ -265,7 +264,7 @@
|
||||
if(busy)
|
||||
to_chat(user, "<span class='warning'>[src] refuses to work, displaying the message: \"[busy]!\"</span>")
|
||||
return 0
|
||||
if(!can_recite_scripture(user))
|
||||
if(!no_cost && !can_recite_scripture(user))
|
||||
to_chat(user, "<span class='nezbere'>[src] hums fitfully in your hands, but doesn't seem to do anything...</span>")
|
||||
return 0
|
||||
access_display(user)
|
||||
@@ -285,7 +284,7 @@
|
||||
ui.open()
|
||||
|
||||
/obj/item/clockwork/slab/proc/recite_scripture(datum/clockwork_scripture/scripture, mob/living/user)
|
||||
if(!scripture || !user || !user.canUseTopic(src) || !can_recite_scripture(user))
|
||||
if(!scripture || !user || !user.canUseTopic(src) || (!no_cost && !can_recite_scripture(user)))
|
||||
return FALSE
|
||||
if(user.get_active_held_item() != src)
|
||||
to_chat(user, "<span class='warning'>You need to hold the slab in your active hand to recite scripture!</span>")
|
||||
@@ -401,24 +400,21 @@
|
||||
dat += "<font color=#BE8700><b>Servant:</b></font> A person or robot who serves Ratvar. You are one of these.<br>"
|
||||
dat += "<font color=#BE8700><b>Cache:</b></font> A <i>Tinkerer's Cache</i>, which is a structure that stores and creates components.<br>"
|
||||
dat += "<font color=#BE8700><b>CV:</b></font> Construction Value. All clockwork structures, floors, and walls increase this number.<br>"
|
||||
dat += "<font color=#BE8700><b>Vitality:</b></font> Used for healing effects, produced by Ratvarian spear attacks and Vitality Matrices.<br>"
|
||||
dat += "<font color=#BE8700><b>Geis:</b></font> An important scripture used to make normal crew and robots into Servants of Ratvar.<br>"
|
||||
dat += "<font color=#6E001A><b>[get_component_icon(BELLIGERENT_EYE)]BE:</b></font> Belligerent Eye, a component type used in offensive scriptures.<br>"
|
||||
dat += "<font color=#1E8CE1><b>[get_component_icon(VANGUARD_COGWHEEL)]VC:</b></font> Vanguard Cogwheel, a component type used in defensive scriptures.<br>"
|
||||
dat += "<font color=#AF0AAF><b>[get_component_icon(GEIS_CAPACITOR)]GC:</b></font> Geis Capacitor, a component type used in mind-related scriptures.<br>"
|
||||
dat += "<font color=#5A6068><b>[get_component_icon(REPLICANT_ALLOY)]RA:</b></font> Replicant Alloy, a component type used in construction scriptures.<br>"
|
||||
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy scriptures.<br>"
|
||||
dat += "<font color=#DAAA18><b>[get_component_icon(HIEROPHANT_ANSIBLE)]HA:</b></font> Hierophant Ansible, a component type used in energy-related scriptures.<br>"
|
||||
dat += "<font color=#BE8700><b>Ark:</b></font> The cult's win condition, a huge structure that needs to be defended.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Items</font><br>"
|
||||
dat += "<font color=#BE8700><b>Slab:</b></font> A clockwork slab, a Servant's most important tool. You're holding one! Keep it safe and hidden.<br>"
|
||||
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can stun everything in an area after a delay.<br>"
|
||||
dat += "<font color=#BE8700><b>Visor:</b></font> A judicial visor, which is a pair of glasses that can smite an area for a brief stun and delayed explosion.<br>"
|
||||
dat += "<font color=#BE8700><b>Wraith Specs:</b></font> Wraith spectacles, which provide true sight (x-ray, night vision) but damage the wearer's eyes.<br>"
|
||||
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon.<br>"
|
||||
dat += "<font color=#BE8700><b>Spear:</b></font> A Ratvarian spear, which is a very powerful melee weapon that produces Vitality.<br>"
|
||||
dat += "<font color=#BE8700><b>Fabricator:</b></font> A replica fabricator, which converts objects into clockwork versions.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Constructs</font><br>"
|
||||
dat += "<font color=#BE8700><b>Vessel:</b></font> A soul vessel, a clockwork brain used to activate constructs.<br>"
|
||||
dat += "<font color=#BE8700><b>Shell:</b></font> A construct shell of some type that can accept a soul vessel to activate.<br>"
|
||||
dat += "<font color=#BE8700><b>Scarab:</b></font> A cogscarab construct, which is a drone that maintains the cult's bases.<br>"
|
||||
dat += "<font color=#BE8700><b>Fragment:</b></font> An anim[prob(1) ? "e" : "a"] fragment, which is a fragile but powerful offensive construct.<br>"
|
||||
dat += "<font color=#BE8700><b>Marauder:</b></font> A clockwork marauder, which is a powerful bodyguard that hides in its owner.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>Structures (* = requires power)</font><br>"
|
||||
dat += "<font color=#BE8700><b>Warden:</b></font> An ocular warden, which is a ranged turret that damages non-Servants that see it.<br>"
|
||||
@@ -430,8 +426,9 @@
|
||||
dat += "<i>Note: Sigils can be stacked on top of one another, making certain sigils very effective when paired!</i><br>"
|
||||
dat += "<font color=#BE8700><b>Transgression:</b></font> Stuns the first non-Servant to cross it for ten seconds and blinds others nearby. Disappears on use.<br>"
|
||||
dat += "<font color=#BE8700><b>Submission:</b></font> Converts the first non-Servant to stand on the sigil for seven seconds. Disappears on use.<br>"
|
||||
dat += "<font color=#BE8700><b>Matrix:</b></font> Drains health from non-Servants, producing Vitality. Can heal and revive Servants.<br>"
|
||||
dat += "<font color=#BE8700><b>Accession:</b></font> Identical to the Sigil of Submission, but doesn't disappear on use. It can also convert a single mindshielded target, but will disappear after doing this.<br>"
|
||||
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create power.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Transmission:</b></font> Drains and stores power for clockwork structures. Feeding it brass sheets will create additional power.<br><br>"
|
||||
dat += "<font color=#BE8700 size=3>-=-=-=-=-=-</font>"
|
||||
if("Components")
|
||||
var/servants = 0 //Calculate the current production time for slab components
|
||||
@@ -463,7 +460,7 @@
|
||||
dat += "<b>Components</b> are your primary resource as a Servant. There are five types of component, with each one being used in different roles:<br><br>"
|
||||
dat += "<font color=#6E001A>[get_component_icon(BELLIGERENT_EYE)]BE</font> Belligerent Eyes are aggressive and judgemental, and are used in offensive scripture;<br>"
|
||||
dat += "<font color=#1E8CE1>[get_component_icon(VANGUARD_COGWHEEL)]VC</font> Vanguard Cogwheels are defensive and repairing, and are used in defensive scripture;<br>"
|
||||
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>" //References the old name
|
||||
dat += "<font color=#AF0AAF>[get_component_icon(GEIS_CAPACITOR)]GC</font> Geis Capacitors are for conversion and control, and are used in mind-related scripture;<br>"
|
||||
dat += "<font color=#5A6068>[get_component_icon(REPLICANT_ALLOY)]RA</font> Replicant Alloy is a strong, malleable metal and is used for construction and creation;<br>"
|
||||
dat += "<font color=#DAAA18>[get_component_icon(HIEROPHANT_ANSIBLE)]HA</font> Hierophant Ansibles are for transmission and power, and are used in power and teleportation scripture<br><br>"
|
||||
dat += "Although this is a good rule of thumb, their effects become much more nuanced when used together. For instance, a turret might have both belligerent eyes and \
|
||||
@@ -501,8 +498,8 @@
|
||||
and can be harnessed in several ways.<br><br>"
|
||||
dat += "To begin with, if there is no other source of power nearby, structures will draw from the area's APC, assuming it has one. This is inefficient and ill-advised as \
|
||||
