merge conflicts fixed finally
This commit is contained in:
@@ -210,7 +210,7 @@ GLOBAL_LIST_EMPTY(antagonists)
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return
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/datum/antagonist/proc/edit_memory(mob/user)
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var/new_memo = copytext(trim(input(user,"Write new memory", "Memory", antag_memory) as null|message),1,MAX_MESSAGE_LEN)
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var/new_memo = stripped_multiline_input(user, "Write new memory", "Memory", antag_memory, MAX_MESSAGE_LEN)
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if (isnull(new_memo))
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return
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antag_memory = new_memo
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@@ -0,0 +1,34 @@
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/datum/antagonist/abductee
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name = "Abductee"
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roundend_category = "abductees"
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antagpanel_category = "Abductee"
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var/datum/brain_trauma/abductee/brain_trauma
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/datum/antagonist/abductee/on_gain()
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give_objective()
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. = ..()
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/datum/antagonist/abductee/greet()
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to_chat(owner, "<span class='warning'><b>Your mind snaps!</b></span>")
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to_chat(owner, "<big><span class='warning'><b>You can't remember how you got here...</b></span></big>")
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owner.announce_objectives()
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/datum/antagonist/abductee/proc/give_objective()
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var/mob/living/carbon/human/H = owner.current
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if(istype(H))
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H.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
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var/objtype = (prob(75) ? /datum/objective/abductee/random : pick(subtypesof(/datum/objective/abductee/) - /datum/objective/abductee/random))
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var/datum/objective/abductee/O = new objtype()
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objectives += O
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/datum/antagonist/abductee/apply_innate_effects(mob/living/mob_override)
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update_abductor_icons_added(mob_override ? mob_override.mind : owner,"abductee")
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var/mob/living/carbon/C = mob_override || owner?.current
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if(istype(C))
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if(brain_trauma)
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qdel(brain_trauma) //make sure there's no lingering trauma
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brain_trauma = C.gain_trauma(/datum/brain_trauma/abductee, TRAUMA_RESILIENCE_SURGERY)
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/datum/antagonist/abductee/remove_innate_effects(mob/living/mob_override)
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update_abductor_icons_removed(mob_override ? mob_override.mind : owner)
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qdel(brain_trauma)
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@@ -18,7 +18,7 @@
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/datum/objective/abductee/paint/New()
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var/color = pick(list("red", "blue", "green", "yellow", "orange", "purple", "black", "in rainbows", "in blood"))
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explanation_text+= " [color]!"
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explanation_text = " [color]!"
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/datum/objective/abductee/speech
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explanation_text = "Your brain is broken... you can only communicate in"
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@@ -0,0 +1,18 @@
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/datum/brain_trauma/abductee
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name = "abductee mindsnapped"
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desc = "The patient's brain has been scrambled by experimental procedures."
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scan_desc = "brain scrambling"
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gain_text = "<span class='danger'>Your mind snaps.. you feel fragmented.</span>"
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lose_text = "<span class='boldnotice'>Your mind heals itself and you feel whole again.</span>"
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random_gain = FALSE
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clonable = TRUE
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/datum/brain_trauma/abductee/on_gain()
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. = ..()
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if(owner.mind)
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if(!owner.mind.has_antag_datum(/datum/antagonist/abductee))
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owner.mind.add_antag_datum(/datum/antagonist/abductee)
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/datum/brain_trauma/abductee/on_lose()
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. = ..()
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owner.mind?.remove_antag_datum(/datum/antagonist/abductee)
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@@ -159,35 +159,6 @@
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return "<div class='panel redborder'>[result.Join("<br>")]</div>"
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/datum/antagonist/abductee
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name = "Abductee"
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roundend_category = "abductees"
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antagpanel_category = "Abductee"
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/datum/antagonist/abductee/on_gain()
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give_objective()
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. = ..()
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/datum/antagonist/abductee/greet()
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to_chat(owner, "<span class='warning'><b>Your mind snaps!</b></span>")
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to_chat(owner, "<big><span class='warning'><b>You can't remember how you got here...</b></span></big>")
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owner.announce_objectives()
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/datum/antagonist/abductee/proc/give_objective()
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var/mob/living/carbon/human/H = owner.current
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if(istype(H))
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H.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
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var/objtype = (prob(75) ? /datum/objective/abductee/random : pick(subtypesof(/datum/objective/abductee/) - /datum/objective/abductee/random))
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var/datum/objective/abductee/O = new objtype()
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objectives += O
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/datum/antagonist/abductee/apply_innate_effects(mob/living/mob_override)
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update_abductor_icons_added(mob_override ? mob_override.mind : owner,"abductee")
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/datum/antagonist/abductee/remove_innate_effects(mob/living/mob_override)
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update_abductor_icons_removed(mob_override ? mob_override.mind : owner)
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// LANDMARKS
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/obj/effect/landmark/abductor
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var/team_number = 1
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@@ -29,6 +29,11 @@
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var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
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var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
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/obj/item/clothing/suit/armor/abductor/vest/Initialize()
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. = ..()
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stealth_armor = getArmor(arglist(stealth_armor))
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combat_armor = getArmor(arglist(combat_armor))
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/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()
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if(HAS_TRAIT_FROM(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT))
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REMOVE_TRAIT(src, TRAIT_NODROP, ABDUCTOR_VEST_TRAIT)
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@@ -629,15 +634,12 @@
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icon_state = "abductor_headset"
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item_state = "abductor_headset"
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keyslot2 = new /obj/item/encryptionkey/heads/captain
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bowman = TRUE
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/obj/item/radio/headset/abductor/Initialize(mapload)
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. = ..()
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make_syndie()
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/obj/item/radio/headset/abductor/ComponentInitialize()
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. = ..()
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AddComponent(/datum/component/wearertargeting/earprotection, list(SLOT_EARS))
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/obj/item/radio/headset/abductor/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_SCREWDRIVER)
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return // Stops humans from disassembling abductor headsets.
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@@ -33,7 +33,7 @@
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if(IC)
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user.visible_message("[user] pulls [IC] out of [target]'s [target_zone]!", "<span class='notice'>You pull [IC] out of [target]'s [target_zone].</span>")
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user.put_in_hands(IC)
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IC.Remove(target)
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IC.Remove()
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return 1
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else
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to_chat(user, "<span class='warning'>You don't find anything in [target]'s [target_zone]!</span>")
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@@ -73,13 +73,14 @@
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active_mind_control = FALSE
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return TRUE
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/obj/item/organ/heart/gland/Remove(mob/living/carbon/M, special = 0)
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/obj/item/organ/heart/gland/Remove(special = FALSE)
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active = 0
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if(initial(uses) == 1)
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uses = initial(uses)
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var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
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hud.remove_from_hud(owner)
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clear_mind_control()
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if(!QDELETED(owner))
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var/datum/atom_hud/abductor/hud = GLOB.huds[DATA_HUD_ABDUCTOR]
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hud.remove_from_hud(owner)
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clear_mind_control()
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..()
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/obj/item/organ/heart/gland/Insert(mob/living/carbon/M, special = 0, drop_if_replaced = TRUE)
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@@ -14,6 +14,7 @@
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/obj/item/organ/heart/gland/access/proc/free_access(datum/source, obj/O)
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return TRUE
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/obj/item/organ/heart/gland/access/Remove(mob/living/carbon/M, special = 0)
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UnregisterSignal(owner, COMSIG_MOB_ALLOWED)
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..()
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/obj/item/organ/heart/gland/access/Remove(special = FALSE)
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if(!QDELETED(owner))
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UnregisterSignal(owner, COMSIG_MOB_ALLOWED)
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return ..()
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@@ -11,9 +11,10 @@
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..()
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ADD_TRAIT(owner, TRAIT_SHOCKIMMUNE, "abductor_gland")
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/obj/item/organ/heart/gland/electric/Remove(mob/living/carbon/M, special = 0)
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REMOVE_TRAIT(owner, TRAIT_SHOCKIMMUNE, "abductor_gland")
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..()
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/obj/item/organ/heart/gland/electric/Remove(special = FALSE)
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if(!QDELETED(owner))
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REMOVE_TRAIT(owner, TRAIT_SHOCKIMMUNE, "abductor_gland")
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return ..()
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/obj/item/organ/heart/gland/electric/activate()
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owner.visible_message("<span class='danger'>[owner]'s skin starts emitting electric arcs!</span>",\
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@@ -65,14 +65,14 @@
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/obj/item/organ/heart/gland/heal/proc/reject_implant(obj/item/organ/cyberimp/implant)
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owner.visible_message("<span class='warning'>[owner] vomits up his [implant.name]!</span>", "<span class='userdanger'>You suddenly vomit up your [implant.name]!</span>")
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owner.vomit(0, TRUE, TRUE, 1, FALSE, FALSE, FALSE, TRUE)
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implant.Remove(owner)
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implant.Remove()
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implant.forceMove(owner.drop_location())
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/obj/item/organ/heart/gland/heal/proc/replace_liver(obj/item/organ/liver/liver)
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if(liver)
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owner.visible_message("<span class='warning'>[owner] vomits up his [liver.name]!</span>", "<span class='userdanger'>You suddenly vomit up your [liver.name]!</span>")
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owner.vomit(0, TRUE, TRUE, 1, FALSE, FALSE, FALSE, TRUE)
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liver.Remove(owner)
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liver.Remove()
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liver.forceMove(owner.drop_location())
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else
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to_chat(owner, "<span class='warning'>You feel a weird rumble in your bowels...</span>")
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@@ -87,7 +87,7 @@
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if(lungs)
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owner.visible_message("<span class='warning'>[owner] vomits up his [lungs.name]!</span>", "<span class='userdanger'>You suddenly vomit up your [lungs.name]!</span>")
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owner.vomit(0, TRUE, TRUE, 1, FALSE, FALSE, FALSE, TRUE)
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lungs.Remove(owner)
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lungs.Remove()
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lungs.forceMove(owner.drop_location())
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else
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to_chat(owner, "<span class='warning'>You feel a weird rumble inside your chest...</span>")
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@@ -102,7 +102,7 @@
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if(eyes)
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owner.visible_message("<span class='warning'>[owner]'s [eyes.name] fall out of their sockets!</span>", "<span class='userdanger'>Your [eyes.name] fall out of their sockets!</span>")
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playsound(owner, 'sound/effects/splat.ogg', 50, TRUE)
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eyes.Remove(owner)
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eyes.Remove()
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eyes.forceMove(owner.drop_location())
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else
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to_chat(owner, "<span class='warning'>You feel a weird rumble behind your eye sockets...</span>")
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@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
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/mob/camera/blob/proc/blob_talk(message)
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message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
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message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
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if (!message)
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return
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@@ -84,7 +84,7 @@
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//It is called from your coffin on close (by you only)
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if(poweron_masquerade == TRUE || owner.current.AmStaked())
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return FALSE
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owner.current.adjustStaminaLoss(-2 + (regenRate * -8) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
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owner.current.adjustStaminaLoss(-1.5 + (regenRate * -7) * mult, 0) // Humans lose stamina damage really quickly. Vamps should heal more.
