This commit is contained in:
Ghommie
2019-10-17 03:09:59 +02:00
60 changed files with 1028 additions and 176 deletions

View File

@@ -318,7 +318,7 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
#define MAP_MAXZ 6
// Defib stats
#define DEFIB_TIME_LIMIT 960
#define DEFIB_TIME_LIMIT 1500
#define DEFIB_TIME_LOSS 60
// Diagonal movement

View File

@@ -47,4 +47,4 @@
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
#define ORGAN_VITAL (1<<4) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Currently only the brain
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances

View File

@@ -288,7 +288,7 @@
contained = "\[[contained]\]"
var/where = "[AREACOORD(location)]"
if(carry.my_atom.fingerprintslast)
if(carry.my_atom && carry.my_atom.fingerprintslast)
var/mob/M = get_mob_by_key(carry.my_atom.fingerprintslast)
var/more = ""
if(M)

View File

@@ -544,4 +544,26 @@
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashman] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashman] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
return
else if(issilicon(target))
var/mob/living/silicon/trashbot = target
if (!trashbot.devourable)
to_chat(user, "<span class='warning'>[target] registers an error code to your [src]</span>")
return
if(patient)
to_chat(user,"<span class='warning'>Your [src] is already occupied.</span>")
return
if(trashbot.buckled)
to_chat(user,"<span class='warning'>[trashbot] is buckled and can not be put into your [src].</span>")
return
user.visible_message("<span class='warning'>[hound.name] is ingesting [trashbot] into their [src].</span>", "<span class='notice'>You start ingesting [trashbot] into your [src.name]...</span>")
if(do_after(user, 30, target = trashbot) && !patient && !trashbot.buckled && length(contents) < max_item_count)
if(!in_range(src, trashbot)) //Proximity is probably old news by now, do a new check.
return //If they moved away, you can't eat them.
trashbot.forceMove(src)
trashbot.reset_perspective(src)
update_gut()
user.visible_message("<span class='warning'>[hound.name]'s garbage processor groans lightly as [trashbot] slips inside.</span>", "<span class='notice'>Your garbage compactor groans lightly as [trashbot] slips inside.</span>")
playsound(hound, 'sound/effects/bin_close.ogg', 80, 1)
return
return

View File

@@ -99,6 +99,25 @@
name = "freezer"
icon_state = "freezer"
//Snowflake organ freezer code
//Order is important, since we check source, we need to do the check whenever we have all the organs in the crate
/obj/structure/closet/crate/freezer/open()
recursive_organ_check(src)
..()
/obj/structure/closet/crate/freezer/close()
..()
recursive_organ_check(src)
/obj/structure/closet/crate/freezer/Destroy()
recursive_organ_check(src)
..()
/obj/structure/closet/crate/freezer/Initialize()
. = ..()
recursive_organ_check(src)
/obj/structure/closet/crate/freezer/blood
name = "blood freezer"
desc = "A freezer containing packs of blood."

View File

@@ -324,6 +324,23 @@
item_state = "officertanjacket"
body_parts_covered = CHEST|ARMS
/obj/item/clothing/suit/ran
name = "Shikigami costume"
desc = "A costume that looks like a certain shikigami, is super fluffy."
icon_state = "ran_suit"
item_state = "ran_suit"
body_parts_covered = CHEST|GROIN|LEGS
flags_inv = HIDEJUMPSUIT|HIDETAUR
heat_protection = CHEST|GROIN|LEGS //fluffy tails!
//2061
/obj/item/clothing/head/ran
name = "Shikigami hat"
desc = "A hat that looks like it keeps any fluffy ears contained super warm, has little charms over it."
icon_state = "ran_hat"
item_state = "ran_hat"
flags_inv = HIDEEARS
/*
* Misc
*/

View File

@@ -19,6 +19,7 @@
new /mob/living/simple_animal/parrot/Poly/ghost(Poly.loc)
qdel(Poly)
/datum/round_event/spooky/announce(fake)
priority_announce(pick("RATTLE ME BONES!","THE RIDE NEVER ENDS!", "A SKELETON POPS OUT!", "SPOOKY SCARY SKELETONS!", "CREWMEMBERS BEWARE, YOU'RE IN FOR A SCARE!") , "THE CALL IS COMING FROM INSIDE THE HOUSE")

View File

@@ -401,6 +401,7 @@ h1.alert, h2.alert {color: #000000;}
.redtext {color: #FF0000; font-size: 24px;}
.clown {color: #FF69Bf; font-size: 24px; font-family: "Comic Sans MS", cursive, sans-serif; font-weight: bold;}
.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
.spooky {color: #FF6100;}
.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
@keyframes velvet {
0% { color: #400020; }

View File

@@ -0,0 +1,148 @@
/obj/effect/landmark/barthpot
name = "barthpot"
/obj/item/barthpot
name = "Bartholomew"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "barthpot"
anchored = TRUE
var/items_list = list()
speech_span = "spooky"
var/active = TRUE
/obj/item/barthpot/Destroy()
var/obj/item/barthpot/n = new src(loc)
n.items_list = items_list
..()
/obj/item/barthpot/attackby(obj/item/I, mob/user, params)
if(!active)
say("Meow!")
return
for(var/I2 in items_list)
if(istype(I, I2))
qdel(I)
new /obj/item/reagent_containers/food/snacks/special_candy(loc)
to_chat(user, "<span class='notice'>You add the [I.name] to the pot and watch as it melts into the mixture, a candy crystalising in it's wake.</span>")
say("Hooray! Thank you!")
items_list -= I2
return
say("It doesn't seem like that's magical enough!")
/obj/item/barthpot/attack_hand(mob/user)
if(!active)
say("Meow!")
return
say("Hello there, I'm Bartholomew, Jacqueline's Familiar.")
sleep(20)
say("I'm currently seeking items to put into my pot, if we get the right items, it should crystalise into a magic candy!")
if(!iscarbon(user))
say("Though... I'm not sure you can help me.")
var/message = "From what I can tell, "
if(LAZYLEN(items_list) < 5)
generate_items()
for(var/I2 in items_list)
if(!I2)
items_list -= I2
continue
var/obj/item/I3 = new I2
message += "a [I3.name], "
message += "currently seem to have the most magic potential."
sleep(15)
say("[message]")
/obj/item/barthpot/proc/generate_items()
var/length = LAZYLEN(items_list)
var/rand_items = list(/obj/item/bodybag = 1,
/obj/item/clothing/glasses/meson = 2,
/obj/item/clothing/glasses/sunglasses = 1,
/obj/item/clothing/gloves/color/fyellow = 1,
/obj/item/clothing/head/hardhat = 1,
/obj/item/clothing/head/hardhat/red = 1,
/obj/item/clothing/head/that = 1,
/obj/item/clothing/head/ushanka = 1,
/obj/item/clothing/head/welding = 1,
/obj/item/clothing/mask/gas = 15,
/obj/item/clothing/suit/hazardvest = 1,
/obj/item/clothing/under/rank/vice = 1,
/obj/item/clothing/suit/hooded/flashsuit = 2,
/obj/item/clothing/accessory/medal/greytide = 1,
/obj/item/assembly/prox_sensor = 4,
/obj/item/assembly/timer = 3,
/obj/item/flashlight = 4,
/obj/item/flashlight/pen = 1,
/obj/effect/spawner/lootdrop/glowstick = 4,
/obj/effect/spawner/lootdrop/mre = 3,
/obj/item/multitool = 2,
/obj/item/radio/off = 2,
/obj/item/t_scanner = 5,
/obj/item/airlock_painter = 1,
/obj/item/stack/cable_coil/ = 4,
/obj/item/stack/medical/bruise_pack = 1,
/obj/item/stack/rods = 3,
/obj/item/stack/sheet/cardboard = 2,
/obj/item/stack/sheet/metal = 1,
/obj/item/stack/sheet/mineral/plasma = 1,
/obj/item/stack/sheet/rglass = 1,
/obj/item/book/manual/wiki/engineering_construction = 1,
/obj/item/book/manual/wiki/engineering_hacking = 1,
/obj/item/clothing/head/cone = 1,
/obj/item/coin/silver = 1,
/obj/item/coin/twoheaded = 1,
/obj/item/poster/random_contraband = 1,
/obj/item/poster/random_official = 1,
/obj/item/crowbar = 1,
/obj/item/crowbar/red = 1,
/obj/item/extinguisher = 11,
/obj/item/hand_labeler = 1,
/obj/item/paper/crumpled = 1,
/obj/item/pen = 1,
/obj/item/reagent_containers/spray/pestspray = 1,
/obj/item/reagent_containers/rag = 3,
/obj/item/stock_parts/cell = 3,
/obj/item/storage/belt/utility = 2,
/obj/item/storage/box = 2,
/obj/item/storage/box/cups = 1,
/obj/item/storage/box/donkpockets = 1,
/obj/item/storage/box/lights/mixed = 3,
/obj/item/storage/box/hug/medical = 1,
/obj/item/storage/fancy/cigarettes/dromedaryco = 1,
/obj/item/storage/toolbox/mechanical = 1,
/obj/item/screwdriver = 3,
/obj/item/tank/internals/emergency_oxygen = 2,
/obj/item/vending_refill/cola = 1,
/obj/item/weldingtool = 3,
/obj/item/wirecutters = 1,
/obj/item/wrench = 4,
/obj/item/relic = 3,
/obj/item/weaponcrafting/receiver = 2,
/obj/item/clothing/head/cone = 2,
/obj/item/grenade/smokebomb = 2,
/obj/item/geiger_counter = 3,
/obj/item/reagent_containers/food/snacks/grown/citrus/orange = 1,
/obj/item/radio/headset = 1,
/obj/item/assembly/infra = 1,
/obj/item/assembly/igniter = 2,
/obj/item/assembly/signaler = 2,
/obj/item/assembly/mousetrap = 2,
/obj/item/reagent_containers/syringe = 2,
/obj/item/clothing/gloves = 8,
/obj/item/clothing/shoes/laceup = 1,
/obj/item/storage/secure/briefcase = 3,
/obj/item/storage/toolbox/artistic = 2,
/obj/item/toy/eightball = 1,
/obj/item/reagent_containers/pill/floorpill = 1,
/obj/item/reagent_containers/food/snacks/cannedpeaches/maint = 2,
/obj/item/clothing/shoes = 2)
if(length == 5)
return TRUE
//var/metalist = pickweight(GLOB.maintenance_loot)
for(var/i = length, i <= 5, i+=1)
var/obj/item = pickweight(rand_items)
if(!item)
i-=1
continue
items_list += item
return TRUE

