121 lines
3.4 KiB
Plaintext
121 lines
3.4 KiB
Plaintext
/*
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* Gang Boss Pens
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*/
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/obj/item/weapon/pen/gang
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origin_tech = "materials=2;syndicate=3"
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var/cooldown
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var/last_used = 0
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var/charges = 1
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/obj/item/weapon/pen/gang/New()
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..()
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last_used = world.time
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/obj/item/weapon/pen/gang/attack(mob/living/M, mob/user)
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if(!istype(M))
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return
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && (user.mind in ticker.mode.get_gang_bosses()))
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if(..(M,user,1))
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if(cooldown)
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user << "<span class='warning'>[src] needs more time to recharge before it can be used.</span>"
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return
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if(M.client)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/datum/gang/G = user.mind.gang_datum
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var/recruitable = ticker.mode.add_gangster(M.mind,G)
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switch(recruitable)
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if(2)
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M.Paralyse(5)
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cooldown(G)
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if(1)
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user << "<span class='warning'>This mind is resistant to recruitment!</span>"
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else
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user << "<span class='warning'>This mind has already been recruited into a gang!</span>"
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return
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..()
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/obj/item/weapon/pen/gang/proc/cooldown(datum/gang/gang)
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var/cooldown_time = 600+(600*gang.bosses.len) // 1recruiter=2mins, 2recruiters=3mins, 3recruiters=4mins
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cooldown = 1
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icon_state = "pen_blink"
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var/time_passed = world.time - last_used
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var/time
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for(time=time_passed, time>=cooldown_time, time-=cooldown_time) //get 1 charge every cooldown interval
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charges++
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charges = max(0,charges-1)
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last_used = world.time - time
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if(charges)
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cooldown_time = 50
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spawn(cooldown_time)
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cooldown = 0
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icon_state = "pen"
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var/mob/M = get(src, /mob)
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M << "<span class='notice'>\icon[src] [src][(src.loc == M)?(""):(" in your [src.loc]")] vibrates softly. It is ready to be used again.</span>"
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//////////////
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// IMPLANTS //
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//////////////
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/obj/item/weapon/implant/gang
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name = "gang implant"
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desc = "Makes you a gangster or such."
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activated = 0
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origin_tech = "materials=2;biotech=4;programming=4;syndicate=3"
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var/datum/gang/gang
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/obj/item/weapon/implant/gang/New(loc,var/setgang)
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..()
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gang = setgang
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/obj/item/weapon/implant/gang/get_data()
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var/dat = {"<b>Implant Specifications:</b><BR>
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<b>Name:</b> Criminal brainwash implant<BR>
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<b>Life:</b> A few seconds after injection.<BR>
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<b>Important Notes:</b> Illegal<BR>
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<HR>
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<b>Implant Details:</b><BR>
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<b>Function:</b> Contains a small pod of nanobots that change the host's brain to be loyal to a certain organization.<BR>
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<b>Special Features:</b> This device will also emit a small EMP pulse, destroying any other implants within the host's brain.<BR>
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<b>Integrity:</b> Implant's EMP function will destroy itself in the process."}
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return dat
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/obj/item/weapon/implant/gang/implant(mob/target)
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if(..())
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for(var/obj/item/weapon/implant/I in target)
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if(I != src)
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qdel(I)
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if(!target.mind || target.stat == DEAD)
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return 0
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var/success
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if(target.mind in ticker.mode.get_gangsters())
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if(ticker.mode.remove_gangster(target.mind,0,1))
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success = 1 //Was not a gang boss, convert as usual
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else
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success = 1
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if(ishuman(target))
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if(!success)
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target.visible_message("<span class='warning'>[target] seems to resist the implant!</span>", "<span class='warning'>You feel the influence of your enemies try to invade your mind!</span>")
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qdel(src)
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return -1
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/obj/item/weapon/implanter/gang
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name = "implanter (gang)"
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/obj/item/weapon/implanter/gang/New(loc, var/gang)
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if(!gang)
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qdel(src)
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return
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imp = new /obj/item/weapon/implant/gang(src,gang)
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..()
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