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owner.current.adjustCloneLoss(-0.1 * (regenRate * 2) * mult, 0)
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owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (regenRate * 4) * mult) //adjustBrainLoss(-1 * (regenRate * 4) * mult, 0)
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// No Bleeding
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@@ -125,7 +125,7 @@
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C.adjustFireLoss(-fireheal * mult, forced = TRUE)
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C.adjustToxLoss(-toxinheal * mult * 2, forced = TRUE) //Toxin healing because vamps arent immune
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1) / mult * costMult) // Costs blood to heal
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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return TRUE // Healed! Done for this tick.
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if(amInCoffinWhileTorpor) // Limbs? (And I have no other healing)
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var/list/missing = owner.current.get_missing_limbs() // Heal Missing
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@@ -189,7 +189,7 @@
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/datum/antagonist/bloodsucker/proc/HandleDeath()
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// FINAL DEATH
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// Fire Damage? (above double health)
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if(owner.current.getFireLoss_nonProsthetic() >= owner.current.getMaxHealth() * 1.5)
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if(owner.current.getFireLoss_nonProsthetic() >= owner.current.maxHealth * 2.5)
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FinalDeath()
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return
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// Staked while "Temp Death" or Asleep
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@@ -32,11 +32,11 @@
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//var/not_bloodsucker = FALSE // This goes to Vassals or Hunters, but NOT bloodsuckers.
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/datum/action/bloodsucker/New()
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if (bloodcost > 0)
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if(bloodcost > 0)
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desc += "<br><br><b>COST:</b> [bloodcost] Blood" // Modify description to add cost.
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if (warn_constant_cost)
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if(warn_constant_cost)
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desc += "<br><br><i>Your over-time blood consumption increases while [name] is active.</i>"
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if (amSingleUse)
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if(amSingleUse)
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desc += "<br><br><i>Useable once per night.</i>"
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..()
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@@ -47,35 +47,35 @@
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/datum/action/bloodsucker/Trigger()
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// Active? DEACTIVATE AND END!
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if (active && CheckCanDeactivate(TRUE))
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if(active && CheckCanDeactivate(TRUE))
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DeactivatePower()
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return
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if (!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
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if(!CheckCanPayCost(TRUE) || !CheckCanUse(TRUE))
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return
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PayCost()
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if (amToggle)
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if(amToggle)
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active = !active
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UpdateButtonIcon()
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if (!amToggle || !active)
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if(!amToggle || !active)
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StartCooldown() // Must come AFTER UpdateButton(), otherwise icon will revert.
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ActivatePower() // NOTE: ActivatePower() freezes this power in place until it ends.
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if (active) // Did we not manually disable? Handle it here.
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if(active) // Did we not manually disable? Handle it here.
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DeactivatePower()
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if (amSingleUse)
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if(amSingleUse)
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RemoveAfterUse()
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/datum/action/bloodsucker/proc/CheckCanPayCost(display_error)
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if(!owner || !owner.mind)
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return FALSE
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// Cooldown?
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if (cooldownUntil > world.time)
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if (display_error)
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if(cooldownUntil > world.time)
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if(display_error)
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to_chat(owner, "[src] is unavailable. Wait [(cooldownUntil - world.time) / 10] seconds.")
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return FALSE
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// Have enough blood?
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var/mob/living/L = owner
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if (L.blood_volume < bloodcost)
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if (display_error)
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if(L.blood_volume < bloodcost)
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if(display_error)
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to_chat(owner, "<span class='warning'>You need at least [bloodcost] blood to activate [name]</span>")
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return FALSE
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return TRUE
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@@ -1,4 +1,3 @@
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#define TIME_BLOODSUCKER_NIGHT 900 // 15 minutes
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#define TIME_BLOODSUCKER_DAY_WARN 90 // 1.5 minutes
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#define TIME_BLOODSUCKER_DAY_FINAL_WARN 25 // 25 sec
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#define TIME_BLOODSUCKER_DAY 60 // 1.5 minutes // 10 is a second, 600 is a minute.
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@@ -11,6 +10,7 @@
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var/cancel_me = FALSE
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var/amDay = FALSE
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var/time_til_cycle = 0
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var/nightime_duration = 900 //15 Minutes
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/obj/effect/sunlight/Initialize()
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countdown()
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@@ -21,7 +21,7 @@
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while(!cancel_me)
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time_til_cycle = TIME_BLOODSUCKER_NIGHT
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time_til_cycle = nightime_duration
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// Part 1: Night (all is well)
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while(time_til_cycle > TIME_BLOODSUCKER_DAY_WARN)
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@@ -81,7 +81,9 @@
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"<span class = 'announce'>The solar flare has ended, and the daylight danger has passed...for now.</span>")
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amDay = FALSE
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day_end() // Remove VANISHING ACT power from all vamps who have it! Clear Warnings (sunlight, locker protection)
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message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [TIME_BLOODSUCKER_NIGHT / 60] minutes.)")
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nightime_duration += 100 //Each day makes the night a minute longer.
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message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [nightime_duration / 60] minutes.)")
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||||
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||||
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/obj/effect/sunlight/proc/hud_tick()
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@@ -97,7 +99,7 @@
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sleep(10)
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time_til_cycle --
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/obj/effect/sunlight/proc/warn_daylight(danger_level=0, vampwarn = "", vassalwarn = "")
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/obj/effect/sunlight/proc/warn_daylight(danger_level =0, vampwarn = "", vassalwarn = "")
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for(var/datum/mind/M in SSticker.mode.bloodsuckers)
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if(!istype(M))
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continue
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||||
|
||||
@@ -22,7 +22,7 @@
|
||||
// STATS
|
||||
var/vamplevel = 0
|
||||
var/vamplevel_unspent = 1
|
||||
var/regenRate = 0.3 // How many points of Brute do I heal per tick?
|
||||
var/regenRate = 0.4 // How many points of Brute do I heal per tick?
|
||||
var/feedAmount = 15 // Amount of blood drawn from a target per tick.
|
||||
var/maxBloodVolume = 600 // Maximum blood a Vamp can hold via feeding. // BLOOD_VOLUME_NORMAL 550 // BLOOD_VOLUME_SAFE 475 //BLOOD_VOLUME_OKAY 336 //BLOOD_VOLUME_BAD 224 // BLOOD_VOLUME_SURVIVE 122
|
||||
// OBJECTIVES
|
||||
@@ -34,6 +34,7 @@
|
||||
var/warn_sun_locker = FALSE // So we only get the locker burn message once per day.
|
||||
var/warn_sun_burn = FALSE // So we only get the sun burn message once per day.
|
||||
var/had_toxlover = FALSE
|
||||
var/level_bloodcost
|
||||
// LISTS
|
||||
var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \
|
||||
TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE)
|
||||
@@ -98,7 +99,7 @@
|
||||
|
||||
/datum/antagonist/bloodsucker/proc/SelectFirstName()
|
||||
// Names (EVERYONE gets one))
|
||||
if (owner.current.gender == MALE)
|
||||
if(owner.current.gender == MALE)
|
||||
vampname = pick("Desmond","Rudolph","Dracul","Vlad","Pyotr","Gregor","Cristian","Christoff","Marcu","Andrei","Constantin","Gheorghe","Grigore","Ilie","Iacob","Luca","Mihail","Pavel","Vasile","Octavian","Sorin", \
|
||||
"Sveyn","Aurel","Alexe","Iustin","Theodor","Dimitrie","Octav","Damien","Magnus","Caine","Abel", // Romanian/Ancient
|
||||
"Lucius","Gaius","Otho","Balbinus","Arcadius","Romanos","Alexios","Vitellius", // Latin
|
||||
@@ -119,7 +120,7 @@
|
||||
return
|
||||
// Titles [Master]
|
||||
if (!am_fledgling)
|
||||
if (owner.current.gender == MALE)
|
||||
if(owner.current.gender == MALE)
|
||||
vamptitle = pick ("Count","Baron","Viscount","Prince","Duke","Tzar","Dreadlord","Lord","Master")
|
||||
else
|
||||
vamptitle = pick ("Countess","Baroness","Viscountess","Princess","Duchess","Tzarina","Dreadlady","Lady","Mistress")
|
||||
@@ -130,18 +131,18 @@
|
||||
|
||||
/datum/antagonist/bloodsucker/proc/SelectReputation(am_fledgling = 0, forced=FALSE)
|
||||
// Already have Reputation
|
||||
if (!forced && vampreputation != null)
|
||||
if(!forced && vampreputation != null)
|
||||
return
|
||||
// Reputations [Master]
|
||||
if (!am_fledgling)
|
||||
if(!am_fledgling)
|
||||
vampreputation = pick("Butcher","Blood Fiend","Crimson","Red","Black","Terror","Nightman","Feared","Ravenous","Fiend","Malevolent","Wicked","Ancient","Plaguebringer","Sinister","Forgotten","Wretched","Baleful", \
|
||||
"Inqisitor","Harvester","Reviled","Robust","Betrayer","Destructor","Damned","Accursed","Terrible","Vicious","Profane","Vile","Depraved","Foul","Slayer","Manslayer","Sovereign","Slaughterer", \
|
||||
"Forsaken","Mad","Dragon","Savage","Villainous","Nefarious","Inquisitor","Marauder","Horrible","Immortal","Undying","Overlord","Corrupt","Hellspawn","Tyrant","Sanguineous")
|
||||
if (owner.current.gender == MALE)
|
||||
if (prob(10)) // Gender override
|
||||
if(owner.current.gender == MALE)
|
||||
if(prob(10)) // Gender override
|
||||
vampreputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
|
||||
else
|
||||
if (prob(10)) // Gender override
|
||||
if(prob(10)) // Gender override
|
||||
vampreputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
|
||||
|
||||
to_chat(owner, "<span class='announce'>You have earned a reputation! You are now known as <i>[ReturnFullName(TRUE)]</i>!</span>")
|
||||
@@ -202,7 +203,7 @@
|
||||
// Make Changes
|
||||
H.physiology.brute_mod *= 0.8 // <-------------------- Start small, but burn mod increases based on rank!
|
||||
H.physiology.cold_mod = 0
|
||||
H.physiology.stun_mod *= 0.35
|
||||
H.physiology.stun_mod *= 0.5
|
||||
H.physiology.siemens_coeff *= 0.75 //base electrocution coefficient 1
|
||||
//S.heatmod += 0.5 // Heat shouldn't affect. Only Fire.