View File

@@ -5,19 +5,27 @@
//spooky recipes
/datum/recipe/sugarcookie/spookyskull
reagents = list("flour" = 5, "sugar" = 5, "milk" = 5)
items = list(
/obj/item/reagent_containers/food/snacks/egg,
/datum/crafting_recipe/food/sugarcookie/spookyskull
time = 15
name = "Sugar cookie"
reqs = list(
/datum/reagent/consumable/sugar = 5,
/obj/item/reagent_containers/food/snacks/pastrybase = 1
)
result = /obj/item/reagent_containers/food/snacks/sugarcookie/spookyskull
subcategory = CAT_PASTRY
/datum/recipe/sugarcookie/spookycoffin
reagents = list("flour" = 5, "sugar" = 5, "coffee" = 5)
items = list(
/obj/item/reagent_containers/food/snacks/egg,
/datum/crafting_recipe/food/sugarcookie/spookycoffin
time = 15
name = "Sugar cookie"
reqs = list(
/datum/reagent/consumable/sugar = 5,
/datum/reagent/consumable/coffee = 5,
/obj/item/reagent_containers/food/snacks/pastrybase = 1
)
result = /obj/item/reagent_containers/food/snacks/sugarcookie/spookycoffin
subcategory = CAT_PASTRY
//////////////////////////////
//Spookoween trapped closets//
@@ -34,12 +42,12 @@
var/trapped = 0
var/mob/trapped_mob
/obj/structure/closet/initialize()
/obj/structure/closet/Initialize()
..()
if(prob(30))
set_spooky_trap()
/obj/structure/closet/dump_contents()
/obj/structure/closet/dump_contents(var/override = TRUE)
..()
trigger_spooky_trap()
@@ -256,6 +264,7 @@
desc = "A standard miniature energy crossbow that uses a hard-light projector to transform bolts into candy corn. Happy Halloween!"
category = "Holiday"
item = /obj/item/gun/energy/kinetic_accelerator/crossbow/halloween
cost = 12
surplus = 0
/datum/uplink_item/device_tools/emag/hack_o_lantern