anything but a last resort. Instead, it is recommended that a <b>Sigil of Transmission</b> is created. This sigil serves as both battery and power generator for nearby clockwork \
|
||||
structures, and those structures will happily draw power from the sigil before they resort to pathetic APCs and other sources of energy.<br><br>"
|
||||
dat += "The most reliable and efficient way to generate power is by using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
|
||||
structures, and those structures will happily draw power from the sigil before they resort to APCs.<br><br>"
|
||||
dat += "Generating power is less easy. The most reliable and efficient way is using brass sheets; attacking a sigil of transmission with brass sheets will convert them \
|
||||
to power, at a rate of <b>[POWER_FLOOR]W</b> per sheet. (Brass sheets are created from replica fabricators, which are explained more in detail in the <b>Conversion</b> section.) \
|
||||
Activating a sigil of transmission will also cause it to drain power from the nearby area, which, while effective, serves as an obvious tell that there is something wrong.<br><br>"
|
||||
dat += "Without power, many structures will not function, making a base vulnerable to attack. For this reason, it is critical that you keep an eye on your power reserves and \
|
||||
@@ -514,15 +511,15 @@
|
||||
they become a full-fledged Servant, ready and willing to serve the cause of Ratvar. It should also be noted that <i>silicon crew, such as cyborgs and the AI, can be \
|
||||
converted just like normal crew</i> and will gain special abilities; this is covered later. This section will also cover converting the station's structure itself; walls, \
|
||||
floors, windows, tables, and other objects can all be converted into clockwork versions, and serve an important purpose.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Methods of Conversion:</b></font> There are several ways to convert humans and silicons. The first and most readily-available of these is \
|
||||
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly - this is incredibly obvious - and charges your slab with power. In addition to <i>making \
|
||||
the slab visible in your hand,</i> you can now use it on a target within melee range to bind them and begin converting them. While there are six or fewer Servants, they are \
|
||||
unable to escape this binding, meaning that unless you are interrupted, the target is as good as yours. However, the scripture becomes slower for every Servant human or \
|
||||
silicon Servant past [SCRIPT_SERVANT_REQ], and the bindings can be resisted past this, meaning that eventually other methods become more desirable.<br><br>"
|
||||
dat += "The other three methods of conversion are the <b>sigils of submission and accession</b>, whose purpose is to do so, and the <b>mania motor.</b> The sigil of \
|
||||
submission is a sigil that, when stood on by a non-Servant for seven full seconds, will convert that non-Servant. This time requirement does not scale with \
|
||||
Servants, making it the preferred option after Geis becomes too inefficient. It is, however, consumed after use; the sigil of accession solves this problem, and serves as a \
|
||||
permanent conversion sigil. The mania motor is generally unreliable, only converting those who stand near it for an extended period.<br><br>"
|
||||
dat += "<font color=#BE8700><b>A Note on Geis:</b></font> There are several ways to convert humans and silicons. However, the most important tool to making them work is \
|
||||
<b>Geis</b>, a Driver-tier scripture. Using it whispers an invocation very quickly and charges your slab with power. In addition to <i>making the slab visible in your hand,</i> \
|
||||
you can now use it on a target within melee range to bind and mute them. It is by far your most reliable tool for capturing potential converts and targets, though it is incredibly \
|
||||
obvious. In addition, you are unable to take any actions other than moving while your target is bound. The binding will last for 25 seconds and mute for about 13 seconds, though \
|
||||
allies can use Geis to refresh these effects.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting:</b></font> The two methods of conversion are the <b>sigil of submission</b>, whose purpose is to do so, and the <b>mania motor.</b> \
|
||||
The sigil of submission is a sigil that, when stood on by a non-Servant for eight seconds, will convert that non-Servant. This is the only practical way to convert targets. \
|
||||
Sigils of submission are cheap, early, and permanent! Make sure sigils of submission are placed only in bases or otherwise hidden spots, or with a sigil of transgression on them. \
|
||||
The mania motor, however, is generally unreliable and unlocked later, only converting those who stand near it for an extended period.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting Humans:</b></font> For obvious reasons, humans are the most common conversion target. Because every crew member is different, and \
|
||||
may be armed with different equipment, you should take precautions to ensure that they aren't able to resist. If able, removing a headset is essential, as is restraining \
|
||||
them through handcuffs, cable ties, or other restraints. Some crew, like security, are also implanted with mindshield implants; these will prevent conversion and must be \
|
||||
@@ -530,9 +527,8 @@
|
||||
begins administering mindshield implants, this will greatly inhibit conversion. Also note that mindshield implants can be broken by a sigil of accession automatically, but \
|
||||
the sigil will disappear.<br><br>"
|
||||
dat += "<font color=#BE8700><b>Converting Silicons:</b></font> Due to their robotic nature, silicons are generally more predictable than humans in terms of conversion. \
|
||||
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using a flash or a sigil of transgression to stun it, \
|
||||
then very quickly using Geis to restrain them. If you stack a sigil of transgression and one of the conversion sigils, a crossing cyborg will be stunned and helpless to \
|
||||
escape in time before the other sigil converts them.<br><br>"
|
||||
However, they are also much, much harder to subdue, especially cyborgs. The easiest way to convert a cyborg is by using Geis to restrain them, then dragging them to a sigil \
|
||||
of submission. If you stack a sigil of transgression and a sigil of submission, a crossing cyborg will be stunned and helpless to escape before they are converted.<br><br>"
|
||||
dat += "Converting AIs is very often the hardest task of the cult, and has been the downfall of countless successful Servants. Their omnipresence across the station, \
|
||||
coupled with their secure location and ability to lock themselves securely, makes them a powerful target. However, once the AI itself is reached, it is usually completely \
|
||||
helpless to resist its own conversion. A very common tactic is to take advantage of a converted cyborg to rush the AI before it is able to react.<br><br>"
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
return TRUE
|
||||
return FALSE
|
||||
|
||||
//Judicial marker: Created by the judicial visor. After three seconds, knocks down any non-Servants nearby and damages Nar-Sian cultists.
|
||||
//Judicial marker: Created by the judicial visor. Immediately applies Belligerent and briefly knocks down, then after 3 seconds does large damage and briefly knocks down again
|
||||
/obj/effect/clockwork/judicial_marker
|
||||
name = "judicial marker"
|
||||
desc = "You get the feeling that you shouldn't be standing here."