|
||||
//S.punchstunthreshold = 8 //damage at which punches from this race will stun 9
|
||||
@@ -261,7 +262,7 @@
|
||||
owner.hasSoul = TRUE
|
||||
//owner.current.hellbound = FALSE
|
||||
|
||||
datum/antagonist/bloodsucker/proc/RankUp()
|
||||
/datum/antagonist/bloodsucker/proc/RankUp()
|
||||
set waitfor = FALSE
|
||||
if(!owner || !owner.current)
|
||||
return
|
||||
@@ -272,21 +273,23 @@ datum/antagonist/bloodsucker/proc/RankUp()
|
||||
else
|
||||
to_chat(owner, "<EM><span class='notice'>You have grown more ancient! Sleep in a coffin that you have claimed to thicken your blood and become more powerful.</span></EM>")
|
||||
if(vamplevel_unspent >= 2)
|
||||
to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, they can be built from wooden planks.</span><br>")
|
||||
to_chat(owner, "<span class='announce'>Bloodsucker Tip: If you cannot find or steal a coffin to use, you can build one from wooden planks.</span><br>")
|
||||
|
||||
datum/antagonist/bloodsucker/proc/LevelUpPowers()
|
||||
/datum/antagonist/bloodsucker/proc/LevelUpPowers()
|
||||
for(var/datum/action/bloodsucker/power in powers)
|
||||
power.level_current ++
|
||||
|
||||
datum/antagonist/bloodsucker/proc/SpendRank()
|
||||
/datum/antagonist/bloodsucker/proc/SpendRank()
|
||||
set waitfor = FALSE
|
||||
if (vamplevel_unspent <= 0 || !owner || !owner.current || !owner.current.client)
|
||||
if(vamplevel_unspent <= 0 || !owner || !owner.current || !owner.current.client || !isliving(owner.current))
|
||||
return
|
||||
/////////
|
||||
// Powers
|
||||
//TODO: Make this into a radial
|
||||
var/mob/living/L = owner.current
|
||||
level_bloodcost = maxBloodVolume * 0.2
|
||||
//If the blood volume of the bloodsucker is lower than the cost to level up, return and inform the bloodsucker
|
||||
|
||||
//TODO: Make this into a radial, or perhaps a tgui next UI
|
||||
// Purchase Power Prompt
|
||||
var/list/options = list() // Taken from gasmask.dm, for Clown Masks.
|
||||
var/list/options = list()
|
||||
for(var/pickedpower in typesof(/datum/action/bloodsucker))
|
||||
var/datum/action/bloodsucker/power = pickedpower
|
||||
// If I don't own it, and I'm allowed to buy it.
|
||||
@@ -295,7 +298,7 @@ datum/antagonist/bloodsucker/proc/SpendRank()
|
||||
options["\[ Not Now \]"] = null
|
||||
// Abort?
|
||||
if(options.len > 1)
|
||||
var/choice = input(owner.current, "You have the opportunity to grow more ancient. Select a power to advance your Rank.", "Your Blood Thickens...") in options
|
||||
var/choice = input(owner.current, "You have the opportunity to grow more ancient at the cost of [level_bloodcost] units of blood. Select a power to advance your Rank.", "Your Blood Thickens...") in options
|
||||
// Cheat-Safety: Can't keep opening/closing coffin to spam levels
|
||||
if(vamplevel_unspent <= 0) // Already spent all your points, and tried opening/closing your coffin, pal.
|
||||
return
|
||||
@@ -305,10 +308,14 @@ datum/antagonist/bloodsucker/proc/SpendRank()
|
||||
if(!choice || !options[choice] || (locate(options[choice]) in powers)) // ADDED: Check to see if you already have this power, due to window stacking.
|
||||
to_chat(owner.current, "<span class='notice'>You prevent your blood from thickening just yet, but you may try again later.</span>")
|
||||
return
|
||||
if(L.blood_volume < level_bloodcost)
|
||||
to_chat(owner.current, "<span class='warning'>You dont have enough blood to thicken your blood, you need [level_bloodcost - L.blood_volume] units more!</span>")
|
||||
return
|
||||
// Buy New Powers
|
||||
var/datum/action/bloodsucker/P = options[choice]
|
||||
AddBloodVolume(-level_bloodcost)
|
||||
BuyPower(new P)
|
||||
to_chat(owner.current, "<span class='notice'>You have learned [initial(P.name)]!</span>")
|
||||
to_chat(owner.current, "<span class='notice'>You have used [level_bloodcost] units of blood and learned [initial(P.name)]!</span>")
|
||||
else
|
||||
to_chat(owner.current, "<span class='notice'>You grow more ancient by the night!</span>")
|
||||
/////////
|
||||
@@ -326,7 +333,7 @@ datum/antagonist/bloodsucker/proc/SpendRank()
|
||||
// Vamp Stats
|
||||
regenRate += 0.05 // Points of brute healed (starts at 0.3)
|
||||
feedAmount += 2 // Increase how quickly I munch down vics (15)
|
||||
maxBloodVolume += 50 // Increase my max blood (600)
|
||||
maxBloodVolume += 100 // Increase my max blood (600)
|
||||
/////////
|
||||
vamplevel ++
|
||||
vamplevel_unspent --
|
||||
|
||||
@@ -283,8 +283,8 @@
|
||||
streak = ""
|
||||
restraining = 0
|
||||
streak = streak+element
|
||||
if(length(streak) > max_streak_length)
|
||||
streak = copytext(streak,2)
|
||||
if(length_char(streak) > max_streak_length)
|
||||
streak = streak[1]
|
||||
return
|
||||
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
return SSticker.mode.make_vassal(C,owner)
|
||||
|
||||
/datum/antagonist/bloodsucker/proc/FreeAllVassals()
|
||||
for (var/datum/antagonist/vassal/V in vassals)
|
||||
for(var/datum/antagonist/vassal/V in vassals)
|
||||
SSticker.mode.remove_vassal(V.owner)
|
||||
|
||||
/datum/antagonist/vassal
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
/datum/antagonist/vassal/can_be_owned(datum/mind/new_owner)
|
||||
// If we weren't created by a bloodsucker, then we cannot be a vassal (assigned from antag panel)
|
||||
if (!master)
|
||||
if(!master)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
@@ -63,9 +63,9 @@
|
||||
/datum/antagonist/vassal/on_removal()
|
||||
SSticker.mode.vassals -= owner // Add if not already in here (and you might be, if you were picked at round start)
|
||||
// Mindslave Remove
|
||||
if (master && master.owner)
|
||||
if(master && master.owner)
|
||||
master.vassals -= src
|
||||
if (owner.enslaved_to == master.owner.current)
|
||||
if(owner.enslaved_to == master.owner.current)
|
||||
owner.enslaved_to = null
|
||||
// Master Pinpointer
|
||||
owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
|
||||
|
||||
@@ -60,6 +60,8 @@
|
||||
breakout_time = 600
|
||||
pryLidTimer = 400
|
||||
resistance_flags = NONE
|
||||
integrity_failure = 70
|
||||
armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
|
||||
|
||||
/obj/structure/closet/crate/coffin/meatcoffin
|
||||
name = "meat coffin"
|
||||
@@ -75,7 +77,9 @@
|
||||
resistance_flags = NONE
|
||||
material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
|
||||
material_drop_amount = 3
|
||||
|
||||
integrity_failure = 40
|
||||
armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
|
||||
/obj/structure/closet/crate/coffin/metalcoffin
|
||||
name = "metal coffin"
|
||||
desc = "A big metal sardine can inside of another big metal sardine can, in space."
|
||||
@@ -90,6 +94,8 @@
|
||||
resistance_flags = NONE
|
||||
material_drop = /obj/item/stack/sheet/metal
|
||||
material_drop_amount = 5
|
||||
integrity_failure = 60
|
||||
armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
|
||||
|
||||
//////////////////////////////////////////////
|
||||
|
||||
|
||||
@@ -107,7 +107,7 @@
|
||||
var/convert_progress = 3 // Resets on each new character to be added to the chair. Some effects should lower it...
|
||||
var/disloyalty_confirm = FALSE // Command & Antags need to CONFIRM they are willing to lose their role (and will only do it if the Vassal'ing succeeds)
|
||||
var/disloyalty_offered = FALSE // Has the popup been issued? Don't spam them.
|
||||
var/convert_cost = 100
|
||||
|
||||
|
||||
/obj/structure/bloodsucker/vassalrack/deconstruct(disassembled = TRUE)
|
||||
new /obj/item/stack/sheet/metal(src.loc, 4)
|
||||
@@ -116,10 +116,10 @@
|
||||
|
||||
/obj/structure/bloodsucker/vassalrack/examine(mob/user)
|
||||
. = ..()
|
||||
if((user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)) || isobserver(user))
|
||||
if(isvamp(user) || isobserver(user))
|
||||
. += {"<span class='cult'>This is the vassal rack, which allows you to thrall crewmembers into loyal minions in your service.</span>"}
|
||||
. += {"<span class='cult'>You need to first secure the vassal rack by clicking on it while it is in your lair.</span>"}
|
||||
. += {"<span class='cult'>Simply click and hold on a victim, and then drag their sprite on the vassal rack.</span>"}
|
||||
. += {"<span class='cult'>Simply click and hold on a victim, and then drag their sprite on the vassal rack. Alt click on the vassal rack to unbuckle them.</span>"}
|
||||
. += {"<span class='cult'>Make sure that the victim is handcuffed, or else they can simply run away or resist, as the process is not instant.</span>"}
|
||||
. += {"<span class='cult'>To convert the victim, simply click on the vassal rack itself. Sharp weapons work faster than other tools.</span>"}
|
||||
/* if(user.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
|
||||
@@ -177,7 +177,7 @@
|
||||
M.pixel_y = -2 //M.get_standard_pixel_y_offset(120)//180)
|
||||
update_icon()
|
||||
// Torture Stuff
|
||||
convert_progress = 2 // Goes down unless you start over.
|
||||
convert_progress = 4 // Goes down unless you start over.
|
||||
disloyalty_confirm = FALSE // New guy gets the chance to say NO if he's special.
|
||||
disloyalty_offered = FALSE // Prevents spamming torture window.
|
||||
|
||||
@@ -190,7 +190,7 @@
|
||||
else
|
||||
M.visible_message("<span class='danger'>[user] tries to pull [M] rack!</span>",\
|
||||
"<span class='danger'>[user] attempts to release you from the rack!</span>") // For sound if not seen --> "<span class='italics'>You hear a squishy wet noise.</span>")
|
||||
if(!do_mob(user, M, 100))
|
||||
if(!do_mob(user, M, 200))
|
||||
return
|
||||
// Did the time. Now try to do it.
|
||||
..()
|
||||
@@ -248,7 +248,7 @@
|
||||
// Bloodsucker Owner! Let the boy go.
|
||||
if(C.mind)
|
||||
var/datum/antagonist/vassal/vassaldatum = C.mind.has_antag_datum(ANTAG_DATUM_VASSAL)
|
||||
if (istype(vassaldatum) && vassaldatum.master == bloodsuckerdatum || C.stat >= DEAD)
|
||||
if(istype(vassaldatum) && vassaldatum.master == bloodsuckerdatum || C.stat >= DEAD)
|
||||
unbuckle_mob(C)
|
||||
useLock = FALSE // Failsafe
|
||||
return
|
||||
@@ -256,7 +256,9 @@
|
||||
torture_victim(user, C)
|
||||
|
||||
/obj/structure/bloodsucker/vassalrack/proc/torture_victim(mob/living/user, mob/living/target)
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
// Check Bloodmob/living/M, force = FALSE, check_loc = TRUE
|
||||
var/convert_cost = 200 + 200 * bloodsuckerdatum.vassals
|
||||
if(user.blood_volume < convert_cost + 5)
|
||||
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
|
||||
return
|
||||
@@ -275,7 +277,7 @@
|
||||
// All done!