View File

@@ -0,0 +1,442 @@
//Conversation
#define JACQ_HELLO (1<<0)
#define JACQ_CANDIES (1<<1)
#define JACQ_HEAD (1<<2)
#define JACQ_FAR (1<<3)
#define JACQ_WITCH (1<<4)
#define JACQ_EXPELL (1<<5)
#define JACQ_DATE (1<<6)
/////// EVENT
/datum/round_event_control/jacqueen
name = "Jacqueline's visit"
holidayID = "jacqueen"
typepath = /datum/round_event/jacqueen
weight = -1 //forces it to be called, regardless of weight
max_occurrences = 1
earliest_start = 0 MINUTES
/datum/round_event/jacqueen/start()
..()
for(var/mob/living/carbon/human/H in GLOB.carbon_list)
playsound(H, 'sound/spookoween/ahaha.ogg', 100, 0.25)
for(var/obj/effect/landmark/barthpot/bp in GLOB.landmarks_list)
new /obj/item/barthpot(bp.loc)
new /mob/living/simple_animal/jacq(bp.loc)
/////// MOBS
//Whacha doing in here like? Yae wan tae ruin ta magicks?
/mob/living/simple_animal/jacq
name = "Jacqueline the Pumpqueen"
real_name = "Jacqueline"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "jacqueline"
maxHealth = 25
health = 25
density = FALSE
speech_span = "spooky"
friendly = "pets"
response_help = "chats with"
var/last_poof
var/progression = list() //Keep track of where people are in the story.
var/active = TRUE //Turn this to false to keep normal mob behavour
/mob/living/simple_animal/jacq/Initialize()
..()
poof()
/mob/living/simple_animal/jacq/Life()
..()
if(!ckey)
if((last_poof+4 MINUTES) < world.realtime)
poof()
/mob/living/simple_animal/jacq/Destroy() //I.e invincible
visible_message("<b>[src]</b> cackles, <span class='spooky'>\"You'll nae get rid a me that easily!\"</span>")
playsound(loc, 'sound/spookoween/ahaha.ogg', 100, 0.25)
var/mob/living/simple_animal/jacq/Jacq = new src.type(loc)
Jacq.progression = progression
..()
/mob/living/simple_animal/jacq/death() //What is alive may never die
visible_message("<b>[src]</b> cackles, <span class='spooky'>\"You'll nae get rid a me that easily!\"</span>")
playsound(loc, 'sound/spookoween/ahaha.ogg', 100, 0.25)
health = 20
poof()
/mob/living/simple_animal/jacq/attack_hand(mob/living/carbon/human/M)
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
if(!ckey)
canmove = FALSE
chit_chat(M)
canmove = TRUE
..()
/mob/living/simple_animal/jacq/attack_paw(mob/living/carbon/monkey/M)
if(!active)
say("Hello there [gender_check(M)]!")
return ..()
if(!ckey)
canmove = FALSE
chit_chat(M)
canmove = TRUE
..()
/mob/living/simple_animal/jacq/proc/poof()
last_poof = world.realtime
var/datum/reagents/R = new/datum/reagents(100)//Hey, just in case.
var/datum/effect_system/smoke_spread/chem/s = new()
R.add_reagent("secretcatchem", (10))
s.set_up(R, 0, loc)
s.start()
visible_message("<b>[src]</b> disappears in a puff of smoke!")
canmove = TRUE
var/hp_list = list()
for(var/obj/machinery/holopad/hp in world)
hp_list += hp
var/obj/machinery/holopad/hp = pick(hp_list)
if(forceMove(pick(hp.loc)))
return TRUE
return FALSE
/mob/living/simple_animal/jacq/proc/gender_check(mob/living/carbon/C)
var/gender = "lamb"
if(C)
if(C.gender == MALE)
gender = "laddie"
if(C.gender == FEMALE)
gender = "lassie"
return gender
//Ye wee bugger, gerrout of it. Ye've nae tae enjoy reading the code fer mae secrets like.
/mob/living/simple_animal/jacq/proc/chit_chat(mob/living/carbon/C)
//Very important
var/gender = gender_check(C)
if(C)
if(C.gender == MALE)
gender = "laddie"
if(C.gender == FEMALE)
gender = "lassie"
if(!progression["[C.real_name]"] || !(progression["[C.real_name]"] & JACQ_HELLO))
visible_message("<b>[src]</b> smiles ominously at [C], <span class='spooky'>\"Well halo there [gender]! Ah'm Jacqueline, tae great Pumpqueen, great tae meet ye.\"</span>")
sleep(20)
visible_message("<b>[src]</b> continues, says, <span class='spooky'>\"Ah'm sure yae well stunned, but ah've got nae taem fer that. Ah'm after the candies around this station. If yae get mae enoof o the wee buggers, Ah'll give ye a treat, or if yae feeling bold, Ah ken trick ye instead.</span>\" giving [C] a wide grin.")
if(!progression["[C.real_name]"])
progression["[C.real_name]"] = NONE //TO MAKE SURE THAT THE LIST ENTRY EXISTS.
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_HELLO
var/choices = list("Trick", "Treat", "How do I get candies?")
var/choice = input(C, "Trick or Treat?", "Trick or Treat?") in choices
switch(choice)
if("Trick")
trick(C)
return
if("Treat")
if(check_candies(C))
treat(C, gender)
else
visible_message("<b>[src]</b> raises an eyebrow, <span class='spooky'>\"You've nae got any candies Ah want! They're the orange round ones, now bugger off an go get em first.\"</span>")
return
if("How do I get candies?")
visible_message("<b>[src]</b> says, <span class='spooky'>\"Gae find my familiar; Bartholomew. Ee's tendin the cauldron which ken bring oot t' magic energy in items scattered aroond. Knowing him, ee's probably gone tae somewhere with books.\"</span>")
return
/mob/living/simple_animal/jacq/proc/treat(mob/living/carbon/C, gender)
visible_message("<b>[src]</b> gives off a glowing smile, <span class='spooky'>\"What ken Ah offer ye? I can magic up an object, a potion or a plushie fer ye.\"</span>")
var/choices_reward = list("Object - 3 candies", "Potion - 2 candies", "Plushie - 1 candy", "Can I ask you a question instead?")
var/choice_reward = input(usr, "Trick or Treat?", "Trick or Treat?") in choices_reward
//rewards
switch(choice_reward)
if("Object - 3 candies")
if(!take_candies(C, 3))
visible_message("<b>[src]</b> raises an eyebrown, <span class='spooky'>\"It's 3 candies per trinket [gender]! Thems the rules!\"</span>")
return
var/new_obj = pick(subtypesof(/obj))
//for(var/item in blacklist)
// if(new_obj == item)
// panic()
var/reward = new new_obj(C.loc)
C.put_in_hands(reward)
visible_message("<b>[src]</b> waves her hands, magicing up a [reward] from thin air, <span class='spooky'>\"There ye are [gender], enjoy! \"</span>")
sleep(20)
poof()
return
if("Potion - 2 candies")
if(!take_candies(C, 2))
visible_message("<b>[src]</b> raises an eyebrow, <span class='spooky'>\"It's 2 candies per potion [gender]! Thems the rules!\"</span>")
return
var/reward = new /obj/item/reagent_containers/potion_container(C.loc)
C.put_in_hands(reward)
visible_message("<b>[src]</b> waves her hands, magicing up a [reward] from thin air, <span class='spooky'>\"There ye are [gender], enjoy! \"</span>")
sleep(20)
poof()
return
if("Plushie - 1 candy")
if(!take_candies(C, 1))
visible_message("<b>[src]</b> raises an eyebrow, <span class='spooky'>\"It's 1 candy per plushie [gender]! Thems the rules!\"</span>")
return
new /obj/item/toy/plush/random(C.loc)
visible_message("<b>[src]</b> waves her hands, magicing up a plushie from thin air, <span class='spooky'>\"There ye are [gender], enjoy! \"</span>")
sleep(20)
poof()
return
//chitchats!
if("Can I ask you a question instead?")
var/choices = list()
//Figure out where the C is in the story
if(!progression["[C.real_name]"]) //I really don't want to get here withoot a hello, but just to be safe
progression["[C.real_name]"] = NONE
if(!(progression["[C.real_name]"] & JACQ_FAR))
if(progression["[C.real_name]"] & JACQ_CANDIES)
choices += "You really came all this way for candy?"
else
choices += "Why do you want the candies?"
if(!(progression["[C.real_name]"] & JACQ_HEAD))
choices += "What is that on your head?"
if(!(progression["[C.real_name]"] & JACQ_EXPELL))
if(progression["[C.real_name]"] & JACQ_WITCH)
choices += "So you got ex-spell-ed?"
else
choices += "Are you a witch?"
//for Kepler, delete this, or just delete the whole story aspect if you want.
//If fully completed
/*
if(progression["[C.real_name]"] & JACQ_FAR)//Damnit this is a pain
if(progression["[C.real_name]"] & JACQ_EXPELL) //I give up
if(progression["[C.real_name]"] & JACQ_HEAD) //This is only an event thing
choices += "Can I take you out on a date?"
*/
if(progression["[C.real_name]"] == 63)//Damnit this is a pain
choices += "Can I take you out on a date?"
//If you've nothing to ask
if(!LAZYLEN(choices))
visible_message("<b>[src]</b> sighs, <span class='spooky'>\"Ah'm all questioned oot fer noo, [gender].\"</span>")
return
//Otherwise, lets go!
visible_message("<b>[src]</b> says, <span class='spooky'>\"A question? Sure, it'll cost you a candy though!\"</span>")
choices += "Nevermind"
//Candies for chitchats
var/choice = input(C, "What do you want to ask?", "What do you want to ask?") in choices
if(!take_candies(C, 1))
visible_message("<b>[src]</b> raises an eyebrow, <span class='spooky'>\"It's a candy per question [gender]! Thems the rules!\"</span>")
return
//Talking
switch(choice)
if("Why do you want the candies?")
visible_message("<b>[src]</b> says, <span class='spooky'>\"Ave ye tried them? They're full of all sorts of reagents. Ah'm after them so ah ken magic em up an hopefully find rare stuff fer me brews. Honestly it's a lot easier magicking up tatt fer ye lot than runnin aroond on me own like. I'd ask me familiars but most a my familiars are funny fellows 'n constantly bugger off on adventures when given simple objectives like; Go grab me a tea cake or watch over me cauldron. Ah mean, ye might run into Bartholomew my cat. Ee's supposed tae be tending my cauldron, but I've nae idea where ee's got tae.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_CANDIES
sleep(30)
poof()
if("You really came all this way for candy?")
visible_message("<b>[src]</b> looks tae the side sheepishly, <span class='spooky'>\"Aye, well, tae be honest, Ah'm here tae see me sis, but dunnae let her knew that. She's an alchemist too like, but she dunnae use a caldron like mae, she buggered off like tae her posh ivory tower tae learn bloody chemistry instead!\"</span> <b>[src]</b> scowls, <span class='spooky'>\"She's tae black sheep o' the family too, so we dunnae see eye tae eye sometimes on alchemy. Ah mean, she puts <i> moles </i> in her brews! Ye dunnae put moles in yer brews! Yae threw your brews at tae wee bastards an blew em up!\"</span> <b>[src]</b> sighs, <span class='spooky'>\"But she's a heart o gold so.. Ah wanted tae see her an check up oon her, make sure she's okay.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_FAR
sleep(30)
poof()
if("What is that on your head?")
