* [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344) cl Floyd / Qustinnus del: Removes short-term effects of mood add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room. refactor: Removes the original way of adding mood events, uses signals properly instead. fix: Cleanables "giving" area's free beauty during initialization fix: Fixes some events not clearing properly /cl Fixes #36444 From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before. This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later. I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example. * [READY] Several fixes/changes to mood, longterm mood effects, beauty component
229 lines
9.0 KiB
Plaintext
229 lines
9.0 KiB
Plaintext
/obj/item/storage/book
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name = "hollowed book"
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desc = "I guess someone didn't like it."
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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throw_speed = 2
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throw_range = 5
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storage_slots = 1
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = FLAMMABLE
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var/title = "book"
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/obj/item/storage/book/attack_self(mob/user)
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to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
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GLOBAL_LIST_INIT(biblenames, list("Bible", "Quran", "Scrapbook", "Burning Bible", "Clown Bible", "Banana Bible", "Creeper Bible", "White Bible", "Holy Light", "The God Delusion", "Tome", "The King in Yellow", "Ithaqua", "Scientology", "Melted Bible", "Necronomicon"))
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GLOBAL_LIST_INIT(biblestates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon"))
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GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "bible", "bible", "bible", "syringe_kit", "syringe_kit", "syringe_kit", "syringe_kit", "syringe_kit", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon"))
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/mob/proc/bible_check() //The bible, if held, might protect against certain things
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var/obj/item/storage/book/bible/B = locate() in src
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if(is_holding(B))
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return B
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return 0
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/obj/item/storage/book/bible
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name = "bible"
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desc = "Apply to head repeatedly."
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icon = 'icons/obj/storage.dmi'
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icon_state = "bible"
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item_state = "bible"
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lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
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var/mob/affecting = null
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var/deity_name = "Christ"
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force_string = "holy"
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/obj/item/storage/book/bible/Initialize()
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. = ..()
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AddComponent(/datum/component/anti_magic, FALSE, TRUE)
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/obj/item/storage/book/bible/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is offering [user.p_them()]self to [deity_name]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/H)
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if(!istype(H))
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return
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// If H is the Chaplain, we can set the icon_state of the bible (but only once!)
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if(!SSreligion.bible_icon_state && H.job == "Chaplain")
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var/dat = "<html><head><title>Pick Bible Style</title></head><body><center><h2>Pick a bible style</h2></center><table>"
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for(var/i in 1 to GLOB.biblestates.len)
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var/icon/bibleicon = icon('icons/obj/storage.dmi', GLOB.biblestates[i])
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var/nicename = GLOB.biblenames[i]
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H << browse_rsc(bibleicon, nicename)
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dat += {"<tr><td><img src="[nicename]"></td><td><a href="?src=[REF(src)];seticon=[i]">[nicename]</a></td></tr>"}
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dat += "</table></body></html>"
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H << browse(dat, "window=editicon;can_close=0;can_minimize=0;size=250x650")
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/obj/item/storage/book/bible/Topic(href, href_list)
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if(!usr.canUseTopic(src))
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return
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if(href_list["seticon"] && SSreligion && !SSreligion.bible_icon_state)
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var/iconi = text2num(href_list["seticon"])
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var/biblename = GLOB.biblenames[iconi]
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var/obj/item/storage/book/bible/B = locate(href_list["src"])
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B.icon_state = GLOB.biblestates[iconi]
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B.item_state = GLOB.bibleitemstates[iconi]
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if(B.icon_state == "honk1" || B.icon_state == "honk2")
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var/mob/living/carbon/human/H = usr
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H.dna.add_mutation(CLOWNMUT)
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H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(H), slot_wear_mask)
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SSreligion.bible_icon_state = B.icon_state
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SSreligion.bible_item_state = B.item_state
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SSblackbox.record_feedback("text", "religion_book", 1, "[biblename]")
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usr << browse(null, "window=editicon")
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/obj/item/storage/book/bible/proc/bless(mob/living/carbon/human/H, mob/living/user)
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for(var/X in H.bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.status == BODYPART_ROBOTIC)
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to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
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return 0
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var/heal_amt = 10
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var/list/hurt_limbs = H.get_damaged_bodyparts(1, 1)
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if(hurt_limbs.len)
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for(var/X in hurt_limbs)
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var/obj/item/bodypart/affecting = X
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if(affecting.heal_damage(heal_amt, heal_amt))
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H.update_damage_overlays()
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H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
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to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
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playsound(src.loc, "punch", 25, 1, -1)
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H.SendSignal(COMSIG_ADD_MOOD_EVENT, "blessing", /datum/mood_event/blessing)
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return 1
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/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if (user.has_trait(TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='danger'>[src] slips out of your hand and hits your head.</span>")
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user.take_bodypart_damage(10)