|
||||
if(convert_progress <= 0)
|
||||
// FAIL: Can't be Vassal
|
||||
if(!SSticker.mode.can_make_vassal(target, user, display_warning=FALSE) || HAS_TRAIT(target, TRAIT_MINDSHIELD)) // If I'm an unconvertable Antag ONLY
|
||||
if(!SSticker.mode.can_make_vassal(target, user, display_warning = FALSE) || HAS_TRAIT(target, TRAIT_MINDSHIELD)) // If I'm an unconvertable Antag ONLY
|
||||
to_chat(user, "<span class='danger'>[target] doesn't respond to your persuasion. It doesn't appear they can be converted to follow you, they either have a mindshield or their external loyalties are too difficult for you to break.<i>\[ALT+click to release\]</span>")
|
||||
convert_progress ++ // Pop it back up some. Avoids wasting Blood on a lost cause.
|
||||
// SUCCESS: All done!
|
||||
@@ -301,10 +303,9 @@
|
||||
return
|
||||
// Check: Blood
|
||||
if(user.blood_volume < convert_cost)
|
||||
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target].</span>")
|
||||
to_chat(user, "<span class='notice'>You don't have enough blood to initiate the Dark Communion with [target], you need [convert_cost - user.blood_volume] units more!</span>")
|
||||
useLock = FALSE
|
||||
return
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
bloodsuckerdatum.AddBloodVolume(-convert_cost)
|
||||
target.add_mob_blood(user)
|
||||
user.visible_message("<span class='notice'>[user] marks a bloody smear on [target]'s forehead and puts a wrist up to [target.p_their()] mouth!</span>", \
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "Snap restraints with ease, or deal terrible damage with your bare hands."
|
||||
button_icon_state = "power_strength"
|
||||
bloodcost = 10
|
||||
cooldown = 130
|
||||
cooldown = 90
|
||||
target_range = 1
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = ""//"Whom will you subvert to your will?"
|
||||
@@ -66,16 +66,14 @@
|
||||
// Target Type: Mob
|
||||
if(isliving(target))
|
||||
var/mob/living/carbon/user_C = user
|
||||
var/hitStrength = user_C.dna.species.punchdamagehigh * 1.3 + 5
|
||||
var/hitStrength = user_C.dna.species.punchdamagehigh * 1.4 + 15
|
||||
// Knockdown!
|
||||
var/powerlevel = min(5, 1 + level_current)
|
||||
if(rand(5 + powerlevel) >= 5)
|
||||
target.visible_message("<span class='danger'>[user] lands a vicious punch, sending [target] away!</span>", \
|
||||
"<span class='userdanger'>[user] has landed a horrifying punch on you, sending you flying!!</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
target.Knockdown(min(5, rand(10, 10 * powerlevel)) )
|
||||
// Chance of KO
|
||||
if(rand(6 + powerlevel) >= 6 && target.stat <= UNCONSCIOUS)
|
||||
target.Unconscious(40)
|
||||
|
||||
// Attack!
|
||||
playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
|
||||
user.do_attack_animation(target, ATTACK_EFFECT_SMASH)
|
||||
|
||||
@@ -22,12 +22,12 @@
|
||||
return
|
||||
// Wearing mask
|
||||
var/mob/living/L = owner
|
||||
if (L.is_mouth_covered())
|
||||
if (display_error)
|
||||
if(L.is_mouth_covered())
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You cannot feed with your mouth covered! Remove your mask.</span>")
|
||||
return FALSE
|
||||
// Find my Target!
|
||||
if (!FindMyTarget(display_error)) // Sets feed_target within after Validating
|
||||
if(!FindMyTarget(display_error)) // Sets feed_target within after Validating
|
||||
return FALSE
|
||||
// Not in correct state
|
||||
// DONE!
|
||||
@@ -35,36 +35,36 @@
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/ValidateTarget(mob/living/target, display_error) // Called twice: validating a subtle victim, or validating your grapple victim.
|
||||
// Bloodsuckers + Animals MUST be grabbed aggressively!
|
||||
if (!owner.pulling || target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
|
||||
if(!owner.pulling || target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
|
||||
// NOTE: It's OKAY that we are checking if(!target) below, AFTER animals here. We want passive check vs animal to warn you first, THEN the standard warning.
|
||||
// Animals:
|
||||
if (isliving(target) && !iscarbon(target))
|
||||
if (display_error)
|
||||
if(isliving(target) && !iscarbon(target))
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>Lesser beings require a tighter grip.</span>")
|
||||
return FALSE
|
||||
// Bloodsuckers:
|
||||
else if (iscarbon(target) && target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
if (display_error)
|
||||
else if(iscarbon(target) && target.mind && target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>Other Bloodsuckers will not fall for your subtle approach.</span>")
|
||||
return FALSE
|
||||
// Must have Target
|
||||
if (!target) // || !ismob(target)
|
||||
if (display_error)
|
||||
if(!target) // || !ismob(target)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You must be next to or grabbing a victim to feed from them.</span>")
|
||||
return FALSE
|
||||
// Not even living!
|
||||
if (!isliving(target) || issilicon(target))
|
||||
if (display_error)
|
||||
if(!isliving(target) || issilicon(target))
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You may only feed from living beings.</span>")
|
||||
return FALSE
|
||||
if (target.blood_volume <= 0)
|
||||
if (display_error)
|
||||
if(target.blood_volume <= 0)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>Your victim has no blood to take.</span>")
|
||||
return FALSE
|
||||
if (ishuman(target))
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
if(NOBLOOD in H.dna.species.species_traits)// || owner.get_blood_id() != target.get_blood_id())
|
||||
if (display_error)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>Your victim's blood is not suitable for you to take.</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
@@ -75,9 +75,9 @@
|
||||
feed_target = null
|
||||
target_grappled = FALSE
|
||||
// If you are pulling a mob, that's your target. If you don't like it, then release them.
|
||||
if (owner.pulling && ismob(owner.pulling))
|
||||
if(owner.pulling && ismob(owner.pulling))
|
||||
// Check grapple target Valid
|
||||
if (!ValidateTarget(owner.pulling, display_error)) // Grabbed targets display error.
|
||||
if(!ValidateTarget(owner.pulling, display_error)) // Grabbed targets display error.
|
||||
return FALSE
|
||||
target_grappled = TRUE
|
||||
feed_target = owner.pulling
|
||||
@@ -86,11 +86,11 @@
|
||||
var/list/mob/living/seen_targets = view(1, owner)
|
||||
var/list/mob/living/seen_mobs = list()
|
||||
for(var/mob/living/M in seen_targets)
|
||||
if (isliving(M) && M != owner)
|
||||
if(isliving(M) && M != owner)
|
||||
seen_mobs += M
|
||||
// None Seen!
|
||||
if (seen_mobs.len == 0)
|
||||
if (display_error)
|
||||
if(seen_mobs.len == 0)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>You must be next to or grabbing a victim to feed from them.</span>")
|
||||
return FALSE
|
||||
// Check Valids...
|
||||
@@ -98,19 +98,19 @@
|
||||
var/list/targets_dead = list()
|
||||
for(var/mob/living/M in seen_mobs)
|
||||
// Check adjecent Valid target
|
||||
if (M != owner && ValidateTarget(M, display_error = FALSE)) // Do NOT display errors. We'll be doing this again in CheckCanUse(), which will rule out grabbed targets.
|
||||
if(M != owner && ValidateTarget(M, display_error = FALSE)) // Do NOT display errors. We'll be doing this again in CheckCanUse(), which will rule out grabbed targets.
|
||||
// Prioritize living, but remember dead as backup
|
||||
if (M.stat < DEAD)
|
||||
if(M.stat < DEAD)
|
||||
targets_valid += M
|
||||
else
|
||||
targets_dead += M
|
||||
// No Living? Try dead.
|
||||
if (targets_valid.len == 0 && targets_dead.len > 0)
|
||||
if(targets_valid.len == 0 && targets_dead.len > 0)
|
||||
targets_valid = targets_dead
|
||||
// No Targets
|
||||
if (targets_valid.len == 0)
|
||||
if(targets_valid.len == 0)
|
||||
// Did I see targets? Then display at least one error
|
||||
if (seen_mobs.len > 1)
|
||||
if(seen_mobs.len > 1)
|
||||
if (display_error)
|
||||
to_chat(owner, "<span class='warning'>None of these are valid targets to feed from subtly.</span>")
|
||||
else
|
||||
@@ -136,28 +136,28 @@
|
||||
// Initial Wait
|
||||
var/feed_time = (amSilent ? 45 : 25) - (2.5 * level_current)
|
||||
feed_time = max(15, feed_time)
|
||||
if (amSilent)
|
||||
if(amSilent)
|
||||
to_chat(user, "<span class='notice'>You lean quietly toward [target] and secretly draw out your fangs...</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You pull [target] close to you and draw out your fangs...</span>")
|
||||
if (!do_mob(user, target, feed_time,0,1,extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
|
||||
if(!do_mob(user, target, feed_time,0,1,extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))//sleep(10)
|
||||
to_chat(user, "<span class='warning'>Your feeding was interrupted.</span>")
|
||||
//DeactivatePower(user,target)
|
||||
return
|
||||
// Put target to Sleep (Bloodsuckers are immune to their own bite's sleep effect)
|
||||
if (!amSilent)
|
||||
if(!amSilent)
|
||||
ApplyVictimEffects(target) // Sleep, paralysis, immobile, unconscious, and mute
|
||||
if(target.stat <= UNCONSCIOUS)
|
||||
sleep(1)
|
||||
// Wait, then Cancel if Invalid
|
||||
if (!ContinueActive(user,target)) // Cancel. They're gone.
|
||||
if(!ContinueActive(user,target)) // Cancel. They're gone.
|
||||
//DeactivatePower(user,target)
|
||||
return
|
||||
// Pull Target Close
|
||||
if (!target.density) // Pull target to you if they don't take up space.
|
||||
if(!target.density) // Pull target to you if they don't take up space.
|
||||
target.Move(user.loc)
|
||||
// Broadcast Message
|
||||
if (amSilent)
|
||||
if(amSilent)
|
||||
//if (!iscarbon(target))
|
||||
// user.visible_message("<span class='notice'>[user] shifts [target] closer to [user.p_their()] mouth.</span>", \
|
||||
// "<span class='notice'>You secretly slip your fangs into [target]'s flesh.</span>", \
|
||||
@@ -173,7 +173,7 @@
|
||||
if(M != owner && M != target && iscarbon(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind && !M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
was_unnoticed = FALSE
|
||||
break
|
||||
if (was_unnoticed)
|
||||
if(was_unnoticed)
|
||||
to_chat(user, "<span class='notice'>You think no one saw you...</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Someone may have noticed...</span>")
|
||||
@@ -197,16 +197,16 @@
|
||||
|
||||
// FEEEEEEEEED!!! //
|
||||
bloodsuckerdatum.poweron_feed = TRUE
|
||||
while (bloodsuckerdatum && target && active)
|
||||
while(bloodsuckerdatum && target && active)
|
||||
//user.mobility_flags &= ~MOBILITY_MOVE // user.canmove = 0 // Prevents spilling blood accidentally.
|
||||
|
||||
// Abort? A bloody mistake.