visible_message("<b>[src]</b> pats the pumpkin atop her head, <span class='spooky'>\"This thing? This ain't nae ordinary pumpkin! Me Ma grew this monster ooer a year o love, dedication an hard work. Honestly it felt like she loved this thing more than any of us, which Ah knew ain't true an it's not like she was hartless or anything but.. well, we had a falling oot when Ah got back home with all me stuff in tow. An all she had done is sent me owl after owl over t' last year aboot this bloody pumpkin and ah had enough. So ah took it, an put it on me head. You know, as ye do. Ah am the great Pumpqueen after all, Ah deserve this.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_HEAD
sleep(30)
poof()
if("Are you a witch?")
visible_message("<b>[src]</b> grumbles, <span class='spooky'>\"If ye must know, Ah got kicked oot of the witch academy fer being too much of a \"loose cannon\". A bloody loose cannon? Nae they were just pissed off Ah had the brass tae proclaim myself as the Pumpqueen! And also maybe the time Ah went and blew up one of the towers by trying tae make a huge batch of astrogen might've had something tae do with it. Ah mean it would've worked fine if the cauldrons weren't so shite and were actually upgraded by the faculty. So technically no, I'm not a witch.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_WITCH
sleep(30)
poof()
if("So you got ex-spell-ed?")
visible_message("<b>[src]</b> Gives you a blank look at the pun, before continuing, <span class='spooky'>\"Not quite, Ah know Ah ken get back into the academy, it's only an explosion, they happen all the time, but, tae be fair it's my fault that things came tae their explosive climax. You don't know what it's like when you're after a witch doctorate, everyone else is doing well, everyone's making new spells and the like, and I'm just good at making explosions really, or fireworks. So, Ah did something Ah knew was dangerous, because Ah had tae do something tae stand oot, but Ah know this life ain't fer me, Ah don't want tae be locked up in dusty towers, grinding reagent after reagent together, trying tae find new reactions, some of the wizards in there haven't left fer years. Ah want tae live, Ah want tae fly around on a broom, turn people into cats fer a day and disappear cackling! That's what got me into witchcraft!\"</span> she throws her arms up in the arm, spinning the pumpkin upon her head slightly. She carefully spins it back to face you, giving oot a soft sigh, <span class='spooky'>\"Ah know my mother's obsession with this dumb thing on my head is just her trying tae fill the void of me and my sis moving oot, and it really shouldn't be on my head. And Ah know that I'm really here tae get help from my sis.. She's the sensible one, and she gives good hugs.\"</span>")
sleep(30)
visible_message("<b>[src]</b> says, <span class='spooky'>\"Thanks [C], Ah guess Ah didn't realise Ah needed someone tae talk tae but, I'm glad ye spent all your candies talking tae me. Funny how things seem much worse in yer head.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_EXPELL
sleep(30)
poof()
if("Can I take you out on a date?")
visible_message("<b>[src]</b> blushes, <span class='spooky'>\"...You want tae ask me oot on a date? Me? After all that nonsense Ah just said? It seems a waste of a candy honestly.\"</span>")
progression["[C.real_name]"] = progression["[C.real_name]"] | JACQ_DATE
visible_message("<b>[src]</b> looks to the side, deep in thought.</span>")
dating_start(C, gender)
if("Nevermind")
visible_message("<b>[src]</b> shrugs, <span class='spooky'>\"Suit yerself then, here's your candy back.\"</span>")
new /obj/item/reagent_containers/food/snacks/special_candy(loc)
/mob/living/simple_animal/jacq/proc/trick(mob/living/carbon/C, gender)
var/option
if(ishuman(C))
option = rand(1,7)
else
option = rand(1,6)
switch(option)
if(1)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"Hocus pocus, making friends is now your focus!\"</span>")
var/datum/objective/brainwashing/objective = pick("Make a tasty sandwich for", "Compose a poem for", "Aquire a nice outfit to give to", "Strike up a conversation about pumpkins with", "Write a letter and deliver it to", "Give a nice hat to")
var/mob/living/L2 = pick(GLOB.player_list)
objective += " [L2.name]."
brainwash(C, objective)
if(2)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"Off comes your head, a pumpkin taking it's stead!\"</span>")
C.reagents.add_reagent("pumpkinmutationtoxin", 5)
if(3)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"If only you had a better upbringing, your ears are now full of my singing!\"</span>")
var/client/C2 = C.client
C2.chatOutput.sendMusic("https://a.uguu.se/rQ8FxxUQ1Xzc_SpOwOkyOwOkyPumpkinSong-PFrPrIxluWk.mp4", 1)//I hope this works!
if(4)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"You're cute little bumpkin, On your head is a pumpkin!\"</span>")
if(C.head)
var/obj/item/W = C.head
C.dropItemToGround(W, TRUE)
var/jaqc_latern = new /obj/item/clothing/head/hardhat/pumpkinhead/jaqc
C.equip_to_slot(jaqc_latern, SLOT_HEAD, 1, 1)
if(5)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"In your body there's something amiss, you'll find it's a chem made by my sis!\"</span>")
C.reagents.add_reagent("eigenstate", 30)
if(6)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"A new familiar for me, and you'll see it's thee!\"</span>")
C.reagents.add_reagent("secretcatchem", 30)
if(7)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"While you may not be a ghost, for this sheet you'll always be it's host.\"</span>")
var/mob/living/carbon/human/H = C
if(H.wear_suit)
var/obj/item/W = H.wear_suit
H.dropItemToGround(W, TRUE)
var/ghost = new /obj/item/clothing/suit/ghost_sheet/sticky
H.equip_to_slot(ghost, SLOT_WEAR_SUIT, 1, 1)
poof()
//Blame Fel
/mob/living/simple_animal/jacq/proc/dating_start(mob/living/carbon/C, gender)
var/candies = pollGhostCandidates("Do you want to go on a date with [C] as Jacqueline the great pumpqueen?")
//sleep(30) //If the poll doesn't autopause.
if(candies)
candies = shuffle(candies)//Shake those ghosts up!
for(var/mob/dead/observer/C2 in candies)
if(C2.key && C2)
key = C2.key
message_admins("[C2]/[C2.key] has agreed to go on a date with [C] as Jacqueline.")
log_game("HALLOWEEN: [C2]/[C2.key] has agreed to go on a date with [C] as Jacqueline")
to_chat(src, "<span class='big spooky'>You are Jacqueline the great pumpqueen, witch Extraordinaire! You're a very Scottish lass with a kind heart, but also a little crazy. You also blew up the wizarding school and you're suspended for a while, so you visited the station before heading home. On your head lies the prize pumpkin of your Mother's pumpkin patch. You're currently on a date with [C] and well, I didn't think anyone would get this far. <i> Please be good so I can do events like this in the future. </i> </span>")
return
else
candies =- C2
visible_message("<b>[src]</b> looks to the side, <span class='spooky'>\"Look, Ah like ye but, Ah don't think Ah can right now. If ye can't tell, the stations covered in volatile candies, I've a few other laddies and lassies running after me treats, and tae top it all off, I've the gods breathing down me neck, watching every treat Ah make fer the lot of yous.\" she sighs, \"But that's not a no, right? That's.. just a nae right noo.\"</span>")
sleep(20)
visible_message("<b>[src]</b> takes off the pumpkin on her head, a rich blush on her cheeks. She leans over planting a kiss upon your forehead quickly befere popping the pumpkin back on her head.")
sleep(10)
visible_message("<b>[src]</b> waves their arms around, <span class='spooky'>\"There, that aught tae be worth a candy.\"</span>")
sleep(20)
poof()
/obj/item/clothing/head/hardhat/pumpkinhead/jaqc
name = "Jacq o' latern"
desc = "A jacqueline o' lantern! You can't seem to get rid of it."
icon_state = "hardhat0_pumpkin_j"
item_state = "hardhat0_pumpkin_j"
item_color = "pumpkin_j"
brightness_on = 4
/obj/item/clothing/head/hardhat/pumpkinhead/jaqc/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, GLUED_ITEM_TRAIT)
/obj/item/clothing/suit/ghost_sheet/sticky
/obj/item/clothing/suit/ghost_sheet/sticky/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, GLUED_ITEM_TRAIT)
/obj/item/clothing/suit/ghost_sheet/sticky/attack_hand(mob/user)
if(iscarbon(user))
to_chat(user, "<span class='spooky'><i>Boooooo~!</i></span>")
return
else
..()
/obj/item/clothing/suit/ghost_sheet/sticky/attack_hand(mob/user)
if(iscarbon(user))
to_chat(user, "<span class='spooky'><i>Boooooo~!</i></span>")
return
else
..()
/datum/reagent/mutationtoxin/pumpkinhead
name = "Pumpkin head mutation toxin"
id = "pumpkinmutationtoxin"
race = /datum/species/dullahan/pumpkin
mutationtext = "<span class='spooky'>The pain subsides. You feel your head roll off your shoulders... and you smell pumpkin."
//I couldn't get the replace head sprite with a pumpkin to work so, it is what it is.
/mob/living/simple_animal/jacq/proc/check_candies(mob/living/carbon/C)
var/invs = C.get_contents()
var/candy_count = 0
for(var/item in invs)
if(istype(item, /obj/item/reagent_containers/food/snacks/special_candy))
candy_count++
return candy_count
/mob/living/simple_animal/jacq/proc/take_candies(mob/living/carbon/C, candy_amount = 1)
var/inv = C.get_contents()
var/candies = list()
for(var/item in inv)
if(istype(item, /obj/item/reagent_containers/food/snacks/special_candy))
candies += item
if(LAZYLEN(candies) == candy_amount)
break
if(LAZYLEN(candies) == candy_amount) //I know it's a double check but eh, to be safe.
for(var/candy in candies)
qdel(candy)
return TRUE
return FALSE
//Potions
/obj/item/reagent_containers/potion_container
name = "potion"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "jacq_potion"
desc = "A potion with a strange concoction within. Be careful, as if it's thrown it explodes in a puff of smoke like Jacqueline."
/obj/item/reagent_containers/potion_container/Initialize()
.=..()
var/R = get_random_reagent_id()
reagents.add_reagent(R, 30)
name = "[R] Potion"
/obj/item/reagent_containers/potion_container/throw_impact(atom/target)
..()
sleep(20)
var/datum/effect_system/smoke_spread/chem/s = new()
s.set_up(src.reagents, 3, src.loc)
s.start()
qdel(src)
//Candies
/obj/item/reagent_containers/food/snacks/special_candy
name = "Magic candy"
icon = 'icons/obj/halloween_items.dmi'
icon_state = "jacq_candy"
desc = "A candy with strange magic within. Be careful, as the magic isn't always helpful."
/obj/item/reagent_containers/food/snacks/special_candy/Initialize()
.=..()
reagents.add_reagent(get_random_reagent_id(), 5)