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user.Unconscious(400)
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return
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var/chaplain = 0
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if(user.mind && (user.mind.isholy))
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chaplain = 1
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if(!chaplain)
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to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
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user.take_bodypart_damage(0,10)
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return
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if (!heal_mode)
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return ..()
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var/smack = 1
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if (M.stat != DEAD)
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if(chaplain && user == M)
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to_chat(user, "<span class='warning'>You can't heal yourself!</span>")
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return
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if(ishuman(M) && prob(60) && bless(M, user))
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smack = 0
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else if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!istype(C.head, /obj/item/clothing/head/helmet))
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C.adjustBrainLoss(5, 60)
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to_chat(C, "<span class='danger'>You feel dumber.</span>")
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if(smack)
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M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", \
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"<span class='userdanger'>[user] beats [M] over the head with [src]!</span>")
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playsound(src.loc, "punch", 25, 1, -1)
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add_logs(user, M, "attacked", src)
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else
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M.visible_message("<span class='danger'>[user] smacks [M]'s lifeless corpse with [src].</span>")
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playsound(src.loc, "punch", 25, 1, -1)
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/obj/item/storage/book/bible/afterattack(atom/A, mob/user, proximity)
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if(!proximity)
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return
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if(isfloorturf(A))
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to_chat(user, "<span class='notice'>You hit the floor with the bible.</span>")
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if(user.mind && (user.mind.isholy))
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for(var/obj/effect/rune/R in orange(2,user))
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R.invisibility = 0
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if(user.mind && (user.mind.isholy))
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if(A.reagents && A.reagents.has_reagent("water")) // blesses all the water in the holder
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to_chat(user, "<span class='notice'>You bless [A].</span>")
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var/water2holy = A.reagents.get_reagent_amount("water")
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A.reagents.del_reagent("water")
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A.reagents.add_reagent("holywater",water2holy)
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if(A.reagents && A.reagents.has_reagent("unholywater")) // yeah yeah, copy pasted code - sue me
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to_chat(user, "<span class='notice'>You purify [A].</span>")
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var/unholy2clean = A.reagents.get_reagent_amount("unholywater")
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A.reagents.del_reagent("unholywater")
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A.reagents.add_reagent("holywater",unholy2clean)
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if(istype(A, /obj/item/twohanded/required/cult_bastard) && !iscultist(user))
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var/obj/item/twohanded/required/cult_bastard/sword = A
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to_chat(user, "<span class='notice'>You begin to exorcise [sword].</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,1)
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if(do_after(user, 40, target = sword))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,1)
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for(var/obj/item/device/soulstone/SS in sword.contents)
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SS.usability = TRUE
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for(var/mob/living/simple_animal/shade/EX in SS)
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SSticker.mode.remove_cultist(EX.mind, 1, 0)
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EX.icon_state = "ghost1"
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EX.name = "Purified [EX.name]"
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SS.release_shades(user)
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qdel(SS)
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new /obj/item/nullrod/claymore(get_turf(sword))
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user.visible_message("<span class='notice'>[user] has purified the [sword]!!</span>")
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qdel(sword)
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/obj/item/storage/book/bible/booze
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desc = "To be applied to the head repeatedly."
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/obj/item/storage/book/bible/booze/PopulateContents()
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new /obj/item/reagent_containers/food/drinks/bottle/whiskey(src)
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/obj/item/storage/book/bible/syndicate
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icon_state ="ebook"
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deity_name = "The Syndicate"
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throw_speed = 2
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throwforce = 18
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throw_range = 7
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force = 18
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hitsound = 'sound/weapons/sear.ogg'
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damtype = BURN
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name = "Syndicate Tome"
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attack_verb = list("attacked", "burned", "blessed", "damned", "scorched")
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var/uses = 1
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/obj/item/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
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if (uses)
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H.mind.isholy = TRUE
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uses -= 1
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to_chat(H, "<span class='userdanger'>You try to open the book AND IT BITES YOU!</span>")
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playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
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H.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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to_chat(H, "<span class='notice'>Your name appears on the inside cover, in blood.</span>")
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var/ownername = H.real_name
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desc += "<span class='warning'>The name [ownername] is written in blood inside the cover.</span>"
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/obj/item/storage/book/bible/syndicate/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (user.a_intent == INTENT_HELP)
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return ..()
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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return FALSE
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