|
||||
@@ -165,11 +165,18 @@
|
||||
/obj/effect/clockwork/judicial_marker/proc/judicialblast()
|
||||
playsound(src, 'sound/magic/magic_missile.ogg', 50, 1, 1, 1)
|
||||
flick("judicial_marker", src)
|
||||
for(var/mob/living/carbon/C in range(1, src))
|
||||
var/datum/status_effect/belligerent/B = C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
if(!QDELETED(B))
|
||||
B.duration = world.time + 30
|
||||
C.Knockdown(5) //knocks down for half a second if affected
|
||||
sleep(16)
|
||||
name = "judicial blast"
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
flick("judicial_explosion", src)
|
||||
set_light(1.4, 2, "#B451A1")
|
||||
sleep(13)
|
||||
name = "judicial explosion"
|
||||
var/targetsjudged = 0
|
||||
playsound(src, 'sound/effects/explosionfar.ogg', 100, 1, 1, 1)
|
||||
set_light(0)
|
||||
@@ -181,21 +188,19 @@
|
||||
L.visible_message("<span class='warning'>Strange energy flows into [L]'s [I.name]!</span>", \
|
||||
"<span class='userdanger'>Your [I.name] shields you from [src]!</span>")
|
||||
continue
|
||||
L.Knockdown(15) //knocks down briefly when exploding
|
||||
if(!iscultist(L))
|
||||
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
|
||||
"<span class='userdanger'>[!issilicon(L) ? "An unseen force slams you into the ground!" : "ERROR: Motor servos disabled by external source!"]</span>")
|
||||
L.Knockdown(160) //knocks down targets for 14-16 seconds
|
||||
else
|
||||
L.visible_message("<span class='warning'>[L] is struck by a judicial explosion!</span>", \
|
||||
"<span class='heavy_brass'>\"Keep an eye out, filth.\"</span>\n<span class='userdanger'>A burst of heat crushes you against the ground!</span>")
|
||||
L.Knockdown(80) //knocks down for 6-8 seconds, but set cultist targets on fire
|
||||
L.adjust_fire_stacks(2)
|
||||
L.adjust_fire_stacks(2) //sets cultist targets on fire
|
||||
L.IgniteMob()
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += 6
|
||||
L.adjustFireLoss(5)
|
||||
targetsjudged++
|
||||
L.adjustBruteLoss(10) //do a small amount of damage
|
||||
if(!QDELETED(L))
|
||||
L.adjustBruteLoss(20) //does a decent amount of damage
|
||||
add_logs(user, L, "struck with a judicial blast")
|
||||
to_chat(user, "<span class='brass'><b>[targetsjudged ? "Successfully judged <span class='neovgre'>[targetsjudged]</span>":"Judged no"] heretic[targetsjudged == 1 ? "":"s"].</b></span>")
|
||||
sleep(3) //so the animation completes properly
|
||||
|
||||
@@ -6,14 +6,16 @@
|
||||
icon = 'icons/obj/clockwork_objects.dmi'
|
||||
icon_state = "ratvarian_spear"
|
||||
item_state = "ratvarian_spear"
|
||||
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
force = 15 //Extra damage is dealt to targets in attack()
|
||||
throwforce = 40
|
||||
throwforce = 25
|
||||
armour_penetration = 10
|
||||
sharpness = IS_SHARP_ACCURATE
|
||||
attack_verb = list("stabbed", "poked", "slashed")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/impale_cooldown = 50 //delay, in deciseconds, where you can't impale again
|
||||
var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear
|
||||
var/bonus_burn = 5
|
||||
var/timerid
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/Destroy()
|
||||
@@ -22,107 +24,44 @@
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/ratvar_act()
|
||||
if(GLOB.ratvar_awakens) //If Ratvar is alive, the spear is extremely powerful
|
||||
force = 25
|
||||
throwforce = 50
|
||||
armour_penetration = 10
|
||||
force = 20
|
||||
bonus_burn = 10
|
||||
throwforce = 40
|
||||
armour_penetration = 50
|
||||
clockwork_desc = initial(clockwork_desc)
|
||||
deltimer(timerid)
|
||||
else
|
||||
force = initial(force)
|
||||
bonus_burn = initial(bonus_burn)
|
||||
throwforce = initial(throwforce)
|
||||
armour_penetration = 0
|
||||
armour_penetration = initial(armour_penetration)
|
||||
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
|
||||
deltimer(timerid)
|
||||
timerid = addtimer(CALLBACK(src, .proc/break_spear), RATVARIAN_SPEAR_DURATION, TIMER_STOPPABLE)
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/cyborg/ratvar_act() //doesn't break!
|
||||
if(GLOB.ratvar_awakens)
|
||||
force = 25
|
||||
throwforce = 50
|
||||
armour_penetration = 10
|
||||
else
|
||||
force = initial(force)
|
||||
throwforce = initial(throwforce)
|
||||
armour_penetration = 0
|
||||
..()
|
||||
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons."
|
||||
deltimer(timerid)
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/examine(mob/user)
|
||||
..()
|
||||
if(is_servant_of_ratvar(user) || isobserver(user))
|
||||
to_chat(user, "<span class='brass'>Stabbing a human you are pulling or have grabbed with the spear will impale them, doing massive damage and stunning.</span>")
|
||||
to_chat(user, "<span class='inathneq_small'>Attacks on living non-Servants will generate <b>[bonus_burn]</b> units of vitality.</span>")
|
||||
if(!iscyborg(user))
|
||||
to_chat(user, "<span class='brass'>Throwing the spear will do massive damage, break the spear, and knock down the target.</span>")
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
|
||||
var/impaling = FALSE
|
||||
if(attack_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>You can't attack right now, wait [max(round((attack_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
|
||||
return
|
||||
if(user.pulling && ishuman(user.pulling) && user.pulling == target)
|
||||
if(impale_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>You can't impale [target] yet, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
|
||||
else
|
||||
impaling = TRUE
|
||||
attack_verb = list("impaled")
|
||||
force += 22 //total 40 damage if ratvar isn't alive, 50 if he is
|
||||
armour_penetration += 10 //if you're impaling someone, armor sure isn't that useful
|
||||
user.stop_pulling()
|
||||
|
||||
if(hitsound)
|
||||
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
|
||||
user.lastattacked = target
|
||||
target.lastattacker = user
|
||||
user.do_attack_animation(target)
|
||||
if(!target.attacked_by(src, user)) //TODO MAKE ATTACK() USE PROPER RETURN VALUES
|
||||
impaling = FALSE //if we got blocked, stop impaling
|
||||
else if(!target.null_rod_check()) //if they don't have a null rod, we do bonus damage on a successful attack
|
||||
. = ..()
|
||||
if(!QDELETED(target) && target.stat != DEAD && !target.null_rod_check() && !is_servant_of_ratvar(target)) //we do bonus damage on attacks unless they're a servant, have a null rod, or are dead
|
||||
var/bonus_damage = bonus_burn //normally a total of 20 damage, 30 with ratvar
|
||||
if(issilicon(target))
|
||||
var/mob/living/silicon/S = target
|
||||
if(S.stat != DEAD)
|
||||
S.visible_message("<span class='warning'>[S] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
|
||||
S.adjustFireLoss(22) //total 37 damage on borgs
|
||||
target.visible_message("<span class='warning'>[target] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
|
||||
bonus_damage *= 5 //total 40 damage on borgs, 70 with ratvar
|
||||
else if(iscultist(target) || isconstruct(target))
|
||||
var/mob/living/M = target
|
||||
if(M.stat != DEAD)
|
||||
to_chat(M, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
|
||||
M.adjustFireLoss(15) //total 30 damage on cultists
|
||||
else
|
||||
target.adjustFireLoss(3) //anything else takes a total of 18
|
||||
add_logs(user, target, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
|
||||
add_fingerprint(user)
|
||||
|
||||
attack_verb = list("stabbed", "poked", "slashed")
|
||||
ratvar_act()
|
||||
if(impaling)
|
||||
impale_cooldown = world.time + initial(impale_cooldown)
|
||||
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
|
||||
if(target)
|
||||
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
|
||||
target.Stun(80) //brief stun
|
||||
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
|
||||
var/remove_verb = pick("pull", "yank", "drag")
|
||||
if(do_after(user, 10, 1, target))
|
||||
var/turf/T = get_turf(target)
|
||||
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
|
||||
playsound(T, 'sound/misc/splort.ogg', 200, 1)
|
||||
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
|
||||
if(target.stat != CONSCIOUS)
|
||||
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] kicks [target] off of [src]!</span>", "<span class='warning'>You kick [target] off of [src]!</span>")
|
||||
to_chat(target, "<span class='userdanger'>You scream in pain as you're kicked off of [src]!</span>")
|
||||
target.emote("scream")
|
||||
step(target, get_dir(user, target))
|
||||
T = get_turf(target)
|
||||
B.forceMove(T)
|
||||
target.Knockdown(40) //then knockdown if we stayed next to them
|
||||
playsound(T, 'sound/weapons/thudswoosh.ogg', 50, 1)
|
||||
flash_color(target, flash_color="#911414", flash_time=8)
|
||||
else if(target) //it's a do_after, we gotta check again to make sure they didn't get deleted
|
||||
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
|
||||
if(target.stat == CONSCIOUS)
|
||||
to_chat(target, "<span class='userdanger'>You scream in pain as [src] is suddenly [remove_verb]ed out of you!</span>")
|
||||
target.emote("scream")
|
||||
flash_color(target, flash_color="#911414", flash_time=4)
|
||||
to_chat(target, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
|
||||
bonus_damage *= 3 //total 30 damage on cultists, 50 with ratvar
|
||||
GLOB.clockwork_vitality += target.adjustFireLoss(bonus_damage) //adds the damage done to existing vitality
|
||||
|
||||
/obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
|
||||
var/turf/T = get_turf(target)
|
||||
@@ -139,6 +78,7 @@
|
||||
L.Knockdown(100)
|
||||
else
|
||||
L.Knockdown(40)
|
||||
GLOB.clockwork_vitality += L.adjustFireLoss(bonus_burn * 3) //normally a total of 40 damage, 70 with ratvar
|
||||
break_spear(T)
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
diff a/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm b/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm (rejected hunks)
|
||||
@@ -6,6 +6,8 @@
|
||||
icon = 'icons/obj/clockwork_objects.dmi'
|
||||
icon_state = "ratvarian_spear"
|
||||
item_state = "ratvarian_spear"
|
||||
+ lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
+ righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
force = 15 //Extra damage is dealt to targets in attack()
|
||||
throwforce = 25
|
||||
armour_penetration = 10
|
||||
@@ -4,6 +4,8 @@
|
||||
desc = "An odd, L-shaped device that hums with energy."