|
||||
if (!do_mob(user, target, 20, 0, 0, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))
|
||||
if(!do_mob(user, target, 20, 0, 0, extra_checks=CALLBACK(src, .proc/ContinueActive, user, target)))
|
||||
// May have disabled Feed during do_mob
|
||||
if (!active || !ContinueActive(user, target))
|
||||
if(!active || !ContinueActive(user, target))
|
||||
break
|
||||
|
||||
if (amSilent)
|
||||
if(amSilent)
|
||||
to_chat(user, "<span class='warning'>Your feeding has been interrupted...but [target.p_they()] didn't seem to notice you.<span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>Your feeding has been interrupted!</span>")
|
||||
@@ -214,11 +214,11 @@
|
||||
"<span class='userdanger'>Your teeth are ripped from [target]'s throat. [target.p_their(TRUE)] blood sprays everywhere!</span>")
|
||||
|
||||
// Deal Damage to Target (should have been more careful!)
|
||||
if (iscarbon(target))
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.bleed(15)
|
||||
playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
|
||||
if (ishuman(target))
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/H = target
|
||||
H.bleed_rate += 5
|
||||
target.add_splatter_floor(get_turf(target))
|
||||
@@ -228,7 +228,7 @@
|
||||
target.emote("scream")
|
||||
|
||||
// Killed Target?
|
||||
if (was_alive)
|
||||
if(was_alive)
|
||||
CheckKilledTarget(user,target)
|
||||
|
||||
return
|
||||
@@ -237,40 +237,40 @@
|
||||
// Handle Feeding! User & Victim Effects (per tick)
|
||||
bloodsuckerdatum.HandleFeeding(target, blood_take_mult)
|
||||
amount_taken += amSilent ? 0.3 : 1
|
||||
if (!amSilent)
|
||||
if(!amSilent)
|
||||
ApplyVictimEffects(target) // Sleep, paralysis, immobile, unconscious, and mute
|
||||
if (amount_taken > 5 && target.stat < DEAD && ishuman(target))
|
||||
if(amount_taken > 5 && target.stat < DEAD && ishuman(target))
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood) // GOOD // in bloodsucker_life.dm
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
// Not Human?
|
||||
if (!ishuman(target))
|
||||
if(!ishuman(target))
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_bad) // BAD // in bloodsucker_life.dm
|
||||
if (!warning_target_inhuman)
|
||||
if(!warning_target_inhuman)
|
||||
to_chat(user, "<span class='notice'>You recoil at the taste of a lesser lifeform.</span>")
|
||||
warning_target_inhuman = TRUE
|
||||
// Dead Blood?
|
||||
if (target.stat >= DEAD)
|
||||
if (ishuman(target))
|
||||
if(target.stat >= DEAD)
|
||||
if(ishuman(target))
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_dead) // BAD // in bloodsucker_life.dm
|
||||
if (!warning_target_dead)
|
||||
if(!warning_target_dead)
|
||||
to_chat(user, "<span class='notice'>Your victim is dead. [target.p_their(TRUE)] blood barely nourishes you.</span>")
|
||||
warning_target_dead = TRUE
|
||||
// Full?
|
||||
if (!warning_full && user.blood_volume >= bloodsuckerdatum.maxBloodVolume)
|
||||
if(!warning_full && user.blood_volume >= bloodsuckerdatum.maxBloodVolume)
|
||||
to_chat(user, "<span class='notice'>You are full. Further blood will be wasted.</span>")
|
||||
warning_full = TRUE
|
||||
// Blood Remaining? (Carbons/Humans only)
|
||||
if (iscarbon(target) && !target.AmBloodsucker(1))
|
||||
if (target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
|
||||
if(iscarbon(target) && !target.AmBloodsucker(1))
|
||||
if(target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
|
||||
to_chat(user, "<span class='warning'>Your victim's blood volume is fatally low!</span>")
|
||||
else if (target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
|
||||
else if(target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
|
||||
to_chat(user, "<span class='warning'>Your victim's blood volume is dangerously low.</span>")
|
||||
else if (target.blood_volume <= BLOOD_VOLUME_SAFE && warning_target_bloodvol > BLOOD_VOLUME_SAFE)
|
||||
else if(target.blood_volume <= BLOOD_VOLUME_SAFE && warning_target_bloodvol > BLOOD_VOLUME_SAFE)
|
||||
to_chat(user, "<span class='notice'>Your victim's blood is at an unsafe level.</span>")
|
||||
warning_target_bloodvol = target.blood_volume // If we had a warning to give, it's been given by now.
|
||||
// Done?
|
||||
if (target.blood_volume <= 0)
|
||||
if(target.blood_volume <= 0)
|
||||
to_chat(user, "<span class='notice'>You have bled your victim dry.</span>")
|
||||
break
|
||||
|
||||
@@ -279,7 +279,7 @@
|
||||
|
||||
// DONE!
|
||||
//DeactivatePower(user,target)
|
||||
if (amSilent)
|
||||
if(amSilent)
|
||||
to_chat(user, "<span class='notice'>You slowly release [target]'s wrist." + (target.stat == 0 ? " [target.p_their(TRUE)] face lacks expression, like you've already been forgotten.</span>" : ""))
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] unclenches their teeth from [target]'s neck.</span>", \
|
||||
@@ -289,13 +289,13 @@
|
||||
log_combat(owner, target, "fed on blood", addition="(and took [amount_taken] blood)")
|
||||
|
||||
// Killed Target?
|
||||
if (was_alive)
|
||||
if(was_alive)
|
||||
CheckKilledTarget(user,target)
|
||||
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/user, mob/living/target)
|
||||
// Bad Vampire. You shouldn't do that.
|
||||
if (target && target.stat >= DEAD && ishuman(target))
|
||||
if(target && target.stat >= DEAD && ishuman(target))
|
||||
SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled) // BAD // in bloodsucker_life.dm
|
||||
|
||||
/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
|
||||
@@ -304,18 +304,18 @@
|
||||
|
||||
/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target)
|
||||
// Bloodsuckers not affected by "the Kiss" of another vampire
|
||||
if (!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
if(!target.mind || !target.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
target.Unconscious(50,0)
|
||||
target.Knockdown(40 + 5 * level_current,1)
|
||||
// NOTE: THis is based on level of power!
|
||||
if (ishuman(target))
|
||||
if(ishuman(target))
|
||||
target.adjustStaminaLoss(5, forced = TRUE)// Base Stamina Damage
|
||||
|
||||
/datum/action/bloodsucker/feed/DeactivatePower(mob/living/user = owner, mob/living/target)
|
||||
..() // activate = FALSE
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
// No longer Feeding
|
||||
if (bloodsuckerdatum)
|
||||
if(bloodsuckerdatum)
|
||||
bloodsuckerdatum.poweron_feed = FALSE
|
||||
feed_target = null
|
||||
// My mouth is no longer full
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
name = "Fortitude"//"Cellular Emporium"
|
||||
desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings. You cannot run while active."
|
||||
button_icon_state = "power_fortitude"
|
||||
bloodcost = 5
|
||||
bloodcost = 30
|
||||
cooldown = 80
|
||||
bloodsucker_can_buy = TRUE
|
||||
amToggle = TRUE
|
||||
@@ -23,7 +23,7 @@
|
||||
ADD_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
ADD_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if (ishuman(owner))
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
this_resist = max(0.3, 0.7 - level_current * 0.1)
|
||||
H.physiology.brute_mod *= this_resist//0.5
|
||||
@@ -34,7 +34,7 @@
|
||||
user.toggle_move_intent()
|
||||
while(bloodsuckerdatum && ContinueActive(user) || user.m_intent == MOVE_INTENT_RUN)
|
||||
// Pay Blood Toll (if awake)
|
||||
if (user.stat == CONSCIOUS)
|
||||
if(user.stat == CONSCIOUS)
|
||||
bloodsuckerdatum.AddBloodVolume(-0.5) // Used to be 0.3 blood per 2 seconds, but we're making it more expensive to keep on.
|
||||
sleep(20) // Check every few ticks that we haven't disabled this power
|
||||
// Return to Running (if you were before)
|
||||
@@ -48,7 +48,7 @@
|
||||
REMOVE_TRAIT(user, TRAIT_NODISMEMBER, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_STUNIMMUNE, "fortitude")
|
||||
REMOVE_TRAIT(user, TRAIT_NORUNNING, "fortitude")
|
||||
if (ishuman(owner))
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.physiology.brute_mod /= this_resist//0.5
|
||||
H.physiology.burn_mod /= this_resist//0.5
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
background_icon_state_on = "vamp_power_off_oneshot" // Even though this never goes off.
|
||||
background_icon_state_off = "vamp_power_off_oneshot"
|
||||
|
||||
bloodcost = 25
|
||||
bloodcost = 100
|
||||
cooldown = 99999 // It'll never come back.
|
||||
amToggle = FALSE
|
||||
amSingleUse = TRUE
|
||||
@@ -23,11 +23,16 @@
|
||||
return
|
||||
// Have No Lair (NOTE: You only got this power if you had a lair, so this means it's destroyed)
|
||||
var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
if (!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
|
||||
if (display_error)
|
||||
if(!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
|
||||
if(display_error)
|
||||
to_chat(owner, "<span class='warning'>Your coffin has been destroyed!</span>")
|
||||
return FALSE
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/gohome/proc/flicker_lights(var/flicker_range, var/beat_volume)
|
||||
for(var/obj/machinery/light/L in view(flicker_range, get_turf(owner)))
|
||||
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', beat_volume, 1)
|
||||
|
||||
|
||||
/datum/action/bloodsucker/gohome/ActivatePower()
|
||||
var/mob/living/carbon/user = owner
|
||||
@@ -35,34 +40,31 @@
|
||||
// IMPORTANT: Check for lair at every step! It might get destroyed.
|
||||
to_chat(user, "<span class='notice'>You focus on separating your consciousness from your physical form...</span>")
|
||||
// STEP ONE: Flicker Lights
|
||||
for(var/obj/machinery/light/L in view(3, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
L.flicker(5)
|
||||
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 20, 1)
|
||||
flicker_lights(3, 20)
|
||||
sleep(50)
|
||||
for(var/obj/machinery/light/L in view(3, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
L.flicker(5)
|
||||
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 40, 1)
|
||||
flicker_lights(4, 40)
|
||||
sleep(50)
|
||||
for(var/obj/machinery/light/L in view(6, get_turf(owner))) // /obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
flicker_lights(4, 60)
|
||||
for(var/obj/machinery/light/L in view(6, get_turf(owner)))
|
||||
L.flicker(5)
|
||||
playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 60, 1)
|
||||
// ( STEP TWO: Lights OFF? )
|
||||
// CHECK: Still have Coffin?
|
||||
if (!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
|
||||
if(!istype(bloodsuckerdatum) || !bloodsuckerdatum.coffin)
|
||||
to_chat(user, "<span class='warning'>Your coffin has been destroyed! You no longer have a destination.</span>")
|
||||
return FALSE
|
||||
if (!owner)
|
||||
if(!owner)
|
||||
return
|
||||
// SEEN?: (effects ONLY if there are witnesses! Otherwise you just POOF)
|
||||
// NOTE: Stolen directly from statue.dm, thanks guys!