View File

@@ -333,6 +333,16 @@
/datum/holiday/halloween/getStationPrefix()
return pick("Bone-Rattling","Mr. Bones' Own","2SPOOKY","Spooky","Scary","Skeletons")
/datum/holiday/jacqueen //Subset of halloween
name = "jacqueen"
begin_day = 27
begin_month = OCTOBER
end_day = 2
end_month = NOVEMBER
/datum/holiday/jacqueen/greet()
return "Jacqueline the great Pumpqueen has come to visit!"
/datum/holiday/vegan
name = "Vegan Day"
begin_day = 1

View File

@@ -30,7 +30,7 @@
// Decorative wings
/datum/sprite_accessory/deco_wings
icon = 'icons/mob/wings.dmi'
/datum/sprite_accessory/deco_wings/plain
name = "Plain"
icon_state = "plain"
@@ -96,10 +96,13 @@
name = "Snow"
icon_state = "snow"
/datum/sprite_accessory/deco_wings/angel
name = "Angel"
icon_state = "angel"
color_src = 0
dimension_x = 46
center = TRUE
dimension_y = 34
/datum/sprite_accessory/deco_wings/none
name = "None"
@@ -155,7 +158,6 @@
/datum/sprite_accessory/insect_wings/punished
name = "Burnt Off"
icon_state = "punished"
locked = TRUE
/datum/sprite_accessory/insect_wings/firewatch
name = "Firewatch"

View File

@@ -11,6 +11,7 @@
attack_verb = list("attacked", "slapped", "whacked")
///The brain's organ variables are significantly more different than the other organs, with half the decay rate for balance reasons, and twice the maxHealth
decay_factor = STANDARD_ORGAN_DECAY / 4 //30 minutes of decaying to result in a fully damaged brain, since a fast decay rate would be unfun gameplay-wise
healing_factor = STANDARD_ORGAN_HEALING / 2
maxHealth = BRAIN_DAMAGE_DEATH
low_threshold = 45
@@ -247,11 +248,13 @@
to_chat(owner, "<span class='userdanger'>The last spark of life in your brain fizzles out...</span>")
owner.death()
brain_death = TRUE
return
..()
/obj/item/organ/brain/on_death()
if(damage <= BRAIN_DAMAGE_DEATH) //rip
brain_death = FALSE
applyOrganDamage(maxHealth * decay_factor)
..()
/obj/item/organ/brain/applyOrganDamage(var/d, var/maximum = maxHealth)

View File

@@ -1,6 +1,7 @@
/obj/item/organ/alien
icon_state = "xgibmid2"
var/list/alien_powers = list()
organ_flags = ORGAN_NO_SPOIL
/obj/item/organ/alien/Initialize()
. = ..()

View File

@@ -13,19 +13,19 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner
var/list/offset_features = list(
OFFSET_UNIFORM = list(0,0),
OFFSET_ID = list(0,0),
OFFSET_GLOVES = list(0,0),
OFFSET_GLASSES = list(0,0),
OFFSET_EARS = list(0,0),
OFFSET_SHOES = list(0,0),
OFFSET_S_STORE = list(0,0),
OFFSET_FACEMASK = list(0,0),
OFFSET_HEAD = list(0,0),
OFFSET_EYES = list(0,0),
OFFSET_LIPS = list(0,0),
OFFSET_BELT = list(0,0),
OFFSET_BACK = list(0,0),
OFFSET_UNIFORM = list(0,0),
OFFSET_ID = list(0,0),
OFFSET_GLOVES = list(0,0),
OFFSET_GLASSES = list(0,0),
OFFSET_EARS = list(0,0),
OFFSET_SHOES = list(0,0),
OFFSET_S_STORE = list(0,0),
OFFSET_FACEMASK = list(0,0),
OFFSET_HEAD = list(0,0),
OFFSET_EYES = list(0,0),
OFFSET_LIPS = list(0,0),
OFFSET_BELT = list(0,0),
OFFSET_BACK = list(0,0),
OFFSET_HAIR = list(0,0),
OFFSET_FHAIR = list(0,0),
OFFSET_SUIT = list(0,0),
@@ -422,8 +422,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
facial_overlay.alpha = hair_alpha
if(OFFSET_FHAIR in H.dna.species.offset_features)
facial_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FHAIR][1]
facial_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FHAIR][2]
facial_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FHAIR][1]
facial_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FHAIR][2]
standing += facial_overlay
@@ -814,6 +814,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
bodypart = "snout"
if(bodypart == "xenohead")
bodypart = "xhead"
if(bodypart == "insect_wings" || bodypart == "deco_wings")
bodypart = "insect_wings"
if(S.gender_specific)
accessory_overlay.icon_state = "[g]_[bodypart]_[S.icon_state]_[layertext]"
@@ -885,7 +887,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
accessory_overlay.color = husklist
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += accessory_overlay
@@ -901,7 +903,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
inner_accessory_overlay = center_image(inner_accessory_overlay, S.dimension_x, S.dimension_y)
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
inner_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
inner_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
inner_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += inner_accessory_overlay
@@ -944,11 +946,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(HORNCOLOR)
extra_accessory_overlay.color = "#[H.horn_color]"
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
extra_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += extra_accessory_overlay
if(S.extra2) //apply the extra overlay, if there is one
@@ -985,7 +987,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
extra2_accessory_overlay.color = "#[H.horn_color]"
if(OFFSET_MUTPARTS in H.dna.species.offset_features)
extra2_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra2_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1]
extra2_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2]
standing += extra2_accessory_overlay

View File

@@ -13,9 +13,12 @@
blacklisted = TRUE
limbs_id = "human"
skinned_type = /obj/item/stack/sheet/animalhide/human
var/pumpkin = FALSE
var/obj/item/dullahan_relay/myhead
/datum/species/dullahan/pumpkin
pumpkin = TRUE
/datum/species/dullahan/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[HALLOWEEN])
@@ -27,11 +30,19 @@
H.flags_1 &= ~HEAR_1
var/obj/item/bodypart/head/head = H.get_bodypart(BODY_ZONE_HEAD)
if(head)
if(pumpkin)//Pumpkinhead!
head.animal_origin = 100
head.icon = 'icons/obj/clothing/hats.dmi'
head.icon_state = "hardhat1_pumpkin_j"
head.custom_head = TRUE
head.drop_limb()
head.flags_1 = HEAR_1
head.throwforce = 25
myhead = new /obj/item/dullahan_relay (head, H)
H.put_in_hands(head)
var/obj/item/organ/eyes/E = H.getorganslot(ORGAN_SLOT_EYES)
for(var/datum/action/item_action/organ_action/OA in E.actions)
OA.Trigger()
/datum/species/dullahan/on_species_loss(mob/living/carbon/human/H)
H.flags_1 |= ~HEAR_1
@@ -64,7 +75,7 @@
/obj/item/organ/brain/dullahan
decoy_override = TRUE
organ_flags = 0
organ_flags = ORGAN_NO_SPOIL//Do not decay
/obj/item/organ/tongue/dullahan
zone = "abstract"

