Merge branch 'master' into slime-puddle

This commit is contained in:
Timothy Teakettle
2020-10-07 23:37:30 +01:00
committed by GitHub
165 changed files with 3034 additions and 2094 deletions
@@ -26,7 +26,8 @@
features = random_features(pref_species?.id, gender)
age = rand(AGE_MIN,AGE_MAX)
/datum/preferences/proc/update_preview_icon(equip_job = TRUE)
/datum/preferences/proc/update_preview_icon(current_tab)
var/equip_job = (current_tab != 2)
// Determine what job is marked as 'High' priority, and dress them up as such.
var/datum/job/previewJob = get_highest_job()
@@ -45,9 +46,13 @@
mannequin.add_overlay(mutable_appearance('modular_citadel/icons/ui/backgrounds.dmi', bgstate, layer = SPACE_LAYER))
copy_to(mannequin, initial_spawn = TRUE)
if(previewJob && equip_job)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE, preference_source = parent)
if(current_tab == 3)
//give it its loadout if not on the appearance tab
SSjob.equip_loadout(parent.mob, mannequin, FALSE, bypass_prereqs = TRUE, can_drop = FALSE)
else
if(previewJob && equip_job)
mannequin.job = previewJob.title
previewJob.equip(mannequin, TRUE, preference_source = parent)
COMPILE_OVERLAYS(mannequin)
parent.show_character_previews(new /mutable_appearance(mannequin))
@@ -2,7 +2,7 @@
// Facial Hair Definitions //
/////////////////////////////
/datum/sprite_accessory/facial_hair
icon = 'icons/mob/human_face.dmi'
icon = 'icons/mob/hair.dmi'
gender = MALE // barf (unless you're a dorf, dorfs dig chix w/ beards :P)
// please make sure they're sorted alphabetically and categorized
@@ -2,7 +2,7 @@
// Hair Definitions //
//////////////////////
/datum/sprite_accessory/hair
icon = 'icons/mob/human_face.dmi' // default icon for all hairs
icon = 'icons/mob/hair.dmi' // default icon for all hairs
// please make sure they're sorted alphabetically and, where needed, categorized
// try to capitalize the names please~
@@ -117,6 +117,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
//the ids you can use for your species, if empty, it means default only and not changeable
var/list/allowed_limb_ids
//the type of eyes this species has
var/eye_type = "normal"
///////////
// PROCS //
///////////
@@ -512,7 +515,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_face.dmi'
hair_overlay.icon = 'icons/mob/hair.dmi'
hair_overlay.icon_state = "debrained"
else if(H.hair_style && (HAIR in species_traits))
@@ -571,7 +574,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(HD && !(HAS_TRAIT(H, TRAIT_HUSK)))
// lipstick
if(H.lip_style && (LIPS in species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER)
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[H.lip_style]", -BODY_LAYER)
lip_overlay.color = H.lip_color
if(OFFSET_LIPS in H.dna.species.offset_features)
@@ -584,10 +587,17 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!(NOEYES in species_traits))
var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
standing += mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
standing += mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER)
else
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
var/left_state = DEFAULT_LEFT_EYE_STATE
var/right_state = DEFAULT_RIGHT_EYE_STATE
message_admins("okay so our eye type is [eye_type] and we can index it to know [GLOB.eye_types[eye_type]]")
if(eye_type in GLOB.eye_types)
message_admins("to know that it's in!")
left_state = eye_type + "_left_eye"
right_state = eye_type + "_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
if((EYECOLOR in species_traits) && has_eyes)
left_eye.color = "#" + H.left_eye_color
right_eye.color = "#" + H.right_eye_color
@@ -21,3 +21,5 @@
species_type = "insect"
allowed_limb_ids = list("insect","apid","moth","moth_not_greyscale")
eye_type = "insect"
@@ -292,7 +292,17 @@
\"steps out\" of [H.p_them()].</span>",
"<span class='notice'>...and after a moment of disorentation, \
you're besides yourself!</span>")
if(H != spare && isslimeperson(spare) && isslimeperson(H))
// transfer the swap-body ui if it's open
var/datum/action/innate/swap_body/this_swap = origin_datum.swap_body
var/datum/action/innate/swap_body/other_swap = spare_datum.swap_body
var/datum/tgui/ui = SStgui.get_open_ui(H, this_swap, "main") || SStgui.get_open_ui(spare, this_swap, "main")
if(ui)
SStgui.on_close(ui) // basically removes it from lists is all this proc does.