|
||||
clockwork_desc = "A device that allows the replacing of mundane objects with Ratvarian variants. It requires power to function."
|
||||
icon_state = "replica_fabricator"
|
||||
lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
force = 5
|
||||
flags = NOBLUDGEON
|
||||
|
||||
@@ -274,6 +274,8 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
|
||||
if(slab_overlay)
|
||||
slab.add_overlay(slab_overlay)
|
||||
slab.item_state = "clockwork_slab"
|
||||
slab.lefthand_file = 'icons/mob/inhands/antag/clockwork_lefthand.dmi'
|
||||
slab.righthand_file = 'icons/mob/inhands/antag/clockwork_righthand.dmi'
|
||||
slab.inhand_overlay = slab_overlay
|
||||
slab.slab_ability = new ranged_type(slab)
|
||||
slab.slab_ability.slab = slab
|
||||
@@ -299,6 +301,8 @@ Judgement: 12 servants, 5 caches, 300 CV, and any existing AIs are converted or
|
||||
slab.slab_ability.remove_ranged_ability()
|
||||
slab.cut_overlays()
|
||||
slab.item_state = initial(slab.item_state)
|
||||
slab.item_state = initial(slab.lefthand_file)
|
||||
slab.item_state = initial(slab.righthand_file)
|
||||
slab.inhand_overlay = null
|
||||
if(invoker)
|
||||
invoker.update_inv_hands()
|
||||
|
||||
@@ -2,28 +2,6 @@
|
||||
// APPLICATIONS //
|
||||
//////////////////
|
||||
|
||||
//Sigil of Accession: Creates a sigil of accession, which is like a sigil of submission, but can convert any number of non-implanted targets and up to one implanted target.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_accession
|
||||
descname = "Trap, Permanent Conversion"
|
||||
name = "Sigil of Accession"
|
||||
desc = "Places a luminous sigil much like a Sigil of Submission, but it will remain even after successfully converting a non-implanted target. \
|
||||
It will penetrate mindshield implants once before disappearing."
|
||||
invocations = list("Divinity, enslave...", "...all who trespass here!")
|
||||
channel_time = 70
|
||||
consumed_components = list(BELLIGERENT_EYE = 4, GEIS_CAPACITOR = 2, HIEROPHANT_ANSIBLE = 2)
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/submission/accession
|
||||
prevent_path = /obj/effect/clockwork/sigil/submission
|
||||
creator_message = "<span class='brass'>A luminous sigil appears below you. All non-servants to cross it will be enslaved after a brief time if they do not move.</span>"
|
||||
usage_tip = "It will remain after converting a target, unless that target has a mindshield implant, which it will break to convert them, but consume itself in the process."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
one_per_tile = TRUE
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 1
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Sigil of Accession, which can convert a mindshielded non-Servant that remains on it."
|
||||
|
||||
|
||||
//Fellowship Armory: Arms the invoker and nearby servants with Ratvarian armor.
|
||||
/datum/clockwork_scripture/fellowship_armory
|
||||
descname = "Area Servant Armor"
|
||||
@@ -151,26 +129,6 @@
|
||||
return TRUE
|
||||
|
||||
|
||||
//Anima Fragment: Creates an empty anima fragment, which produces an anima fragment that moves at extreme speed and does high damage.
|
||||
/datum/clockwork_scripture/create_object/anima_fragment
|
||||
descname = "Fast Soul Vessel Shell"
|
||||
name = "Anima Fragment"
|
||||
desc = "Creates a large shell fitted for soul vessels. Adding an active soul vessel to it results in a powerful construct with decent health and slight regeneration, notable melee power, \
|
||||
and exceptional speed, though taking damage will temporarily slow it down."
|
||||
invocations = list("Call forth...", "...the soldiers of Armorer.")
|
||||
channel_time = 80
|
||||
consumed_components = list(BELLIGERENT_EYE = 2, VANGUARD_COGWHEEL = 2, REPLICANT_ALLOY = 4)
|
||||
object_path = /obj/structure/destructible/clockwork/shell/fragment
|
||||
creator_message = "<span class='brass'>You form an anima fragment, a powerful soul vessel receptacle.</span>"
|
||||
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that expands and forms into a strange shell!</span>"
|
||||
usage_tip = "Useless without a soul vessel and should not be created without one."
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 4
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Fragment Shell, which produces an Anima Fragment when filled with a Soul Vessel."
|
||||
|
||||
|
||||
//Sigil of Transmission: Creates a sigil of transmission that can drain and store power for clockwork structures.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_transmission
|
||||
descname = "Structure Power Generator & Battery"
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
invocations = list("May heathens...", "...kneel under our force!")
|
||||
channel_time = 30
|
||||
primary_component = BELLIGERENT_EYE
|
||||
quickbind_desc = "Allows you to place a Judicial Marker to knock down and damage non-Servants in an area.<br><b>Click your slab to disable.</b>"
|
||||
quickbind_desc = "Allows you to smite an area, applying Belligerent and briefly stunning.<br><b>Click your slab to disable.</b>"
|
||||
slab_overlay = "judicial"
|
||||
ranged_type = /obj/effect/proc_holder/slab/judicial
|
||||
ranged_message = "<span class='neovgre_small'><i>You charge the clockwork slab with judicial force.</i>\n\
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
/datum/clockwork_scripture/channeled/belligerent/chant_effects(chant_number)
|
||||
for(var/mob/living/carbon/C in hearers(7, invoker))
|
||||
C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
|
||||
new /obj/effect/temp_visual/ratvar/belligerent(get_turf(invoker))
|
||||
return TRUE
|
||||
|
||||
|
||||
@@ -28,20 +29,20 @@
|
||||
/datum/clockwork_scripture/create_object/judicial_visor
|
||||
descname = "Delayed Area Knockdown Glasses"
|
||||
name = "Judicial Visor"
|
||||
desc = "Forms a visor that, when worn, will grant the ability to smite an area, knocking down, muting, and damaging non-Servants."