View File

@@ -52,13 +52,11 @@
switch(from.pH)
if(11.5 to INFINITY)
to_chat(src, "<span class='warning'>You taste a strong alkaline flavour!</span>")
T.applyOrganDamage(1)
if(8.5 to 11.5)
to_chat(src, "<span class='notice'>You taste a sort of soapy tone in the mixture.</span>")
if(2.5 to 5.5)
to_chat(src, "<span class='notice'>You taste a sort of acid tone in the mixture.</span>")
if(-INFINITY to 2.5)
to_chat(src, "<span class='warning'>You taste a strong acidic flavour!</span>")
T.applyOrganDamage(1)
#undef DEFAULT_TASTE_SENSITIVITY

View File

@@ -244,9 +244,9 @@
/obj/machinery/computer/pandemic/proc/replace_beaker(mob/living/user, obj/item/reagent_containers/new_beaker)
if(beaker)
beaker.forceMove(drop_location())
if(user && Adjacent(user) && !issiliconoradminghost(user))
user.put_in_hands(beaker)
if(!user.put_in_hands(beaker))
beaker.forceMove(drop_location())
if(new_beaker)
beaker = new_beaker
else

View File

@@ -104,6 +104,7 @@
var/amount = CLAMP(0.002, 0, N.volume)
N.volume -= amount
St.data["grown_volume"] = St.data["grown_volume"] + added_volume
St.name = "[initial(St.name)] [round(St.data["grown_volume"], 0.1)]u colony"
/datum/chemical_reaction/styptic_powder
name = "Styptic Powder"

View File

@@ -32,6 +32,8 @@
var/lip_style = null
var/lip_color = "white"
//If the head is a special sprite
var/custom_head
/obj/item/bodypart/head/can_dismember(obj/item/I)
if(!((owner.stat == DEAD) || owner.InFullCritical()))
@@ -128,6 +130,8 @@
add_overlay(standing)
/obj/item/bodypart/head/get_limb_icon(dropped)
if(custom_head)
return
cut_overlays()
. = ..()
if(dropped) //certain overlays only appear when the limb is being detached from its owner.

View File

@@ -15,7 +15,7 @@
//an incision but with greater bleed, and a 90% base success chance
/datum/surgery_step/incise_heart
name = "incise heart"
implements = list(/obj/item/scalpel = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
implements = list(TOOL_SCALPEL = 90, /obj/item/melee/transforming/energy/sword = 45, /obj/item/kitchen/knife = 45,
/obj/item/shard = 25)
time = 16
@@ -74,4 +74,4 @@
"<span class='warning'>[user] screws up, causing blood to spurt out of [H]'s chest profusely!</span>")
H.adjustOrganLoss(ORGAN_SLOT_HEART, 20)
H.bleed_rate += 30
return FALSE
return FALSE

View File

@@ -11,8 +11,7 @@
/datum/surgery_step/embalming
name = "embalming body"
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
implements = list(/obj/item/reagent_containers/syringe = 100, /obj/item/pen = 30)
time = 10
chems_needed = list("drying_agent", "sterilizine")
require_all_chems = FALSE
@@ -28,4 +27,4 @@
/datum/surgery_step/embalming/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] screws up!", "<span class='warning'>You screwed up!</span>")
ADD_TRAIT(target, TRAIT_NOCLONE, MAGIC_TRAIT) //That body is ruined, but still gives miasma
return FALSE
return FALSE

View File

@@ -19,7 +19,7 @@
//repair organs
/datum/surgery_step/graft_synthtissue
name = "graft synthtissue"
implements = list(/obj/item/hemostat = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
implements = list(TOOL_HEMOSTAT = 100, TOOL_SCREWDRIVER = 35, /obj/item/pen = 15)
repeatable = TRUE
time = 75
chems_needed = list("synthtissue")
@@ -61,8 +61,9 @@
target.reagents.remove_reagent("synthtissue", 10)
/datum/surgery_step/graft_synthtissue/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("[user] successfully repairs part of [chosen_organ].", "<span class='notice'>You succeed in repairing parts of [chosen_organ].</span>")
chosen_organ.applyOrganDamage(health_restored)
user.visible_message("[user] successfully grafts synthtissue to [chosen_organ].", "<span class='notice'>You succeed in grafting 10u of the synthflesh to the [chosen_organ].</span>")
chosen_organ.applyOrganDamage(-health_restored)
return TRUE
/datum/surgery_step/graft_synthtissue/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
user.visible_message("<span class='warning'>[user] accidentally damages part of [chosen_organ]!</span>", "<span class='warning'>You damage [chosen_organ]! Apply more synthtissue if it's run out.</span>")

View File

@@ -26,7 +26,7 @@
//remove fat
/datum/surgery_step/remove_fat
name = "remove loose fat"
implements = list(/obj/item/retractor = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
implements = list(TOOL_RETRACTOR = 100, TOOL_SCREWDRIVER = 45, TOOL_WIRECUTTER = 35)
time = 32
/datum/surgery_step/remove_fat/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)

View File

@@ -17,9 +17,10 @@
if(starting_organ)
insert_organ(new starting_organ(src))
/obj/item/autosurgeon/proc/insert_organ(var/obj/item/I)
/obj/item/autosurgeon/proc/insert_organ(var/obj/item/organ/I)
storedorgan = I
I.forceMove(src)
I.organ_flags |= ORGAN_FROZEN //Stops decay
name = "[initial(name)] ([storedorgan.name])"
/obj/item/autosurgeon/attack_self(mob/user)//when the object it used...
@@ -125,4 +126,4 @@
/obj/item/autosurgeon/womb
desc = "A single use autosurgeon that contains a womb. A screwdriver can be used to remove it, but implants can't be placed back in."
uses = 1
starting_organ = /obj/item/organ/genital/womb
starting_organ = /obj/item/organ/genital/womb

View File

@@ -6,7 +6,7 @@
slot = ORGAN_SLOT_HEART
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = 4 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
decay_factor = 3 * STANDARD_ORGAN_DECAY //designed to fail about 5 minutes after death
low_threshold_passed = "<span class='info'>Prickles of pain appear then die out from within your chest...</span>"
high_threshold_passed = "<span class='warning'>Something inside your chest hurts, and the pain isn't subsiding. You notice yourself breathing far faster than before.</span>"
@@ -61,6 +61,7 @@
return S
/obj/item/organ/heart/on_life()
..()
if(owner.client && beating)
failed = FALSE
var/sound/slowbeat = sound('sound/health/slowbeat.ogg', repeat = TRUE)

View File

@@ -12,10 +12,12 @@
var/operated = FALSE //whether we can still have our damages fixed through surgery
//health
maxHealth = LUNGS_MAX_HEALTH
maxHealth = 3 * STANDARD_ORGAN_THRESHOLD
healing_factor = STANDARD_ORGAN_HEALING
decay_factor = STANDARD_ORGAN_DECAY
high_threshold = 0.6 * LUNGS_MAX_HEALTH //threshold at 180
low_threshold = 0.3 * LUNGS_MAX_HEALTH //threshold at 90
high_threshold_passed = "<span class='warning'>You feel some sort of constriction around your chest as your breathing becomes shallow and rapid.</span>"
now_fixed = "<span class='warning'>Your lungs seem to once again be able to hold air.</span>"