|
||||
|
||||
var/am_seen = FALSE // Do Effects (seen by anyone)
|
||||
var/drop_item = FALSE // Drop Stuff (seen by non-vamp)
|
||||
if (isturf(owner.loc)) // Only check if I'm not in a Locker or something.
|
||||
if(isturf(owner.loc)) // Only check if I'm not in a Locker or something.
|
||||
// A) Check for Darkness (we can just leave)
|
||||
var/turf/T = get_turf(user)
|
||||
if(T && T.lighting_object && T.get_lumcount()>= 0.1)
|
||||
// B) Check for Viewers
|
||||
for(var/mob/living/M in viewers(owner))
|
||||
for(var/mob/living/M in viewers(get_turf(owner)))
|
||||
if(M != owner && isliving(M) && M.mind && !M.has_unlimited_silicon_privilege && !M.eye_blind) // M.client <--- add this in after testing!
|
||||
am_seen = TRUE
|
||||
if (!M.mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER))
|
||||
@@ -76,7 +78,7 @@
|
||||
var/obj/O = user.legcuffed
|
||||
user.dropItemToGround(O)
|
||||
// SEEN!
|
||||
if (drop_item)
|
||||
if(drop_item)
|
||||
// DROP: Clothes, held items, and cuffs etc
|
||||
// NOTE: Taken from unequip_everything() in inventory.dm. We need to
|
||||
// *force* all items to drop, so we had to just gut the code out of it.
|
||||
@@ -86,30 +88,28 @@
|
||||
user.dropItemToGround(I,TRUE)
|
||||
for(var/obj/item/I in owner.held_items) // drop_all_held_items()
|
||||
user.dropItemToGround(I, TRUE)
|
||||
if (am_seen)
|
||||
if(am_seen)
|
||||
// POOF EFFECTS
|
||||
playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
|
||||
var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
|
||||
puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
|
||||
puff.set_up(3, 0, get_turf(owner))
|
||||
puff.start()
|
||||
|
||||
//STEP FIVE: Create animal at prev location
|
||||
var/mob/living/simple_animal/SA = pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
|
||||
new SA (owner.loc)
|
||||
// TELEPORT: Move to Coffin & Close it!
|
||||
do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
|
||||
// SLEEP
|
||||
do_teleport(owner, bloodsuckerdatum.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM)
|
||||
user.resting = TRUE
|
||||
//user.Unconscious(30,0)
|
||||
user.Stun(30,1)
|
||||
// CLOSE LID: If fail, force me in.
|
||||
if (!bloodsuckerdatum.coffin.close(owner))
|
||||
if(!bloodsuckerdatum.coffin.close(owner))
|
||||
bloodsuckerdatum.coffin.insert(owner) // Puts me inside.
|
||||
// The following was taken from close() proc in closets.dm
|
||||
// (but we had to do it this way because there is no way to force entry)
|
||||
playsound(bloodsuckerdatum.coffin.loc, bloodsuckerdatum.coffin.close_sound, 15, 1, -3)
|
||||
bloodsuckerdatum.coffin.opened = FALSE
|
||||
bloodsuckerdatum.coffin.density = TRUE
|
||||
bloodsuckerdatum.coffin.update_icon()
|
||||
// Lock Coffin
|
||||
bloodsuckerdatum.coffin.LockMe(owner)
|
||||
// ( STEP FIVE: Create animal at prev location? )
|
||||
//var/mob/living/simple_animal/SA = /mob/living/simple_animal/hostile/retaliate/bat // pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
|
||||
//new SA (owner.loc)
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
|
||||
button_icon_state = "power_speed"
|
||||
bloodcost = 6
|
||||
cooldown = 30
|
||||
cooldown = 50
|
||||
target_range = 15
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = ""//"Whom will you subvert to your will?"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
desc = "Spring at your target and aggressively grapple them without warning. Attacks from concealment or the rear may even knock them down."
|
||||
button_icon_state = "power_lunge"
|
||||
bloodcost = 10
|
||||
cooldown = 100
|
||||
cooldown = 120
|
||||
target_range = 3
|
||||
power_activates_immediately = TRUE
|
||||
message_Trigger = ""//"Whom will you subvert to your will?"
|
||||
@@ -28,7 +28,7 @@
|
||||
return TRUE
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/A)
|
||||
return isliving(A)
|
||||
return iscarbon(A)
|
||||
|
||||
/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/A, display_error)
|
||||
// Check: Self
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
desc = "Dominate the mind of a mortal who can see your eyes."
|
||||
button_icon_state = "power_mez"
|
||||
bloodcost = 30
|
||||
cooldown = 200
|
||||
cooldown = 300
|
||||
target_range = 1
|
||||
power_activates_immediately = FALSE
|
||||
message_Trigger = "Whom will you subvert to your will?"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
button_icon_state = "power_tres"
|
||||
|
||||
bloodcost = 10
|
||||
cooldown = 60
|
||||
cooldown = 80
|
||||
amToggle = FALSE
|
||||
//target_range = 2
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
to_chat(user, "<span class='notice'>We begin our stasis, preparing energy to arise once more.</span>")
|
||||
if(user.stat != DEAD)
|
||||
user.emote("deathgasp")
|
||||
user.tod = STATION_TIME_TIMESTAMP("hh:mm:ss")
|
||||
user.tod = STATION_TIME_TIMESTAMP("hh:mm:ss", world.time)
|
||||
user.fakedeath("changeling") //play dead
|
||||
user.update_stat()
|
||||
user.update_canmove()
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
var/list/organs = user.getorganszone(BODY_ZONE_HEAD, 1)
|
||||
|
||||
for(var/obj/item/organ/I in organs)
|
||||
I.Remove(user, 1)
|
||||
I.Remove(TRUE)
|
||||
|
||||
explosion(get_turf(user), 0, 0, 2, 0, TRUE)
|
||||
for(var/mob/living/carbon/human/H in range(2,user))
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
if(!istype(O))
|
||||
continue
|
||||
|
||||
O.Remove(user)
|
||||
O.Remove()
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.vomit(0, toxic = TRUE)
|
||||
|
||||
@@ -104,6 +104,6 @@
|
||||
transfer_personality(H)
|
||||
brainmob.fully_replace_character_name(null, "[braintype] [H.real_name]")
|
||||
name = "[initial(name)] ([brainmob.name])"
|
||||
B.Remove(H)
|
||||
B.Remove()
|
||||
qdel(B)
|
||||
H.update_hair()
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
return
|
||||
if(client.handle_spam_prevention(message,MUTE_IC))
|
||||
return
|
||||
message = trim(copytext(sanitize(message), 1, MAX_MESSAGE_LEN))
|
||||
message = trim(copytext_char(sanitize(message), 1, MAX_MESSAGE_LEN))
|
||||
if(!message)
|
||||
return
|
||||
src.log_talk(message, LOG_SAY, tag="clockwork eminence")
|
||||
|
||||
@@ -753,7 +753,7 @@
|
||||
var/turf/T = get_turf(target)
|
||||
if(T)
|
||||
for(var/obj/effect/decal/cleanable/blood/B in view(T, 2))
|
||||
if(B.blood_state == "blood")
|
||||
if(B.blood_state == BLOOD_STATE_BLOOD)
|
||||
if(B.bloodiness == 100) //Bonus for "pristine" bloodpools, also to prevent cheese with footprint spam
|
||||
temp += 30
|
||||
else
|
||||
|
||||
@@ -22,7 +22,7 @@ Runes can either be invoked by one's self or with many different cultists. Each
|
||||
icon = 'icons/obj/rune.dmi'
|
||||
icon_state = "1"
|
||||
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
layer = LOW_OBJ_LAYER
|
||||
layer = SIGIL_LAYER
|
||||
color = RUNE_COLOR_RED
|
||||
|
||||
var/invocation = "Aiy ele-mayo." //This is said by cultists when the rune is invoked.
|
||||
|
||||
@@ -57,7 +57,7 @@ GLOBAL_LIST_INIT(disease_ability_singletons, list(
|
||||
var/short_desc = ""
|
||||
var/long_desc = ""
|
||||
var/stat_block = ""
|
||||
var/threshold_block = ""
|
||||
var/threshold_block = list()
|
||||
var/category = ""
|
||||
|
||||
var/list/symptoms
|
||||
@@ -76,7 +76,7 @@ GLOBAL_LIST_INIT(disease_ability_singletons, list(
|
||||
resistance += initial(S.resistance)
|
||||
stage_speed += initial(S.stage_speed)
|
||||
transmittable += initial(S.transmittable)
|
||||
threshold_block += "<br><br>[initial(S.threshold_desc)]"
|
||||
threshold_block += initial(S.threshold_desc)
|
||||
stat_block = "Resistance: [resistance]<br>Stealth: [stealth]<br>Stage Speed: [stage_speed]<br>Transmissibility: [transmittable]<br><br>"
|
||||
if(symptoms.len == 1) //lazy boy's dream
|
||||
name = initial(S.name)
|
||||
|
||||
@@ -318,7 +318,11 @@ the new instance inside the host to be updated to the template's stats.
|
||||
var/list/dat = list()
|
||||
|
||||
if(examining_ability)
|
||||
dat += "<a href='byond://?src=[REF(src)];main_menu=1'>Back</a><br><h1>[examining_ability.name]</h1>[examining_ability.stat_block][examining_ability.long_desc][examining_ability.threshold_block]"
|
||||
dat += "<a href='byond://?src=[REF(src)];main_menu=1'>Back</a><br>"
|
||||
dat += "<h1>[examining_ability.name]</h1>"
|
||||
dat += "[examining_ability.stat_block][examining_ability.long_desc][examining_ability.threshold_block]"
|
||||
for(var/entry in examining_ability.threshold_block)
|
||||
dat += "<b>[entry]</b>: [examining_ability.threshold_block[entry]]<br>"
|
||||
else
|
||||
dat += "<h1>Disease Statistics</h1><br>\
|
||||
Resistance: [DT.totalResistance()]<br>\
|
||||
|
||||
@@ -52,6 +52,7 @@
|
||||
if(2) //steal
|
||||
var/datum/objective/steal/special/O = new /datum/objective/steal/special()
|
||||
O.owner = owner
|
||||
O.find_target()
|
||||
objectives += O
|
||||
|
||||
if(3) //protect/kill
|
||||
|
||||
@@ -11,9 +11,10 @@
|
||||
var/default_timer_set = 90
|
||||
var/minimum_timer_set = 90
|
||||
var/maximum_timer_set = 3600
|
||||
var/ui_style = "nanotrasen"
|
||||
ui_style = "nanotrasen"
|
||||
|
||||
var/numeric_input = ""
|
||||
var/ui_mode = NUKEUI_AWAIT_DISK
|
||||
var/timing = FALSE
|
||||
var/exploding = FALSE
|
||||
var/exploded = FALSE
|
||||
@@ -97,6 +98,8 @@
|
||||
if(!user.transferItemToLoc(I, src))
|
||||
return
|
||||
auth = I
|
||||
update_ui_mode()
|
||||
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
|
||||
add_fingerprint(user)
|
||||
return
|
||||
|
||||
@@ -233,113 +236,159 @@
|
||||
var/volume = (get_time_left() <= 20 ? 30 : 5)
|
||||
playsound(loc, 'sound/items/timer.ogg', volume, 0)
|
||||
|
||||
/obj/machinery/nuclearbomb/proc/update_ui_mode()
|
||||
if(exploded)
|
||||
ui_mode = NUKEUI_EXPLODED
|
||||
return
|
||||
|
||||
if(!auth)
|
||||
ui_mode = NUKEUI_AWAIT_DISK
|
||||
return
|
||||
|
||||
if(timing)
|
||||
ui_mode = NUKEUI_TIMING
|
||||
return
|
||||
|
||||
if(!safety)
|
||||
ui_mode = NUKEUI_AWAIT_ARM
|
||||
return
|
||||
|
||||
if(!yes_code)
|
||||
ui_mode = NUKEUI_AWAIT_CODE
|
||||
return
|
||||
|
||||
ui_mode = NUKEUI_AWAIT_TIMER
|
||||
|
||||
|
||||
/obj/machinery/nuclearbomb/ui_interact(mob/user, ui_key="main", datum/tgui/ui=null, force_open=0, datum/tgui/master_ui=null, datum/ui_state/state=GLOB.default_state)
|
||||
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
|
||||
if(!ui)
|
||||
ui = new(user, src, ui_key, "nuclear_bomb", name, 500, 600, master_ui, state)
|
||||
ui = new(user, src, ui_key, "nuclear_bomb", name, 350, 442, master_ui, state)
|
||||
ui.set_style(ui_style)
|
||||
ui.open()
|
||||
|
||||
/obj/machinery/nuclearbomb/ui_data(mob/user)
|
||||
var/list/data = list()
|
||||
data["disk_present"] = auth
|
||||
data["code_approved"] = yes_code
|
||||
var/first_status
|
||||
if(auth)
|
||||
if(yes_code)
|
||||
first_status = timing ? "Func/Set" : "Functional"
|
||||
else
|
||||
first_status = "Auth S2."