|
||||
desc = "Creates a visor that can smite an area, applying Belligerent and briefly stunning. The smote area will explode after 3 seconds."
|
||||
invocations = list("Grant me the flames of Engine!")
|
||||
channel_time = 10
|
||||
consumed_components = list(BELLIGERENT_EYE = 1)
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/clothing/glasses/judicial_visor
|
||||
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting the unworthy.</span>"
|
||||
usage_tip = "The visor has a thirty-second cooldown once used, and the marker it creates has a delay of 3 seconds before exploding."
|
||||
creator_message = "<span class='brass'>You form a judicial visor, which is capable of smiting a small area.</span>"
|
||||
usage_tip = "The visor has a thirty-second cooldown once used."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
space_allowed = TRUE
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 2
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Judicial Visor, which can create a Judicial Marker at an area, knocking down, muting, and damaging non-Servants after a delay."
|
||||
quickbind_desc = "Creates a Judicial Visor, which can smite an area, applying Belligerent and briefly stunning."
|
||||
|
||||
|
||||
//Vanguard: Provides twenty seconds of stun immunity. At the end of the twenty seconds, 25% of all stuns absorbed are applied to the invoker.
|
||||
@@ -97,28 +98,28 @@
|
||||
Click your slab to cancel.</b></span>"
|
||||
|
||||
|
||||
//Geis: Grants a short-range binding that will immediately start chanting on binding a valid target.
|
||||
/datum/clockwork_scripture/ranged_ability/geis_prep
|
||||
descname = "Melee Convert Attack"
|
||||
//Geis: Grants a short-range binding attack that allows you to mute and drag around a target in a very obvious manner.
|
||||
/datum/clockwork_scripture/ranged_ability/geis
|
||||
descname = "Melee Mute & Stun"
|
||||
name = "Geis"
|
||||
desc = "Charges your slab with divine energy, allowing you to bind a nearby heretic for conversion. This is very obvious and will make your slab visible in-hand."
|
||||
invocations = list("Divinity, grant...", "...me strength...", "...to enlighten...", "...the heathen!")
|
||||
desc = "Charges your slab with divine energy, allowing you to bind and pull a struck heretic."
|
||||
invocations = list("Divinity, grant me strength...", "...to bind the heathen!")
|
||||
whispered = TRUE
|
||||
channel_time = 20
|
||||
usage_tip = "Is melee range and does not penetrate mindshield implants. Much more efficient than a Sigil of Submission at low Servant amounts."
|
||||
usage_tip = "You CANNOT TAKE ANY NON-PULL ACTIONS while the target is bound, so Sigils of Submission should be placed before use."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 5
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to bind and start converting an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
|
||||
quickbind_desc = "Allows you to bind and mute an adjacent target non-Servant.<br><b>Click your slab to disable.</b>"
|
||||
slab_overlay = "geis"
|
||||
ranged_type = /obj/effect/proc_holder/slab/geis
|
||||
ranged_message = "<span class='sevtug_small'><i>You charge the clockwork slab with divine energy.</i>\n\
|
||||
<b>Left-click a target within melee range to convert!\n\
|
||||
<b>Left-click a target within melee range to bind!\n\
|
||||
Click your slab to cancel.</b></span>"
|
||||
timeout_time = 100
|
||||
|
||||
/datum/clockwork_scripture/ranged_ability/geis_prep/run_scripture()
|
||||
/datum/clockwork_scripture/ranged_ability/geis/run_scripture()
|
||||
var/servants = 0
|
||||
if(!GLOB.ratvar_awakens)
|
||||
for(var/mob/living/M in GLOB.living_mob_list)
|
||||
@@ -130,93 +131,25 @@
|
||||
channel_time = min(channel_time + servants*3, 50)
|
||||
return ..()
|
||||
|
||||
//The scripture that does the converting.
|
||||
/datum/clockwork_scripture/geis
|
||||
name = "Geis Conversion"
|
||||
invocations = list("Enlighten this heathen!", "All are insects before Engine!", "Purge all untruths and honor Engine.")
|
||||
channel_time = 49
|
||||
tier = SCRIPTURE_PERIPHERAL
|
||||
var/mob/living/target
|
||||
var/obj/structure/destructible/clockwork/geis_binding/binding
|
||||
|
||||
/datum/clockwork_scripture/geis/Destroy()
|
||||
if(binding && !QDELETED(binding))
|
||||
qdel(binding)
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/can_recite()
|
||||
if(!target)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/run_scripture()
|
||||
var/servants = 0
|
||||
if(!GLOB.ratvar_awakens)
|
||||
for(var/mob/living/M in GLOB.living_mob_list)
|
||||
if(can_recite_scripture(M, TRUE))
|
||||
servants++
|
||||
if(target.buckled)
|
||||
target.buckled.unbuckle_mob(target, TRUE)
|
||||
binding = new(get_turf(target))
|
||||
if(servants > SCRIPT_SERVANT_REQ)
|
||||
servants -= SCRIPT_SERVANT_REQ
|
||||
channel_time = min(channel_time + servants*7, 120)
|
||||
binding.can_resist = TRUE
|
||||
binding.setDir(target.dir)
|
||||
binding.buckle_mob(target, TRUE)
|
||||
return ..()
|
||||
|
||||
/datum/clockwork_scripture/geis/check_special_requirements()
|
||||
return target && binding && target.buckled == binding && !is_servant_of_ratvar(target) && target.stat != DEAD
|
||||
|
||||
/datum/clockwork_scripture/geis/scripture_effects()
|
||||
. = add_servant_of_ratvar(target)
|
||||
if(.)
|
||||
add_logs(invoker, target, "Converted", object = "Geis")
|
||||
|
||||
|
||||
//Taunting Tirade: Channeled for up to five times over thirty seconds. Confuses non-servants that can hear it and allows movement for a brief time after each chant.
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade
|
||||
descname = "Channeled, Mobile Confusion Trail"
|
||||
name = "Taunting Tirade"
|
||||
desc = "Allows movement for five seconds, leaving a trail that confuses and knocks down. Chanted every second for up to thirty seconds."
|
||||
chant_invocations = list("Hostiles on my back!", "Enemies on my trail!", "Gonna try and shake my tail.", "Bogeys on my six!")
|
||||
chant_amount = 5
|
||||
chant_interval = 10
|
||||
//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_submission
|
||||
descname = "Trap, Conversion"
|
||||
name = "Sigil of Submission"
|
||||
desc = "Places a luminous sigil that will convert any non-Servants that remain on it for 8 seconds."
|
||||
invocations = list("Divinity, enlighten...", "...those who trespass here!")
|
||||
channel_time = 60
|
||||
consumed_components = list(GEIS_CAPACITOR = 1)
|
||||
usage_tip = "Useful for fleeing attackers, as few will be able to follow someone using this scripture."