View File

@@ -41,6 +41,9 @@
else
qdel(replaced)
//Hopefully this doesn't cause problems
organ_flags &= ~ORGAN_FROZEN
owner = M
M.internal_organs |= src
M.internal_organs_slot[slot] = src
@@ -64,30 +67,88 @@
A.Remove(M)
START_PROCESSING(SSobj, src)
/obj/item/organ/proc/on_find(mob/living/finder)
return
/obj/item/organ/process()
/obj/item/organ/process() //runs decay when outside of a person AND ONLY WHEN OUTSIDE (i.e. long obj).
on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
/obj/item/organ/proc/on_death() //runs decay when outside of a person
if(organ_flags & (ORGAN_SYNTHETIC | ORGAN_FROZEN | ORGAN_NO_SPOIL))
//Sources; life.dm process_organs
/obj/item/organ/proc/on_death() //Runs when outside AND inside.
decay()
//Applys the slow damage over time decay
/obj/item/organ/proc/decay()
if(!can_decay())
STOP_PROCESSING(SSobj, src)
return
is_cold()
if(organ_flags & ORGAN_FROZEN)
return
applyOrganDamage(maxHealth * decay_factor)
/obj/item/organ/proc/can_decay()
if(CHECK_BITFIELD(organ_flags, ORGAN_NO_SPOIL | ORGAN_SYNTHETIC | ORGAN_FAILING))
return FALSE
return TRUE
//Checks to see if the organ is frozen from temperature
/obj/item/organ/proc/is_cold()
var/freezing_objects = list(/obj/structure/closet/crate/freezer, /obj/structure/closet/secure_closet/freezer, /obj/structure/bodycontainer, /obj/item/autosurgeon)
if(istype(loc, /obj/))//Freezer of some kind, I hope.
if(is_type_in_list(loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))//Incase someone puts them in when cold, but they warm up inside of the thing. (i.e. they have the flag, the thing turns it off, this rights it.)
organ_flags |= ORGAN_FROZEN
return TRUE
return
var/local_temp
if(istype(loc, /turf/))//Only concern is adding an organ to a freezer when the area around it is cold.
var/turf/T = loc
var/datum/gas_mixture/enviro = T.return_air()
local_temp = enviro.temperature
else if(istype(loc, /mob/) && !owner)
var/mob/M = loc
if(is_type_in_list(M.loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
var/turf/T = M.loc
var/datum/gas_mixture/enviro = T.return_air()
local_temp = enviro.temperature
if(owner)
//Don't interfere with bodies frozen by structures.
if(is_type_in_list(owner.loc, freezing_objects))
if(!(organ_flags & ORGAN_FROZEN))
organ_flags |= ORGAN_FROZEN
return TRUE
local_temp = owner.bodytemperature
if(!local_temp)//Shouldn't happen but in case
return
if(local_temp < 154)//I have a pretty shaky citation that states -120 allows indefinite cyrostorage
organ_flags |= ORGAN_FROZEN
return TRUE
organ_flags &= ~ORGAN_FROZEN
return FALSE
/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing
if(!(organ_flags & ORGAN_FAILING))
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
applyOrganDamage(healing_amount) //to FERMI_TWEAK
//Make it so each threshold is stuck.
if(organ_flags & ORGAN_FAILING)
return
if(is_cold())
return
///Damage decrements by a percent of its maxhealth
var/healing_amount = -(maxHealth * healing_factor)
///Damage decrements again by a percent of its maxhealth, up to a total of 4 extra times depending on the owner's health
healing_amount -= owner.satiety > 0 ? 4 * healing_factor * owner.satiety / MAX_SATIETY : 0
applyOrganDamage(healing_amount) //to FERMI_TWEAK
//Make it so each threshold is stuck.
/obj/item/organ/examine(mob/user)
. = ..()
if(!organ_flags & ORGAN_FAILING)
if(organ_flags & ORGAN_FAILING)
if(status == ORGAN_ROBOTIC)
. += "<span class='warning'>[src] seems to be broken!</span>"
return
@@ -177,6 +238,8 @@
return low_threshold_passed
else
organ_flags &= ~ORGAN_FAILING
if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
START_PROCESSING(SSobj, src)
if(prev_damage > low_threshold && damage <= low_threshold)
return low_threshold_cleared
if(prev_damage > high_threshold && damage <= high_threshold)

View File

@@ -17,6 +17,7 @@
low_threshold_cleared = "<span class='info'>The last bouts of pain in your stomach have died out.</span>"
/obj/item/organ/stomach/on_life()
..()
var/datum/reagent/consumable/nutriment/Nutri
if(ishuman(owner))
var/mob/living/carbon/human/H = owner

View File

@@ -23,6 +23,8 @@
/datum/language/aphasia,
/datum/language/slime,
))
healing_factor = STANDARD_ORGAN_HEALING*5 //Fast!!
decay_factor = STANDARD_ORGAN_DECAY/2
/obj/item/organ/tongue/Initialize(mapload)
. = ..()
@@ -209,6 +211,8 @@
phomeme_type = pick(phomeme_types)
/obj/item/organ/tongue/bone/applyOrganDamage(var/d, var/maximum = maxHealth)
if(d < 0)
return
if(!owner)
return
var/target = owner.get_bodypart(BODY_ZONE_HEAD)

View File

@@ -29,7 +29,8 @@
icon_state = "retractor_a"
/obj/item/retractor/advanced/examine(mob/living/user)
to_chat(user, "<span class = 'notice> It resembles a retractor[tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]. </span>")
. = ..()
to_chat(user, "<span class = 'notice> It resembles a [tool_behaviour == TOOL_RETRACTOR ? "retractor" : "hemostat"]. </span>")
/obj/item/retractor/augment
name = "retractor"
@@ -131,6 +132,7 @@
icon_state = "surgicaldrill_a"
/obj/item/surgicaldrill/advanced/examine(mob/living/user)
. = ..()
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_DRILL ? "drilling" : "mending"] mode.</span>")
/obj/item/surgicaldrill/augment
@@ -203,6 +205,7 @@
icon_state = "scalpel_a"
/obj/item/scalpel/advanced/examine(mob/living/user)
. = ..()
to_chat(user, "<span class = 'notice> It's set to [tool_behaviour == TOOL_SCALPEL ? "scalpel" : "saw"] mode. </span>")
/obj/item/scalpel/augment