ui.user = spare
ui.src_object = other_swap
SStgui.on_open(ui) // stick it back on the lists
ui.process(force = TRUE)
/datum/action/innate/swap_body
name = "Swap Body"
@@ -345,6 +355,8 @@
stat = "Conscious"
if(UNCONSCIOUS)
stat = "Unconscious"
if(SOFT_CRIT)
stat = "Barely Conscious"
if(DEAD)
stat = "Dead"
var/occupied
@@ -391,7 +403,6 @@
var/mob/living/carbon/human/selected = locate(params["ref"]) in SS.bodies
if(!can_swap(selected))
return
SStgui.close_uis(src)
swap_to_dupe(H.mind, selected)
/datum/action/innate/swap_body/proc/can_swap(mob/living/carbon/human/dupe)
@@ -425,6 +436,7 @@
/datum/action/innate/swap_body/proc/swap_to_dupe(datum/mind/M, mob/living/carbon/human/dupe)
if(!can_swap(dupe)) //sanity check
return
var/mob/living/carbon/human/old = M.current
if(M.current.stat == CONSCIOUS)
M.current.visible_message("<span class='notice'>[M.current] \
stops moving and starts staring vacantly into space.</span>",
@@ -436,7 +448,20 @@
dupe.visible_message("<span class='notice'>[dupe] blinks and looks \
around.</span>",
"<span class='notice'>...and move this one instead.</span>")
if(old != M.current && dupe == M.current && isslimeperson(dupe))
var/datum/species/jelly/slime/other_spec = dupe.dna.species
var/datum/action/innate/swap_body/other_swap = other_spec.swap_body
// theoretically the transfer_to proc is supposed to transfer the ui from the mob.
// so I try to get the UI from one of the two mobs and schlump it over to the new action button
var/datum/tgui/ui = SStgui.get_open_ui(old, src, "main") || SStgui.get_open_ui(dupe, src, "main")
if(ui)
// transfer the UI over. This code is slightly hacky but it fixes the problem
// I'd use SStgui.on_transfer but that doesn't let you transfer the src_object as well s
SStgui.on_close(ui) // basically removes it from lists is all this proc does.
ui.user = dupe
ui.src_object = other_swap
SStgui.on_open(ui) // stick it back on the lists
ui.process(force = TRUE)
////////////////////////////////////////////////////////Round Start Slimes///////////////////////////////////////////////////////////////////
@@ -484,7 +509,7 @@
var/new_color = input(owner, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
if(new_color)
var/temp_hsv = RGBtoHSV(new_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
if(ReadHSV(temp_hsv)[3] >= ReadHSV(MINIMUM_MUTANT_COLOR)[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_color, 6)
H.update_body()
H.update_hair()
@@ -735,54 +735,62 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
// Only renders the head of the human
/mob/living/carbon/human/proc/update_body_parts_head_only()
if (!dna)
if(!dna)
return
if (!dna.species)
if(!dna.species)
return
if(dna.species.should_render())
var/obj/item/bodypart/HD = get_bodypart("head")
return
var/obj/item/bodypart/HD = get_bodypart("head")
if(!istype(HD))
return
if (!istype(HD))
return
HD.update_limb()
HD.update_limb()
add_overlay(HD.get_limb_icon())
update_damage_overlays()
add_overlay(HD.get_limb_icon())
update_damage_overlays()
if(HD && !(HAS_TRAIT(src, TRAIT_HUSK)))
// lipstick
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/lips.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
add_overlay(lip_overlay)
if(HD && !(HAS_TRAIT(src, TRAIT_HUSK)))
// lipstick
if(lip_style && (LIPS in dna.species.species_traits))
var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER)
lip_overlay.color = lip_color
if(OFFSET_LIPS in dna.species.offset_features)
lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1]
lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2]
add_overlay(lip_overlay)
// eyes
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
add_overlay(mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER))
else
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
left_eye.color = "#" + left_eye_color
right_eye.color = "#" + right_eye_color
if(OFFSET_EYES in dna.species.offset_features)