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/submission
|
||||
creator_message = "<span class='brass'>A luminous sigil appears below you. Any non-Servants to cross it will be converted after 8 seconds if they do not move.</span>"
|
||||
usage_tip = "This is the primary conversion method, though it will not penetrate mindshield implants."
|
||||
tier = SCRIPTURE_DRIVER
|
||||
one_per_tile = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 6
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows movement for five seconds, leaving a trail that confuses and knocks down.<br><b>Maximum 5 chants.</b>"
|
||||
var/flee_time = 47 //allow fleeing for 5 seconds
|
||||
var/grace_period = 3 //very short grace period so you don't have to stop immediately
|
||||
var/datum/progressbar/progbar
|
||||
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade/chant_effects(chant_number)
|
||||
invoker.visible_message("<span class='warning'>[invoker] is suddenly covered with a thin layer of purple smoke!</span>")
|
||||
var/invoker_old_color = invoker.color
|
||||
invoker.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
|
||||
animate(invoker, color = invoker_old_color, time = flee_time+grace_period)
|
||||
addtimer(CALLBACK(invoker, /atom/proc/update_atom_colour), flee_time+grace_period)
|
||||
var/endtime = world.time + flee_time
|
||||
progbar = new(invoker, flee_time, invoker)
|
||||
progbar.bar.color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
|
||||
animate(progbar.bar, color = initial(progbar.bar.color), time = flee_time+grace_period)
|
||||
while(world.time < endtime && can_recite())
|
||||
sleep(1)
|
||||
new/obj/structure/destructible/clockwork/taunting_trail(invoker.loc)
|
||||
progbar.update(endtime - world.time)
|
||||
qdel(progbar)
|
||||
if(can_recite() && chant_number != chant_amount)
|
||||
sleep(grace_period)
|
||||
else
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/clockwork_scripture/channeled/taunting_tirade/chant_end_effects()
|
||||
qdel(progbar)
|
||||
quickbind_desc = "Creates a Sigil of Submission, which will convert non-Servants that remain on it."
|
||||
|
||||
|
||||
//Replicant: Creates a new clockwork slab.
|
||||
|
||||
@@ -29,31 +29,12 @@
|
||||
return ..()
|
||||
|
||||
|
||||
//Cogscarab: Creates an empty cogscarab shell, which produces a cogscarab dedicated to maintaining and defending the cult.
|
||||
/datum/clockwork_scripture/create_object/cogscarab
|
||||
descname = "Constructor Soul Vessel Shell"
|
||||
name = "Cogscarab"
|
||||
desc = "Creates a small shell fitted for soul vessels. Adding an active soul vessel to it results in a small construct with tools and an inbuilt fabricator."
|
||||
invocations = list("Call forth...", "...the workers of Armorer.")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 2, HIEROPHANT_ANSIBLE = 1)
|
||||
object_path = /obj/structure/destructible/clockwork/shell/cogscarab
|
||||
creator_message = "<span class='brass'>You form a cogscarab, a constructor soul vessel receptacle.</span>"
|
||||
observer_message = "<span class='warning'>The slab disgorges a puddle of black metal that contracts and forms into a strange shell!</span>"
|
||||
usage_tip = "Useless without a soul vessel and should not be created without one."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 2
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Cogscarab Shell, which produces a Cogscarab when filled with a Soul Vessel."
|
||||
|
||||
|
||||
//Vitality Matrix: Creates a sigil which will drain health from nonservants and can use that health to heal or even revive servants.
|
||||
/datum/clockwork_scripture/create_object/vitality_matrix
|
||||
descname = "Trap, Damage to Healing"
|
||||
name = "Vitality Matrix"
|
||||
desc = "Places a sigil that drains life from any living non-Servants that cross it. Servants that cross it, however, will be healed based on how much Vitality all \
|
||||
Matrices have drained from non-Servants. Dead Servants can be revived by this sigil if there is vitality equal to the target Servant's non-oxygen damage."
|
||||
desc = "Places a sigil that drains life from any living non-Servants that cross it, producing Vitality. Servants that cross it, however, will be healed using existing Vitality. \
|
||||
Dead Servants can be revived by this sigil at a cost of 150 Vitality."
|
||||
invocations = list("Divinity...", "...steal their life...", "...for these shells!")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, VANGUARD_COGWHEEL = 2)
|
||||
@@ -181,46 +162,6 @@
|
||||
return TRUE
|
||||
|
||||
|
||||
//Sigil of Submission: Creates a sigil of submission, which converts one heretic above it after a delay.
|
||||
/datum/clockwork_scripture/create_object/sigil_of_submission
|
||||
descname = "Trap, Conversion"
|
||||
name = "Sigil of Submission"
|
||||
desc = "Places a luminous sigil that will enslave any valid beings standing on it after a time."
|
||||
invocations = list("Divinity, enlighten...", "...those who trespass here!")
|
||||
channel_time = 60
|
||||
consumed_components = list(BELLIGERENT_EYE = 1, GEIS_CAPACITOR = 2)
|
||||
whispered = TRUE
|
||||
object_path = /obj/effect/clockwork/sigil/submission
|
||||
creator_message = "<span class='brass'>A luminous sigil appears below you. The next non-servant to cross it will be enslaved after a brief time if they do not move.</span>"
|
||||
usage_tip = "This is not a primary conversion method - use Geis for that. It is advantageous as a trap, however, as it will transmit the name of the newly-converted."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
one_per_tile = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 5
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Sigil of Submission, which will convert one non-Servant that remains on it."
|
||||
|
||||
|
||||
//Soul Vessel: Creates a soul vessel, which can seek a ghost or be used on the uncovered head of a dead or dying human to take their brain.
|
||||
/datum/clockwork_scripture/create_object/soul_vessel
|
||||
descname = "Clockwork Posibrain"
|
||||
name = "Soul Vessel"
|
||||
desc = "Forms an ancient positronic brain with an overriding directive to serve Ratvar."
|
||||
invocations = list("Herd the souls of...", "...the blasphemous damned!")
|
||||
channel_time = 30
|
||||
consumed_components = list(VANGUARD_COGWHEEL = 1, GEIS_CAPACITOR = 2)
|
||||
whispered = TRUE
|
||||
object_path = /obj/item/device/mmi/posibrain/soul_vessel
|
||||
creator_message = "<span class='brass'>You form a soul vessel, which can be used in-hand to attract spirits, or used on an unconscious or dead human to extract their consciousness.</span>"
|
||||
usage_tip = "The vessel can be used as a teleport target for Spatial Gateway, though it is generally better-used by placing it in a shell or cyborg body."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
space_allowed = TRUE
|
||||
primary_component = GEIS_CAPACITOR
|
||||
sort_priority = 6
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Creates a Soul Vessel, which can be placed in construct shells and cyborg bodies once filled."
|
||||
|
||||
|
||||
//Replica Fabricator: Creates a replica fabricator, used to convert objects and repair clockwork structures.
|
||||
/datum/clockwork_scripture/create_object/replica_fabricator
|
||||
descname = "Replaces Objects with Ratvarian Versions"
|
||||
@@ -245,13 +186,12 @@
|
||||
/datum/clockwork_scripture/function_call
|
||||
descname = "Permanent Summonable Spear"
|
||||
name = "Function Call"
|
||||
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every three minutes. The spear will deal significant damage to Nar-Sie's dogs and silicon lifeforms, but will \
|
||||
vanish three minutes after being summoned."
|
||||
desc = "Grants the invoker the ability to call forth a powerful Ratvarian spear every 3 minutes, with it lasting 3 minutes. The spear's attacks will generate Vitality, used for healing."
|
||||
invocations = list("Grant me...", "...the might of brass!")