|
||||
var/hidden_code = (ui_mode == NUKEUI_AWAIT_CODE && numeric_input != "ERROR")
|
||||
var/current_code = ""
|
||||
if(hidden_code)
|
||||
while(length(current_code) < length(numeric_input))
|
||||
current_code = "[current_code]*"
|
||||
else
|
||||
if(timing)
|
||||
first_status = "Set"
|
||||
else
|
||||
first_status = "Auth S1."
|
||||
var/second_status = exploded ? "Warhead triggered, thanks for flying Nanotrasen" : (safety ? "Safe" : "Engaged")
|
||||
current_code = numeric_input
|
||||
while(length(current_code) < 5)
|
||||
current_code = "[current_code]-"
|
||||
|
||||
var/first_status
|
||||
var/second_status
|
||||
switch(ui_mode)
|
||||
if(NUKEUI_AWAIT_DISK)
|
||||
first_status = "DEVICE LOCKED"
|
||||
if(timing)
|
||||
second_status = "TIME: [get_time_left()]"
|
||||
else
|
||||
second_status = "AWAIT DISK"
|
||||
if(NUKEUI_AWAIT_CODE)
|
||||
first_status = "INPUT CODE"
|
||||
second_status = "CODE: [current_code]"
|
||||
if(NUKEUI_AWAIT_TIMER)
|
||||
first_status = "INPUT TIME"
|
||||
second_status = "TIME: [current_code]"
|
||||
if(NUKEUI_AWAIT_ARM)
|
||||
first_status = "DEVICE READY"
|
||||
second_status = "TIME: [get_time_left()]"
|
||||
if(NUKEUI_TIMING)
|
||||
first_status = "DEVICE ARMED"
|
||||
second_status = "TIME: [get_time_left()]"
|
||||
if(NUKEUI_EXPLODED)
|
||||
first_status = "DEVICE DEPLOYED"
|
||||
second_status = "THANK YOU"
|
||||
|
||||
data["status1"] = first_status
|
||||
data["status2"] = second_status
|
||||
data["anchored"] = anchored
|
||||
data["safety"] = safety
|
||||
data["timing"] = timing
|
||||
data["time_left"] = get_time_left()
|
||||
|
||||
data["timer_set"] = timer_set
|
||||
data["timer_is_not_default"] = timer_set != default_timer_set
|
||||
data["timer_is_not_min"] = timer_set != minimum_timer_set
|
||||
data["timer_is_not_max"] = timer_set != maximum_timer_set
|
||||
|
||||
var/message = "AUTH"
|
||||
if(auth)
|
||||
message = "[numeric_input]"
|
||||
if(yes_code)
|
||||
message = "*****"
|
||||
data["message"] = message
|
||||
|
||||
return data
|
||||
|
||||
/obj/machinery/nuclearbomb/ui_act(action, params)
|
||||
if(..())
|
||||
return
|
||||
playsound(src, "terminal_type", 20, FALSE)
|
||||
switch(action)
|
||||
if("eject_disk")
|
||||
if(auth && auth.loc == src)
|
||||
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
auth.forceMove(get_turf(src))
|
||||
auth = null
|
||||
. = TRUE
|
||||
if("insert_disk")
|
||||
if(!auth)
|
||||
else
|
||||
var/obj/item/I = usr.is_holding_item_of_type(/obj/item/disk/nuclear)
|
||||
if(I && disk_check(I) && usr.transferItemToLoc(I, src))
|
||||
playsound(src, 'sound/machines/terminal_insert_disc.ogg', 50, FALSE)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
auth = I
|
||||
. = TRUE
|
||||
update_ui_mode()
|
||||
if("keypad")
|
||||
if(auth)
|
||||
var/digit = params["digit"]
|
||||
switch(digit)
|
||||
if("R")
|
||||
if("C")
|
||||
if(auth && ui_mode == NUKEUI_AWAIT_ARM)
|
||||
set_safety()
|
||||
yes_code = FALSE
|
||||
playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
|
||||
update_ui_mode()
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
numeric_input = ""
|
||||
yes_code = FALSE
|
||||
. = TRUE
|
||||
if("E")
|
||||
if(numeric_input == r_code)
|
||||
numeric_input = ""
|
||||
yes_code = TRUE
|
||||
. = TRUE
|
||||
else
|
||||
numeric_input = "ERROR"
|
||||
switch(ui_mode)
|
||||
if(NUKEUI_AWAIT_CODE)
|
||||
if(numeric_input == r_code)
|
||||
numeric_input = ""
|
||||
yes_code = TRUE
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
. = TRUE
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
|
||||
numeric_input = "ERROR"
|
||||
if(NUKEUI_AWAIT_TIMER)
|
||||
var/number_value = text2num(numeric_input)
|
||||
if(number_value)
|
||||
timer_set = CLAMP(number_value, minimum_timer_set, maximum_timer_set)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
set_safety()
|
||||
. = TRUE
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
|
||||
update_ui_mode()
|
||||
if("0","1","2","3","4","5","6","7","8","9")
|
||||
if(numeric_input != "ERROR")
|
||||
numeric_input += digit
|
||||
if(length(numeric_input) > 5)
|
||||
numeric_input = "ERROR"
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
. = TRUE
|
||||
if("timer")
|
||||
if(auth && yes_code)
|
||||
var/change = params["change"]
|
||||
if(change == "reset")
|
||||
timer_set = default_timer_set
|
||||
else if(change == "decrease")
|
||||
timer_set = max(minimum_timer_set, timer_set - 10)
|
||||
else if(change == "increase")
|
||||
timer_set = min(maximum_timer_set, timer_set + 10)
|
||||
else if(change == "input")
|
||||
var/user_input = input(usr, "Set time to detonation.", name) as null|num
|
||||
if(!user_input)
|
||||
return
|
||||
var/N = text2num(user_input)
|
||||
if(!N)
|
||||
return
|
||||
timer_set = CLAMP(N,minimum_timer_set,maximum_timer_set)
|
||||
. = TRUE
|
||||
if("safety")
|
||||
if(auth && yes_code && !exploded)
|
||||
set_safety()
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
|
||||
if("arm")
|
||||
if(auth && yes_code && !safety && !exploded)
|
||||
playsound(src, 'sound/machines/nuke/confirm_beep.ogg', 50, FALSE)
|
||||
set_active()
|
||||
update_ui_mode()
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
|
||||
if("anchor")
|
||||
if(auth && yes_code)
|
||||
playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
|
||||
set_anchor()
|
||||
if("toggle_timer")
|
||||
if(auth && yes_code && !safety && !exploded)
|
||||
set_active()
|
||||
else
|
||||
playsound(src, 'sound/machines/nuke/angry_beep.ogg', 50, FALSE)
|
||||
|
||||
|
||||
/obj/machinery/nuclearbomb/proc/set_anchor()
|
||||
|
||||
@@ -100,10 +100,9 @@
|
||||
if(M.mind)
|
||||
M.mind.AddSpell(new /obj/effect/proc_holder/spell/bloodcrawl(null))
|
||||
|
||||
/obj/item/organ/heart/demon/Remove(mob/living/carbon/M, special = 0)
|
||||
..()
|
||||
if(M.mind)
|
||||
M.mind.RemoveSpell(/obj/effect/proc_holder/spell/bloodcrawl)
|
||||
/obj/item/organ/heart/demon/Remove(special = FALSE)
|
||||
owner?.mind?.RemoveSpell(/obj/effect/proc_holder/spell/bloodcrawl)
|
||||
return ..()
|
||||
|
||||
/obj/item/organ/heart/demon/Stop()
|
||||
return 0 // Always beating.
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
job_description = "Swarmer"
|
||||
death = FALSE
|
||||
roundstart = FALSE
|
||||
short_desc = "You are a swarmer, a weapon of a long dead civilization."
|
||||
flavour_text = {"
|
||||
<b>You are a swarmer, a weapon of a long dead civilization. Until further orders from your original masters are received, you must continue to consume and replicate.</b>
|
||||
<b>Clicking on any object will try to consume it, either deconstructing it into its components, destroying it, or integrating any materials it has into you if successful.</b>
|
||||
@@ -274,7 +275,8 @@
|
||||
|
||||
/obj/machinery/camera/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
S.DisIntegrate(src)
|
||||
toggle_cam(S, 0)
|
||||
if(!QDELETED(S)) //If it got blown up no need to turn it off.
|
||||
toggle_cam(S, 0)
|
||||
return TRUE
|
||||
|
||||
/obj/machinery/particle_accelerator/control_box/swarmer_act(mob/living/simple_animal/hostile/swarmer/S)
|
||||
|
||||
@@ -22,11 +22,19 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
desc = "You aren't entirely sure what this does, but it's very beepy and boopy."
|
||||
background_icon_state = "bg_tech_blue"
|
||||
icon_icon = 'icons/mob/actions/actions_AI.dmi'
|
||||
check_flags = AB_CHECK_CONSCIOUS //can't doomsday if dead.
|
||||
var/mob/living/silicon/ai/owner_AI //The owner AI, so we don't have to typecast every time
|
||||
var/uses //If we have multiple uses of the same power
|
||||
var/auto_use_uses = TRUE //If we automatically use up uses on each activation
|
||||
var/cooldown_period //If applicable, the time in deciseconds we have to wait before using any more modules
|
||||
|
||||
|
||||
/datum/action/innate/ai/New()
|
||||
..()
|
||||
if(uses > 1)
|
||||
desc = "[desc] It has [uses] use\s remaining."