View File

@@ -7,107 +7,109 @@
product_slogans = "Dress for success!;Suited and booted!;It's show time!;Why leave style up to fate? Use AutoDrobe!"
vend_reply = "Thank you for using AutoDrobe!"
products = list(/obj/item/clothing/suit/chickensuit = 1,
/obj/item/clothing/head/chicken = 1,
/obj/item/clothing/under/gladiator = 1,
/obj/item/clothing/head/helmet/gladiator = 1,
/obj/item/clothing/under/gimmick/rank/captain/suit = 1,
/obj/item/clothing/head/flatcap = 1,
/obj/item/clothing/suit/toggle/labcoat/mad = 1,
/obj/item/clothing/shoes/jackboots = 1,
/obj/item/clothing/under/schoolgirl = 1,
/obj/item/clothing/under/schoolgirl/red = 1,
/obj/item/clothing/under/schoolgirl/green = 1,
/obj/item/clothing/under/schoolgirl/orange = 1,
/obj/item/clothing/head/kitty = 1,
/obj/item/clothing/under/skirt/black = 1,
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/accessory/waistcoat = 1,
/obj/item/clothing/under/suit_jacket = 1,
/obj/item/clothing/head/that = 1,
/obj/item/clothing/under/kilt = 1,
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/accessory/waistcoat = 1,
/obj/item/clothing/glasses/monocle =1,
/obj/item/clothing/head/bowler = 1,
/obj/item/cane = 1,
/obj/item/clothing/under/sl_suit = 1,
/obj/item/clothing/mask/fakemoustache = 1,
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit = 1,
/obj/item/clothing/head/plaguedoctorhat = 1,
/obj/item/clothing/mask/gas/plaguedoctor = 1,
/obj/item/clothing/suit/toggle/owlwings = 1,
/obj/item/clothing/under/owl = 1,
/obj/item/clothing/mask/gas/owl_mask = 1,
/obj/item/clothing/suit/toggle/owlwings/griffinwings = 1,
/obj/item/clothing/under/griffin = 1,
/obj/item/clothing/shoes/griffin = 1,
/obj/item/clothing/head/griffin = 1,
/obj/item/clothing/suit/apron = 1,
/obj/item/clothing/under/waiter = 1,
/obj/item/clothing/suit/jacket/miljacket = 1,
/obj/item/clothing/under/pirate = 1,
/obj/item/clothing/suit/pirate = 1,
/obj/item/clothing/head/pirate = 1,
/obj/item/clothing/head/bandana = 1,
/obj/item/clothing/head/bandana = 1,
/obj/item/clothing/under/soviet = 1,
/obj/item/clothing/head/ushanka = 1,
/obj/item/clothing/suit/imperium_monk = 1,
/obj/item/clothing/mask/gas/cyborg = 1,
/obj/item/clothing/suit/chaplain/holidaypriest = 1,
/obj/item/clothing/head/wizard/marisa/fake = 1,
/obj/item/clothing/suit/wizrobe/marisa/fake = 1,
/obj/item/clothing/under/sundress = 1,
/obj/item/clothing/head/witchwig = 1,
/obj/item/staff/broom = 1,
/obj/item/clothing/suit/wizrobe/fake = 1,
/obj/item/clothing/head/wizard/fake = 1,
/obj/item/staff = 3,
/obj/item/clothing/under/rank/mime/skirt = 1,
/obj/item/clothing/under/gimmick/rank/captain/suit/skirt = 1,
/obj/item/clothing/mask/gas/sexyclown = 1,
/obj/item/clothing/under/rank/clown/sexy = 1,
/obj/item/clothing/mask/gas/sexymime = 1,
/obj/item/clothing/under/sexymime = 1,
/obj/item/clothing/mask/rat/bat = 1,
/obj/item/clothing/mask/rat/bee = 1,
/obj/item/clothing/mask/rat/bear = 1,
/obj/item/clothing/mask/rat/raven = 1,
/obj/item/clothing/mask/rat/jackal = 1,
/obj/item/clothing/mask/rat/fox = 1,
/obj/item/clothing/mask/frog = 1,
/obj/item/clothing/mask/rat/tribal = 1,
/obj/item/clothing/mask/rat = 1,
/obj/item/clothing/suit/apron/overalls = 1,
/obj/item/clothing/head/rabbitears =1,
/obj/item/clothing/head/sombrero = 1,
/obj/item/clothing/head/sombrero/green = 1,
/obj/item/clothing/suit/poncho = 1,
/obj/item/clothing/suit/poncho/green = 1,
/obj/item/clothing/suit/poncho/red = 1,
/obj/item/clothing/under/maid = 1,
/obj/item/clothing/under/janimaid = 1,
/obj/item/clothing/glasses/cold=1,
/obj/item/clothing/glasses/heat=1,
/obj/item/clothing/suit/whitedress = 1,
/obj/item/clothing/under/jester = 1,
/obj/item/clothing/head/jester = 1,
/obj/item/clothing/under/villain = 1,
/obj/item/clothing/shoes/singery = 1,
/obj/item/clothing/under/singery = 1,
/obj/item/clothing/shoes/singerb = 1,
/obj/item/clothing/under/singerb = 1,
/obj/item/clothing/suit/hooded/carp_costume = 1,
/obj/item/clothing/suit/hooded/ian_costume = 1,
/obj/item/clothing/suit/hooded/bee_costume = 1,
/obj/item/clothing/suit/snowman = 1,
/obj/item/clothing/head/snowman = 1,
/obj/item/clothing/mask/joy = 1,
/obj/item/clothing/head/cueball = 1,
/obj/item/clothing/under/scratch = 1,
/obj/item/clothing/under/sailor = 1,
/obj/item/clothing/ears/headphones = 2,
/obj/item/clothing/head/wig/random = 3)
/obj/item/clothing/head/chicken = 1,
/obj/item/clothing/under/gladiator = 1,
/obj/item/clothing/head/helmet/gladiator = 1,
/obj/item/clothing/under/gimmick/rank/captain/suit = 1,
/obj/item/clothing/head/flatcap = 1,
/obj/item/clothing/suit/toggle/labcoat/mad = 1,
/obj/item/clothing/shoes/jackboots = 1,
/obj/item/clothing/under/schoolgirl = 1,
/obj/item/clothing/under/schoolgirl/red = 1,
/obj/item/clothing/under/schoolgirl/green = 1,
/obj/item/clothing/under/schoolgirl/orange = 1,
/obj/item/clothing/head/kitty = 1,
/obj/item/clothing/under/skirt/black = 1,
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/accessory/waistcoat = 1,
/obj/item/clothing/under/suit_jacket = 1,
/obj/item/clothing/head/that = 1,
/obj/item/clothing/under/kilt = 1,
/obj/item/clothing/head/beret = 1,
/obj/item/clothing/accessory/waistcoat = 1,
/obj/item/clothing/glasses/monocle =1,
/obj/item/clothing/head/bowler = 1,
/obj/item/cane = 1,
/obj/item/clothing/under/sl_suit = 1,
/obj/item/clothing/mask/fakemoustache = 1,
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit = 1,
/obj/item/clothing/head/plaguedoctorhat = 1,
/obj/item/clothing/mask/gas/plaguedoctor = 1,
/obj/item/clothing/suit/toggle/owlwings = 1,
/obj/item/clothing/under/owl = 1,
/obj/item/clothing/mask/gas/owl_mask = 1,
/obj/item/clothing/suit/toggle/owlwings/griffinwings = 1,
/obj/item/clothing/under/griffin = 1,
/obj/item/clothing/shoes/griffin = 1,
/obj/item/clothing/head/griffin = 1,
/obj/item/clothing/suit/apron = 1,
/obj/item/clothing/under/waiter = 1,
/obj/item/clothing/suit/jacket/miljacket = 1,
/obj/item/clothing/under/pirate = 1,
/obj/item/clothing/suit/pirate = 1,
/obj/item/clothing/head/pirate = 1,
/obj/item/clothing/head/bandana = 1,
/obj/item/clothing/head/bandana = 1,
/obj/item/clothing/under/soviet = 1,
/obj/item/clothing/head/ushanka = 1,
/obj/item/clothing/suit/imperium_monk = 1,
/obj/item/clothing/mask/gas/cyborg = 1,
/obj/item/clothing/suit/chaplain/holidaypriest = 1,
/obj/item/clothing/head/wizard/marisa/fake = 1,
/obj/item/clothing/suit/wizrobe/marisa/fake = 1,
/obj/item/clothing/under/sundress = 1,
/obj/item/clothing/head/witchwig = 1,
/obj/item/staff/broom = 1,
/obj/item/clothing/suit/wizrobe/fake = 1,
/obj/item/clothing/head/wizard/fake = 1,
/obj/item/staff = 3,
/obj/item/clothing/under/rank/mime/skirt = 1,
/obj/item/clothing/under/gimmick/rank/captain/suit/skirt = 1,
/obj/item/clothing/mask/gas/sexyclown = 1,
/obj/item/clothing/under/rank/clown/sexy = 1,
/obj/item/clothing/mask/gas/sexymime = 1,
/obj/item/clothing/under/sexymime = 1,
/obj/item/clothing/mask/rat/bat = 1,
/obj/item/clothing/mask/rat/bee = 1,
/obj/item/clothing/mask/rat/bear = 1,
/obj/item/clothing/mask/rat/raven = 1,
/obj/item/clothing/mask/rat/jackal = 1,
/obj/item/clothing/mask/rat/fox = 1,
/obj/item/clothing/mask/frog = 1,
/obj/item/clothing/mask/rat/tribal = 1,
/obj/item/clothing/mask/rat = 1,
/obj/item/clothing/suit/apron/overalls = 1,
/obj/item/clothing/head/rabbitears =1,
/obj/item/clothing/head/sombrero = 1,
/obj/item/clothing/head/sombrero/green = 1,
/obj/item/clothing/suit/poncho = 1,
/obj/item/clothing/suit/poncho/green = 1,
/obj/item/clothing/suit/poncho/red = 1,
/obj/item/clothing/under/maid = 1,
/obj/item/clothing/under/janimaid = 1,
/obj/item/clothing/glasses/cold=1,
/obj/item/clothing/glasses/heat=1,
/obj/item/clothing/suit/whitedress = 1,
/obj/item/clothing/under/jester = 1,
/obj/item/clothing/head/jester = 1,
/obj/item/clothing/under/villain = 1,
/obj/item/clothing/shoes/singery = 1,
/obj/item/clothing/under/singery = 1,
/obj/item/clothing/shoes/singerb = 1,
/obj/item/clothing/under/singerb = 1,
/obj/item/clothing/suit/hooded/carp_costume = 1,
/obj/item/clothing/suit/hooded/ian_costume = 1,
/obj/item/clothing/suit/hooded/bee_costume = 1,
/obj/item/clothing/suit/snowman = 1,
/obj/item/clothing/head/snowman = 1,
/obj/item/clothing/mask/joy = 1,
/obj/item/clothing/head/cueball = 1,
/obj/item/clothing/under/scratch = 1,
/obj/item/clothing/under/sailor = 1,
/obj/item/clothing/ears/headphones = 2,
/obj/item/clothing/head/wig/random = 3,
/obj/item/clothing/suit/ran = 2,
/obj/item/clothing/head/ran = 2)
contraband = list(/obj/item/clothing/suit/judgerobe = 1,
/obj/item/clothing/head/powdered_wig = 1,
/obj/item/gun/magic/wand = 2,