|
||||
channel_time = 20
|
||||
consumed_components = list(REPLICANT_ALLOY = 2, HIEROPHANT_ANSIBLE = 1)
|
||||
whispered = TRUE
|
||||
usage_tip = "You can impale human targets with the spear by pulling them, then attacking. Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
|
||||
usage_tip = "Throwing the spear at a mob will do massive damage and knock them down, but break the spear."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = REPLICANT_ALLOY
|
||||
sort_priority = 8
|
||||
@@ -345,50 +285,3 @@
|
||||
portal_uses = max(portal_uses, 100) //Very powerful if Ratvar has been summoned
|
||||
duration = max(duration, 100)
|
||||
return slab.procure_gateway(invoker, duration, portal_uses)
|
||||
|
||||
|
||||
//Volt Blaster: Channeled for up to five times over ten seconds to fire up to five rays of energy at target locations.
|
||||
/datum/clockwork_scripture/channeled/volt_blaster
|
||||
descname = "Channeled, Targeted Energy Blasts"
|
||||
name = "Volt Blaster"
|
||||
desc = "Allows you to fire five energy rays at target locations. Channeled every fourth of a second for a maximum of ten seconds."
|
||||
channel_time = 30
|
||||
invocations = list("Amperage...", "...grant me your power!")
|
||||
chant_invocations = list("Use charge to kill!", "Slay with power!", "Hunt with energy!")
|
||||
chant_amount = 5
|
||||
chant_interval = 4
|
||||
consumed_components = list(GEIS_CAPACITOR = 1, HIEROPHANT_ANSIBLE = 2)
|
||||
usage_tip = "Though it requires you to stand still, this scripture can do massive damage."
|
||||
tier = SCRIPTURE_SCRIPT
|
||||
primary_component = HIEROPHANT_ANSIBLE
|
||||
sort_priority = 10
|
||||
quickbind = TRUE
|
||||
quickbind_desc = "Allows you to fire energy rays at target locations.<br><b>Maximum 5 chants.</b>"
|
||||
var/static/list/nzcrentr_insults = list("You're not very good at aiming.", "You hunt badly.", "What a waste of energy.", "Almost funny to watch.",
|
||||
"Boss says </span><span class='heavy_brass'>\"Click something, you idiot!\"</span><span class='nzcrentr'>.", "Stop wasting components if you can't aim.")
|
||||
|
||||
/datum/clockwork_scripture/channeled/volt_blaster/chant_effects(chant_number)
|
||||
slab.busy = null
|
||||
var/datum/clockwork_scripture/ranged_ability/volt_ray/ray = new
|
||||
ray.slab = slab
|
||||
ray.invoker = invoker
|
||||
var/turf/T = get_turf(invoker)
|
||||
if(!ray.run_scripture() && slab && invoker)
|
||||
if(can_recite() && T == get_turf(invoker))
|
||||
to_chat(invoker, "<span class='nzcrentr'>\"[text2ratvar(pick(nzcrentr_insults))]\"</span>")
|
||||
else
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/obj/effect/ebeam/volt_ray
|
||||
name = "volt_ray"
|
||||
layer = LYING_MOB_LAYER
|
||||
|
||||
/datum/clockwork_scripture/ranged_ability/volt_ray
|
||||
name = "Volt Ray"
|
||||
slab_overlay = "volt"
|
||||
allow_mobility = FALSE
|
||||
ranged_type = /obj/effect/proc_holder/slab/volt
|
||||
ranged_message = "<span class='nzcrentr_small'><i>You charge the clockwork slab with shocking might.</i>\n\
|
||||
<b>Left-click a target to fire, quickly!</b></span>"
|
||||
timeout_time = 20
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
//Useless on their own, these shells can create powerful constructs.
|
||||
/obj/structure/destructible/clockwork/shell
|
||||
construction_value = 0
|
||||
anchored = FALSE
|
||||
density = FALSE
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
var/mobtype = /mob/living/simple_animal/hostile/clockwork
|
||||
var/spawn_message = " is an error and you should yell at whoever spawned this shell."
|
||||
|
||||
/obj/structure/destructible/clockwork/shell/attackby(obj/item/I, mob/living/user, params)
|
||||
if(istype(I, /obj/item/device/mmi/posibrain/soul_vessel))
|
||||
if(!is_servant_of_ratvar(user))
|
||||
..()
|
||||
return 0
|
||||
var/obj/item/device/mmi/posibrain/soul_vessel/S = I
|
||||
if(!S.brainmob)
|
||||
to_chat(user, "<span class='warning'>[S] is inactive! Turn it on or capture a mind first.</span>")
|
||||
return 0
|
||||
if(S.brainmob && (!S.brainmob.client || !S.brainmob.mind))
|
||||
to_chat(user, "<span class='warning'>[S]'s trapped consciousness appears inactive!</span>")
|
||||
return 0
|
||||
user.visible_message("<span class='notice'>[user] places [S] in [src], where it fuses to the shell.</span>", "<span class='brass'>You place [S] in [src], fusing it to the shell.</span>")
|
||||
var/mob/living/simple_animal/A = new mobtype(get_turf(src))
|
||||
A.visible_message("<span class='brass'>[src][spawn_message]</span>")
|
||||
S.brainmob.mind.transfer_to(A)
|
||||
A.fully_replace_character_name(null, "[findtext(A.name, initial(A.name)) ? "[initial(A.name)]":"[A.name]"] ([S.brainmob.name])")
|
||||
user.drop_item()
|
||||
qdel(S)
|
||||
qdel(src)
|
||||
return 1
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/structure/destructible/clockwork/shell/cogscarab
|
||||
name = "cogscarab shell"
|
||||
desc = "A small brass shell with a cube-shaped receptable in its center. It gives off an aura of obsessive perfectionism."
|
||||
clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a weak construct with an inbuilt fabricator."
|
||||
icon_state = "clockdrone_shell"
|
||||
mobtype = /mob/living/simple_animal/drone/cogscarab
|
||||
spawn_message = "'s eyes blink open, glowing bright red."
|
||||
|
||||
/obj/structure/destructible/clockwork/shell/fragment
|
||||
name = "fragment shell"
|
||||
desc = "A massive brass shell with a small cube-shaped receptable in its center. It gives off an aura of contained power."
|
||||
clockwork_desc = "A dormant receptable that, when powered with a soul vessel, will become a powerful construct."
|
||||
icon_state = "anime_fragment"
|
||||
mobtype = /mob/living/simple_animal/hostile/clockwork/fragment
|
||||
spawn_message = " whirs and rises from the ground on a flickering jet of reddish fire."