left_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
left_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
right_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
right_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
add_overlay(left_eye)
add_overlay(right_eye)
// eyes
if(!(NOEYES in dna.species.species_traits))
var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
if(!has_eyes)
add_overlay(mutable_appearance('icons/mob/eyes.dmi', "eyes_missing", -BODY_LAYER))
else
var/left_state = DEFAULT_LEFT_EYE_STATE
var/right_state = DEFAULT_RIGHT_EYE_STATE
if(dna.species)
var/eye_type = dna.species.eye_type
if(GLOB.eye_types[eye_type])
left_state = eye_type + "_left_eye"
right_state = eye_type + "_right_eye"
var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
var/mutable_appearance/right_eye = mutable_appearance('icons/mob/eyes.dmi', right_state, -BODY_LAYER)
if((EYECOLOR in dna.species.species_traits) && has_eyes)
left_eye.color = "#" + left_eye_color
right_eye.color = "#" + right_eye_color
if(OFFSET_EYES in dna.species.offset_features)
left_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
left_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
right_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
right_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
add_overlay(left_eye)
add_overlay(right_eye)
dna.species.handle_hair(src)
dna.species.handle_hair(src)
update_inv_head()
update_inv_wear_mask()
update_inv_head()
update_inv_wear_mask()
@@ -34,7 +34,7 @@
hair_hidden = 1
if(!hair_hidden)
if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER)
overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_parts.dmi', "debrained", -HAIR_LAYER)
apply_overlay(HAIR_LAYER)
@@ -244,7 +244,14 @@
if((return_list[BLOCK_RETURN_MITIGATION_PERCENT] >= 100) || (damage <= 0))
. |= BLOCK_SUCCESS
var/list/effect_text
if(efficiency >= data.parry_efficiency_to_counterattack)
var/pacifist_counter_check = TRUE
if(HAS_TRAIT(src, TRAIT_PACIFISM))
switch(parrying)
if(ITEM_PARRY)
pacifist_counter_check = (!active_parry_item.force || active_parry_item.damtype == STAMINA)
else
pacifist_counter_check = FALSE //Both martial and unarmed counter attacks generally are harmful, so no need to have the same line twice.
if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check)
effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
@@ -454,10 +454,12 @@
if(U.action(src))
to_chat(user, "<span class='notice'>You apply the upgrade to [src].</span>")
if(U.one_use)
U.afterInstall(src)
qdel(U)
else
U.forceMove(src)
upgrades += U
U.afterInstall(src)
else
to_chat(user, "<span class='danger'>Upgrade error.</span>")
U.forceMove(drop_location())
@@ -22,7 +22,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
icon_state = "magicbase"
icon_living = "magicbase"
icon_dead = "magicbase"
speed = 0
speed = -0.5
blood_volume = 0
a_intent = INTENT_HARM
stop_automated_movement = 1
@@ -511,7 +511,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
var/used_message = "<span class='holoparasite'>All the cards seem to be blank now.</span>"
var/failure_message = "<span class='holoparasite bold'>..And draw a card! It's...blank? Maybe you should try again later.</span>"
var/ling_failure = "<span class='holoparasite bold'>The deck refuses to respond to a souless creature such as you.</span>"
var/list/possible_guardians = list("Assassin", "Chaos", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
var/list/possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
var/random = TRUE
var/allowmultiple = FALSE
var/allowling = TRUE
@@ -559,6 +559,9 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
if("Chaos")
pickedtype = /mob/living/simple_animal/hostile/guardian/fire
if("Gravitokinetic")
pickedtype = /mob/living/simple_animal/hostile/guardian/gravitokinetic
if("Standard")