|
||||
button.desc = desc
|
||||
|
||||
/datum/action/innate/ai/Grant(mob/living/L)
|
||||
. = ..()
|
||||
if(!isAI(owner))
|
||||
@@ -38,7 +46,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
/datum/action/innate/ai/IsAvailable()
|
||||
. = ..()
|
||||
if(owner_AI && owner_AI.malf_cooldown > world.time)
|
||||
return
|
||||
return FALSE
|
||||
|
||||
/datum/action/innate/ai/Trigger()
|
||||
. = ..()
|
||||
@@ -49,12 +57,16 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
|
||||
/datum/action/innate/ai/proc/adjust_uses(amt, silent)
|
||||
uses += amt
|
||||
if(!silent && uses)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
if(!uses)
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
qdel(src)
|
||||
if(uses)
|
||||
if(!silent)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtonIcon()
|
||||
return
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
qdel(src)
|
||||
|
||||
|
||||
//Framework for ranged abilities that can have different effects by left-clicking stuff.
|
||||
/datum/action/innate/ai/ranged
|
||||
@@ -74,13 +86,16 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
|
||||
/datum/action/innate/ai/ranged/adjust_uses(amt, silent)
|
||||
uses += amt
|
||||
if(!silent && uses)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
if(!uses)
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
Remove(owner)
|
||||
QDEL_IN(src, 100) //let any active timers on us finish up
|
||||
if(uses)
|
||||
if(!silent)
|
||||
to_chat(owner, "<span class='notice'>[name] now has <b>[uses]</b> use[uses > 1 ? "s" : ""] remaining.</span>")
|
||||
desc = "[initial(desc)] It has [uses] use\s remaining."
|
||||
UpdateButtonIcon()
|
||||
return
|
||||
if(initial(uses) > 1) //no need to tell 'em if it was one-use anyway!
|
||||
to_chat(owner, "<span class='warning'>[name] has run out of uses!</span>")
|
||||
Remove(owner)
|
||||
QDEL_IN(src, 100) //let any active timers on us finish up
|
||||
|
||||
/datum/action/innate/ai/ranged/Destroy()
|
||||
QDEL_NULL(linked_ability)
|
||||
@@ -97,7 +112,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
var/datum/action/innate/ai/ranged/attached_action
|
||||
|
||||
/obj/effect/proc_holder/ranged_ai/Destroy()
|
||||
QDEL_NULL(attached_action)
|
||||
attached_action = null
|
||||
return ..()
|
||||
|
||||
/obj/effect/proc_holder/ranged_ai/proc/toggle(mob/user)
|
||||
@@ -185,6 +200,8 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
A.playsound_local(A, AM.unlock_sound, 50, 0)
|
||||
else //Adding uses to an existing module
|
||||
action.uses += initial(action.uses)
|
||||
action.desc = "[initial(action.desc)] It has [action.uses] use\s remaining."
|
||||
action.UpdateButtonIcon()
|
||||
temp = "Additional use[action.uses > 1 ? "s" : ""] added to [action.name]!"
|
||||
processing_time -= AM.cost
|
||||
|
||||
@@ -238,6 +255,8 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
return
|
||||
if(alert(owner, "Send arming signal? (true = arm, false = cancel)", "purge_all_life()", "confirm = TRUE;", "confirm = FALSE;") != "confirm = TRUE;")
|
||||
return
|
||||
if (active)
|
||||
return //prevent the AI from activating an already active doomsday
|
||||
active = TRUE
|
||||
set_us_up_the_bomb(owner)
|
||||
|
||||
@@ -245,64 +264,64 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
set waitfor = FALSE
|
||||
to_chat(owner, "<span class='small boldannounce'>run -o -a 'selfdestruct'</span>")
|
||||
sleep(5)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='small boldannounce'>Running executable 'selfdestruct'...</span>")
|
||||
sleep(rand(10, 30))
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
owner.playsound_local(owner, 'sound/misc/bloblarm.ogg', 50, 0)
|
||||
to_chat(owner, "<span class='userdanger'>!!! UNAUTHORIZED SELF-DESTRUCT ACCESS !!!</span>")
|
||||
to_chat(owner, "<span class='boldannounce'>This is a class-3 security violation. This incident will be reported to Central Command.</span>")
|
||||
for(var/i in 1 to 3)
|
||||
sleep(20)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldannounce'>Sending security report to Central Command.....[rand(0, 9) + (rand(20, 30) * i)]%</span>")
|
||||
sleep(3)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='small boldannounce'>auth 'akjv9c88asdf12nb' ******************</span>")
|
||||
owner.playsound_local(owner, 'sound/items/timer.ogg', 50, 0)
|
||||
sleep(30)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldnotice'>Credentials accepted. Welcome, akjv9c88asdf12nb.</span>")
|
||||
owner.playsound_local(owner, 'sound/misc/server-ready.ogg', 50, 0)
|
||||
sleep(5)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldnotice'>Arm self-destruct device? (Y/N)</span>")
|
||||
owner.playsound_local(owner, 'sound/misc/compiler-stage1.ogg', 50, 0)
|
||||
sleep(20)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='small boldannounce'>Y</span>")
|
||||
sleep(15)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldnotice'>Confirm arming of self-destruct device? (Y/N)</span>")
|
||||
owner.playsound_local(owner, 'sound/misc/compiler-stage2.ogg', 50, 0)
|
||||
sleep(10)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='small boldannounce'>Y</span>")
|
||||
sleep(rand(15, 25))
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldnotice'>Please repeat password to confirm.</span>")
|
||||
owner.playsound_local(owner, 'sound/misc/compiler-stage2.ogg', 50, 0)
|
||||
sleep(14)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='small boldannounce'>******************</span>")
|
||||
sleep(40)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
to_chat(owner, "<span class='boldnotice'>Credentials accepted. Transmitting arming signal...</span>")
|
||||
owner.playsound_local(owner, 'sound/misc/server-ready.ogg', 50, 0)
|
||||
sleep(30)
|
||||
if(!owner || QDELETED(owner))
|
||||
if(QDELETED(owner) || owner.stat == DEAD)
|
||||
return
|
||||
priority_announce("Hostile runtimes detected in all station systems, please deactivate your AI to prevent possible damage to its morality core.", "Anomaly Alert", "aimalf")
|
||||
set_security_level("delta")
|
||||
@@ -724,9 +743,10 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
|
||||
/datum/action/innate/ai/blackout
|
||||
name = "Blackout"
|
||||
desc = "Overloads lights across the station."
|
||||
desc = "Overloads random lights across the station."
|
||||
button_icon_state = "blackout"
|
||||
uses = 3
|
||||
auto_use_uses = FALSE
|
||||
|
||||
/datum/action/innate/ai/blackout/Activate()
|
||||
for(var/obj/machinery/power/apc/apc in GLOB.apcs_list)
|
||||
@@ -736,6 +756,7 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
apc.overload++
|
||||
to_chat(owner, "<span class='notice'>Overcurrent applied to the powernet.</span>")
|
||||
owner.playsound_local(owner, "sparks", 50, 0)
|
||||
adjust_uses(-1)
|
||||
|
||||
|
||||
//Disable Emergency Lights
|
||||
@@ -784,11 +805,6 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
auto_use_uses = FALSE
|
||||
cooldown_period = 30
|
||||
|
||||
/datum/action/innate/ai/reactivate_cameras/New()
|
||||
..()
|
||||
desc = "[desc] There are 30 reactivations remaining."
|
||||
button.desc = desc
|
||||
|
||||
/datum/action/innate/ai/reactivate_cameras/Activate()
|
||||
var/fixed_cameras = 0
|
||||
for(var/V in GLOB.cameranet.cameras)
|
||||
@@ -803,8 +819,6 @@ GLOBAL_LIST_INIT(blacklisted_malf_machines, typecacheof(list(
|
||||
to_chat(owner, "<span class='notice'>Diagnostic complete! Cameras reactivated: <b>[fixed_cameras]</b>. Reactivations remaining: <b>[uses]</b>.</span>")
|
||||
owner.playsound_local(owner, 'sound/items/wirecutter.ogg', 50, 0)
|
||||
adjust_uses(0, TRUE) //Checks the uses remaining
|
||||
if(src && uses) //Not sure if not having src here would cause a runtime, so it's here to be safe
|
||||
desc = "[initial(desc)] There are [uses] reactivations remaining."
|
||||
|
||||
|
||||
//Upgrade Camera Network: EMP-proofs all cameras, in addition to giving them X-ray vision.
|
||||
|
||||
@@ -246,7 +246,7 @@
|
||||
lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
|
||||
var/mob/living/carbon/human/target = null
|
||||
var/list/mob/living/carbon/human/possible = list()
|
||||
var/list/mob/living/carbon/human/possible
|
||||
var/obj/item/voodoo_link = null
|
||||
var/cooldown_time = 30 //3s
|
||||
var/cooldown = 0
|
||||
@@ -284,7 +284,7 @@
|
||||
user.unset_machine()
|
||||
|
||||
/obj/item/voodoo/attack_self(mob/user)
|
||||
if(!target && possible.len)
|
||||
if(!target && length(possible))
|
||||
target = input(user, "Select your victim!", "Voodoo") as null|anything in possible
|
||||
return
|
||||
|
||||
@@ -324,12 +324,12 @@
|
||||
cooldown = world.time + cooldown_time
|
||||
|
||||
/obj/item/voodoo/proc/update_targets()
|
||||
LAZYINITLIST(possible)
|
||||
possible = null
|
||||
if(!voodoo_link)
|
||||
return
|
||||
for(var/mob/living/carbon/human/H in GLOB.alive_mob_list)
|
||||
if(md5(H.dna.uni_identity) in voodoo_link.fingerprints)
|
||||
possible |= H
|
||||
LAZYOR(possible, H)
|
||||
|
||||
/obj/item/voodoo/proc/GiveHint(mob/victim,force=0)
|
||||
if(prob(50) || force)
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
|
||||
/datum/spellbook_entry/timestop
|
||||
name = "Time Stop"
|
||||
spell_type = /obj/effect/proc_holder/spell/aoe_turf/conjure/timestop
|
||||
spell_type = /obj/effect/proc_holder/spell/aoe_turf/timestop
|
||||
category = "Defensive"
|
||||
|
||||
/datum/spellbook_entry/smoke
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
var/wizard_name_second = pick(GLOB.wizard_second)
|
||||
var/randomname = "[wizard_name_first] [wizard_name_second]"
|
||||
var/mob/living/wiz_mob = owner.current
|
||||
var/newname = copytext(sanitize(input(wiz_mob, "You are the [name]. Would you like to change your name to something else?", "Name change", randomname) as null|text),1,MAX_NAME_LEN)
|
||||
var/newname = reject_bad_name(stripped_input(wiz_mob, "You are the [name]. Would you like to change your name to something else?", "Name change", randomname, MAX_NAME_LEN))
|
||||
|
||||
if (!newname)
|
||||
newname = randomname
|
||||
|
||||
Reference in New Issue
Block a user