|
||||
@@ -5,8 +5,9 @@
|
||||
clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
|
||||
max_integrity = 25
|
||||
light_range = 2
|
||||
light_power = 0.5
|
||||
light_power = 0.8
|
||||
light_color = "#AF0AAF"
|
||||
anchored = FALSE
|
||||
density = FALSE
|
||||
immune_to_servant_attacks = TRUE
|
||||
icon = 'icons/effects/clockwork_effects.dmi'
|
||||
@@ -16,16 +17,34 @@
|
||||
debris = list()
|
||||
can_buckle = TRUE
|
||||
buckle_lying = 0
|
||||
buckle_prevents_pull = TRUE
|
||||
var/resisting = FALSE
|
||||
var/can_resist = FALSE
|
||||
var/mob_layer = MOB_LAYER
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/Initialize(mapload, obj/item/clockwork/slab/the_slab)
|
||||
. = ..()
|
||||
START_PROCESSING(SSprocessing, src)
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/Destroy()
|
||||
STOP_PROCESSING(SSprocessing, src)
|
||||
return ..()
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/examine(mob/user)
|
||||
icon_state = "geisbinding_full"
|
||||
..()
|
||||
icon_state = "geisbinding"
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/process()
|
||||
if(LAZYLEN(buckled_mobs))
|
||||
for(var/V in buckled_mobs)
|
||||
var/mob/living/L = V
|
||||
if(is_servant_of_ratvar(L)) //servants are freed automatically
|
||||
take_damage(obj_integrity)
|
||||
return
|
||||
var/tick_damage = 1
|
||||
if(!is_servant_of_ratvar(pulledby))
|
||||
tick_damage++
|
||||
take_damage(tick_damage, sound_effect = FALSE)
|
||||
playsound(src, 'sound/effects/empulse.ogg', tick_damage * 20, TRUE)
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/attack_hand(mob/living/user)
|
||||
return
|
||||
|
||||
@@ -48,10 +67,8 @@
|
||||
var/obj/item/geis_binding/B = new(M)
|
||||
M.put_in_hands(B, i)
|
||||
M.regenerate_icons()
|
||||
M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", \
|
||||
"<span class='warning'>A [name] appears around you!</span>[can_resist ? "\n<span class='userdanger'>Resist!</span>":""]")
|
||||
if(!can_resist)
|
||||
repair_and_interrupt()
|
||||
M.visible_message("<span class='warning'>A [name] appears around [M]!</span>", "<span class='warning'>A [name] appears around you!</span>")
|
||||
repair_and_interrupt()
|
||||
else
|
||||
var/obj/effect/temp_visual/ratvar/geis_binding/G = new /obj/effect/temp_visual/ratvar/geis_binding(M.loc)
|
||||
var/obj/effect/temp_visual/ratvar/geis_binding/T = new /obj/effect/temp_visual/ratvar/geis_binding/top(M.loc)
|
||||
@@ -65,11 +82,6 @@
|
||||
for(var/obj/item/geis_binding/GB in M.held_items)
|
||||
M.dropItemToGround(GB, TRUE)
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/relaymove(mob/user, direction)
|
||||
if(isliving(user) && can_resist)
|
||||
var/mob/living/L = user
|
||||
L.resist()
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
playsound(src, 'sound/effects/empulse.ogg', 50, 1)
|
||||
|
||||
@@ -79,7 +91,7 @@
|
||||
update_icon()
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/update_icon()
|
||||
alpha = min(initial(alpha) + ((obj_integrity - max_integrity) * 5), 255)
|
||||
alpha = min(255 * ((obj_integrity/max_integrity) + 0.2) , 255)
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/proc/repair_and_interrupt()
|
||||
obj_integrity = max_integrity
|
||||
@@ -87,10 +99,10 @@
|
||||
for(var/m in buckled_mobs)
|
||||
var/mob/living/L = m
|
||||
if(L)
|
||||
L.Stun(20, 1, 1)
|
||||
L.Stun(130, 1, 1) //basically here to act as a mute for borgs
|
||||
if(iscarbon(L))
|
||||
var/mob/living/carbon/C = L
|
||||
C.silent += 4
|
||||
C.silent += 7
|
||||
visible_message("<span class='sevtug'>[src] flares brightly!</span>")
|
||||
var/obj/effect/temp_visual/ratvar/geis_binding/G1 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
|
||||
var/obj/effect/temp_visual/ratvar/geis_binding/G2 = new /obj/effect/temp_visual/ratvar/geis_binding(loc)
|
||||
@@ -106,18 +118,7 @@
|
||||
animate(T2, pixel_y = pixel_y - 9, alpha = 0, time = 8, easing = EASE_IN)
|
||||
|
||||
/obj/structure/destructible/clockwork/geis_binding/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
|
||||
if(buckled_mob == user)
|
||||
if(!resisting && can_resist)
|
||||
resisting = TRUE
|
||||
user.visible_message("<span class='warning'>[user] starts struggling against [src]...</span>", "<span class='userdanger'>You start breaking out of [src]...</span>")
|
||||
while(do_after(user, 10, target = src) && resisting && obj_integrity)
|
||||
if(obj_integrity - 5 <= 0)
|
||||
user.visible_message("<span class='warning'>[user] breaks [src]!</span>", "<span class='userdanger'>You break [src]!</span>")
|
||||
take_damage(5)
|
||||
return user
|
||||
take_damage(5)
|
||||
resisting = FALSE
|
||||
else
|
||||
if(buckled_mob != user)
|
||||
return ..()
|
||||
|
||||
/obj/item/geis_binding
|
||||
@@ -128,5 +129,4 @@
|
||||
flags = NODROP|ABSTRACT|DROPDEL
|
||||
|
||||
/obj/item/geis_binding/pre_attackby(atom/target, mob/living/user, params)
|
||||
user.resist()
|
||||
return FALSE
|
||||
|
||||
@@ -203,7 +203,7 @@
|
||||
var/acolytes_survived = 0
|
||||
for(var/datum/mind/cult_mind in cult)
|
||||
if (cult_mind.current && cult_mind.current.stat != DEAD)
|
||||
if(cult_mind.current.onCentcom() || cult_mind.current.onSyndieBase())
|
||||
if(cult_mind.current.onCentCom() || cult_mind.current.onSyndieBase())
|
||||
acolytes_survived++
|
||||
if(acolytes_survived>=acolytes_needed)
|
||||
return 0
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#define MARK_COOLDOWN
|
||||
|
||||
/datum/action/innate/cult
|
||||
icon_icon = 'icons/mob/actions/actions_cult.dmi'
|
||||
background_icon_state = "bg_demon"
|
||||
buttontooltipstyle = "cult"
|
||||
check_flags = AB_CHECK_RESTRAINED|AB_CHECK_STUN|AB_CHECK_CONSCIOUS
|
||||
@@ -305,6 +306,7 @@
|
||||
/datum/action/innate/cult/master/pulse
|
||||
name = "Eldritch Pulse"
|
||||
desc = "Seize upon a fellow cultist or cult structure and teleport it to a nearby location."
|
||||
icon_icon = 'icons/mob/actions/actions_spells.dmi'
|
||||
button_icon_state = "arcane_barrage"
|
||||
var/obj/effect/proc_holder/pulse/PM
|
||||
var/cooldown = 0
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
desc = "A sword humming with unholy energy. It glows with a dim red light."
|
||||
icon_state = "cultblade"
|
||||
item_state = "cultblade"
|
||||
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
||||
flags = CONDUCT
|
||||
sharpness = IS_SHARP
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
@@ -159,11 +161,15 @@
|
||||
/obj/item/weapon/sharpener/cult
|
||||
name = "eldritch whetstone"
|
||||
desc = "A block, empowered by dark magic. Sharp weapons will be enhanced when used on the stone."
|
||||
icon_state = "cult_sharpener"
|
||||
used = 0
|
||||
increment = 5
|
||||
max = 40
|
||||
prefix = "darkened"
|
||||
|
||||
/obj/item/weapon/sharpener/cult/update_icon()
|
||||
icon_state = "cult_sharpener[used ? "_used" : ""]"
|
||||
|
||||
/obj/item/clothing/suit/hooded/cultrobes/cult_shield
|
||||
name = "empowered cultist armor"
|
||||
desc = "Empowered garb which creates a powerful shield around the user."
|
||||
@@ -386,6 +392,9 @@
|
||||
/obj/item/device/flashlight/flare/culttorch/afterattack(atom/movable/A, mob/user, proximity)
|
||||
if(!proximity)
|
||||
return
|
||||
if(!iscultist(user))
|
||||
to_chat(user, "That doesn't seem to do anything useful.")
|
||||
return
|
||||
|
||||
if(istype(A, /obj/item))
|
||||
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
|
||||
for(var/obj/machinery/power/apc/C in GLOB.apcs_list)
|
||||
if(C.cell && C.z == ZLEVEL_STATION)
|
||||
var/area/A = get_area(C)
|
||||
var/area/A = C.area
|
||||
|
||||
var/skip = 0
|
||||
for(var/area_type in skipped_areas)
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user