pickedtype = /mob/living/simple_animal/hostile/guardian/punch
@@ -615,10 +618,10 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
random = FALSE
/obj/item/guardiancreator/choose/dextrous
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
/obj/item/guardiancreator/choose/wizard
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard")
allowmultiple = TRUE
/obj/item/guardiancreator/tech
@@ -634,7 +637,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
ling_failure = "<span class='holoparasite bold'>The holoparasites recoil in horror. They want nothing to do with a creature like you.</span>"
/obj/item/guardiancreator/tech/choose/traitor
possible_guardians = list("Assassin", "Chaos", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
allowling = FALSE
/obj/item/guardiancreator/tech/choose/traitor/check_uplink_validity()
@@ -644,10 +647,10 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
random = FALSE
/obj/item/guardiancreator/tech/choose/dextrous
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Protector", "Ranged", "Standard", "Support")
/obj/item/guardiancreator/tech/choose/nukie // lacks support and protector as encouraging nukies to play turtle isnt fun and dextrous is epic
possible_guardians = list("Assassin", "Chaos", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard")
possible_guardians = list("Assassin", "Chaos", "Gravitokinetic", "Charger", "Dextrous", "Explosive", "Lightning", "Ranged", "Standard")
/obj/item/guardiancreator/tech/choose/nukie/check_uplink_validity()
return !used
@@ -666,6 +669,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Protector</b>: Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower.<br>
@@ -695,6 +700,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Protector</b>: Causes you to teleport to it when out of range, unlike other parasites. Has two modes; Combat, where it does and takes medium damage, and Protection, where it does and takes almost no damage but moves slightly slower.<br>
@@ -720,6 +727,8 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
<br>
<b>Explosive</b>: High damage resist and medium power attack that may explosively teleport targets. Can turn any object, including objects too large to pick up, into a bomb, dealing explosive damage to the next person to touch it. The object will return to normal after the trap is triggered or after a delay.<br>
<br>
<b>Gravitokinetic</b>: Attacks will apply crushing gravity to the target. Can target the ground as well to slow targets advancing on you, but this will affect the user.<br>
<br>
<b>Lightning</b>: Attacks apply lightning chains to targets. Has a lightning chain to the user. Lightning chains shock everything near them, doing constant damage.<br>
<br>
<b>Ranged</b>: Has two modes. Ranged; which fires a constant stream of weak, armor-ignoring projectiles. Scout; Cannot attack, but can move through walls and is quite hard to see. Can lay surveillance snares, which alert it when crossed, in either mode.<br>
@@ -1,5 +1,7 @@
//Assassin
/mob/living/simple_animal/hostile/guardian/assassin
melee_damage_lower = 15
melee_damage_upper = 15
attack_verb_continuous = "slashes"
attack_verb_simple = "slash"
attack_sound = 'sound/weapons/bladeslice.ogg'
@@ -1,8 +1,11 @@
//Charger
/mob/living/simple_animal/hostile/guardian/charger
melee_damage_lower = 15
melee_damage_upper = 15
ranged = 1 //technically
ranged_message = "charges"
ranged_cooldown_time = 20
speed = -1
damage_coeff = list(BRUTE = 0.2, BURN = 0.5, TOX = 0.5, CLONE = 0.5, STAMINA = 0, OXY = 0.5)
playstyle_string = "<span class='holoparasite'>As a <b>charger</b> type you do medium damage, take half damage, have near immunity to brute damage, move very fast, and can charge at a location, damaging any target hit and forcing them to drop any items they are holding.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Hunter, an alien master of rapid assault.</span>"
@@ -1,5 +1,7 @@
//Bomb
/mob/living/simple_animal/hostile/guardian/bomb
melee_damage_lower = 15
melee_damage_upper = 15
damage_coeff = list(BRUTE = 0.6, BURN = 0.6, TOX = 0.6, CLONE = 0.6, STAMINA = 0, OXY = 0.6)
playstyle_string = "<span class='holoparasite'>As an <b>explosive</b> type, you have moderate close combat abilities, take half damage, may explosively teleport targets on attack, and are capable of converting nearby items and objects into disguised bombs via alt click.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Scientist, master of explosive death.</span>"
@@ -0,0 +1,73 @@
//gravitokinetic
/mob/living/simple_animal/hostile/guardian/gravitokinetic
melee_damage_lower = 15
melee_damage_upper = 15
damage_coeff = list(BRUTE = 0.75, BURN = 0.75, TOX = 0.75, CLONE = 0.75, STAMINA = 0, OXY = 0.75)
playstyle_string = "<span class='holoparasite'>As a <b>gravitokinetic</b> type, you can alt click to make the gravity on the ground stronger, and punching applies this effect to a target.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the Singularity, an anomalous force of terror.</span>"
tech_fluff_string = "<span class='holoparasite'>Boot sequence complete. Gravitokinetic modules loaded. Holoparasite swarm online.</span>"
carp_fluff_string = "<span class='holoparasite'>CARP CARP CARP! Caught one! It's a gravitokinetic carp! Now do you understand the gravity of the situation?</span>"
var/list/gravito_targets = list()
var/gravity_power_range = 10 //how close the stand must stay to the target to keep the heavy gravity
///Removes gravity from affected mobs upon guardian death to prevent permanent effects
/mob/living/simple_animal/hostile/guardian/gravitokinetic/death()
. = ..()
for(var/i in gravito_targets)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/AttackingTarget()
. = ..()
if(isliving(target) && target != src && target != summoner)
to_chat(src, "<span class='danger'><B>Your punch has applied heavy gravity to [target]!</span></B>")
add_gravity(target, 5)
to_chat(target, "<span class='userdanger'>Everything feels really heavy!</span>")
/mob/living/simple_animal/hostile/guardian/gravitokinetic/AltClickOn(atom/A)
if(isopenturf(A) && is_deployed() && stat != DEAD && in_range(src, A) && !incapacitated())
var/turf/T = A
if(isspaceturf(T))
to_chat(src, "<span class='warning'>You cannot add gravity to space!</span>")
return
visible_message("<span class='danger'>[src] slams their fist into the [T]!</span>", "<span class='notice'>You modify the gravity of the [T].</span>")
do_attack_animation(T)
add_gravity(T, 3)
return
return ..()
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Recall(forced)
. = ..()
to_chat(src, "<span class='danger'><B>You have released your gravitokinetic powers!</span></B>")
for(var/i in gravito_targets)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Manifest(forced)
. = ..()
//just make sure to reapply a gravity immunity wherever you summon. it can be overridden but not by you at least
summoner.AddElement(/datum/element/forced_gravity, 1)
AddElement(/datum/element/forced_gravity, 1)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/Moved(oldLoc, dir)
. = ..()
for(var/i in gravito_targets)
if(get_dist(src, i) > gravity_power_range)
remove_gravity(i)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/add_gravity(atom/A, new_gravity = 3)
if(gravito_targets[A])
return
A.AddElement(/datum/element/forced_gravity, new_gravity)
gravito_targets[A] = new_gravity
RegisterSignal(A, COMSIG_MOVABLE_MOVED, .proc/__distance_check)
playsound(src, 'sound/effects/gravhit.ogg', 100, TRUE)
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/remove_gravity(atom/target)
if(isnull(gravito_targets[target]))
return
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
target.RemoveElement(/datum/element/forced_gravity, gravito_targets[target])
gravito_targets -= target
/mob/living/simple_animal/hostile/guardian/gravitokinetic/proc/__distance_check(atom/movable/AM, OldLoc, Dir, Forced)
if(get_dist(src, AM) > gravity_power_range)
remove_gravity(AM)
@@ -1,5 +1,7 @@
//Protector
/mob/living/simple_animal/hostile/guardian/protector
melee_damage_lower = 15
melee_damage_upper = 15
range = 15 //worse for it due to how it leashes
damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, CLONE = 0.4, STAMINA = 0, OXY = 0.4)
playstyle_string = "<span class='holoparasite'>As a <b>protector</b> type you cause your summoner to leash to you instead of you leashing to them and have two modes; Combat Mode, where you do and take medium damage, and Protection Mode, where you do and take almost no damage, but move slightly slower.</span>"
@@ -31,9 +33,10 @@
cooldown = world.time + 10
if(toggle)
cut_overlays()
melee_damage_lower = 15
melee_damage_upper = 15
speed = 0
add_overlay(cooloverlay) //readd the guardian's colors
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
speed = initial(speed)
damage_coeff = list(BRUTE = 0.4, BURN = 0.4, TOX = 0.4, CLONE = 0.4, STAMINA = 0, OXY = 0.4)
to_chat(src, "<span class='danger'><B>You switch to combat mode.</span></B>")
toggle = FALSE
@@ -4,6 +4,8 @@
friendly_verb_continuous = "heals"
friendly_verb_simple = "heal"
damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
melee_damage_lower = 15
melee_damage_upper = 15
playstyle_string = "<span class='holoparasite'>As a <b>support</b> type, you have 30% damage reduction and may toggle your basic attacks to a healing mode. In addition, Alt-Clicking on an adjacent object or mob will warp them to your bluespace beacon after a short delay.</span>"
magic_fluff_string = "<span class='holoparasite'>..And draw the CMO, a potent force of life... and death.</span>"
carp_fluff_string = "<span class='holoparasite'>CARP CARP CARP! You caught a support carp. It's a kleptocarp!</span>"
@@ -43,15 +45,15 @@
if(src.loc == summoner)
if(toggle)
a_intent = INTENT_HARM
speed = 0
speed = initial(speed)
damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
melee_damage_lower = 15
melee_damage_upper = 15
melee_damage_lower = initial(melee_damage_lower)
melee_damage_upper = initial(melee_damage_upper)
to_chat(src, "<span class='danger'><B>You switch to combat mode.</span></B>")
toggle = FALSE
else
a_intent = INTENT_HELP
speed = 1
speed = initial(speed)
damage_coeff = list(BRUTE = 1, BURN = 1, TOX = 1, CLONE = 1, STAMINA = 0, OXY = 1)
melee_damage_lower = 0
melee_damage_upper = 0
@@ -59,12 +59,12 @@
/mob/living/simple_animal/hostile/retaliate/ghost/proc/give_hair()
if(ghost_hair_style != null)
ghost_hair = mutable_appearance('icons/mob/human_face.dmi', "hair_[ghost_hair_style]", -HAIR_LAYER)
ghost_hair = mutable_appearance('icons/mob/hair.dmi', "hair_[ghost_hair_style]", -HAIR_LAYER)
ghost_hair.alpha = 200
ghost_hair.color = ghost_hair_color
add_overlay(ghost_hair)
if(ghost_facial_hair_style != null)
ghost_facial_hair = mutable_appearance('icons/mob/human_face.dmi', "facial_[ghost_facial_hair_style]", -HAIR_LAYER)
ghost_facial_hair = mutable_appearance('icons/mob/hair.dmi', "facial_[ghost_facial_hair_style]", -HAIR_LAYER)
ghost_facial_hair.alpha = 200
ghost_facial_hair.color = ghost_facial_hair_color
add_overlay(ghost_facial_hair)
@@ -6,6 +6,7 @@
gender = PLURAL //placeholder
///How much blud it has for bloodsucking
blood_volume = 550
rad_flags = RAD_NO_CONTAMINATE
status_flags = CANPUSH
-1
View File
@@ -491,7 +491,6 @@ mob/visible_message(message, self_message, blind_message, vision_distance = DEFA
client.prefs.chat_toggles ^= CHAT_OOC
if (!(client.prefs.chat_toggles & CHAT_OOC) && isdead(new_mob))
client.prefs.chat_toggles ^= CHAT_OOC
client.change_view(CONFIG_GET(string/default_view))
new_mob.ckey = ckey
if(send_signal)
SEND_SIGNAL(src, COMSIG_MOB_KEY_CHANGE, new_mob, src)