7e1efca13a
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons). - fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it. I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc) This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
167 lines
5.5 KiB
Plaintext
167 lines
5.5 KiB
Plaintext
/* Code for the Wild West map by Brotemis
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* Contains:
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* Wish Granter
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* Meat Grinder
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*/
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//Wild West Areas
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/area/awaymission/wwmines
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name = "Wild West Mines"
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icon_state = "away1"
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luminosity = 1
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requires_power = 0
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/area/awaymission/wwgov
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name = "Wild West Mansion"
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icon_state = "away2"
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luminosity = 1
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requires_power = 0
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/area/awaymission/wwrefine
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name = "Wild West Refinery"
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icon_state = "away3"
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luminosity = 1
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requires_power = 0
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/area/awaymission/wwvault
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name = "Wild West Vault"
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icon_state = "away3"
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luminosity = 0
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/area/awaymission/wwvaultdoors
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name = "Wild West Vault Doors" // this is to keep the vault area being entirely lit because of requires_power
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icon_state = "away2"
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requires_power = 0
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luminosity = 0
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/*
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* Wish Granter
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*/
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/obj/machinery/wish_granter_dark
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name = "Wish Granter"
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desc = "You're not so sure about this, anymore..."
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icon = 'icons/obj/device.dmi'
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icon_state = "syndbeacon"
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anchored = 1
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density = 1
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use_power = 0
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var/chargesa = 1
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var/insistinga = 0
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/obj/machinery/wish_granter_dark/attack_hand(mob/living/carbon/human/user)
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usr.set_machine(src)
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if(chargesa <= 0)
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user << "The Wish Granter lies silent."
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return
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else if(!istype(user, /mob/living/carbon/human))
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user << "You feel a dark stirring inside of the Wish Granter, something you want nothing of. Your instincts are better than any man's."
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return
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else if(is_special_character(user))
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user << "Even to a heart as dark as yours, you know nothing good will come of this. Something instinctual makes you pull away."
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else if (!insistinga)
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user << "Your first touch makes the Wish Granter stir, listening to you. Are you really sure you want to do this?"
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insistinga++
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else
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chargesa--
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insistinga = 0
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var/wish = input("You want...","Wish") as null|anything in list("Power","Wealth","Immortality","To Kill","Peace")
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switch(wish)
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if("Power")
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user << "<B>Your wish is granted, but at a terrible cost...</B>"
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user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
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user.dna.add_mutation(LASEREYES)
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user.dna.add_mutation(COLDRES)
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user.dna.add_mutation(XRAY)
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user.set_species(/datum/species/shadow)
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if("Wealth")
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user << "<B>Your wish is granted, but at a terrible cost...</B>"
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user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
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new /obj/structure/closet/syndicate/resources/everything(loc)
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user.set_species(/datum/species/shadow)
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if("Immortality")
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user << "<B>Your wish is granted, but at a terrible cost...</B>"
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user << "The Wish Granter punishes you for your selfishness, claiming your soul and warping your body to match the darkness in your heart."
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user.verbs += /mob/living/carbon/proc/immortality
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user.set_species(/datum/species/shadow)
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if("To Kill")
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user << "<B>Your wish is granted, but at a terrible cost...</B>"
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user << "The Wish Granter punishes you for your wickedness, claiming your soul and warping your body to match the darkness in your heart."
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ticker.mode.traitors += user.mind
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user.mind.special_role = "traitor"
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var/datum/objective/hijack/hijack = new
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hijack.owner = user.mind
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user.mind.objectives += hijack
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user << "<B>Your inhibitions are swept away, the bonds of loyalty broken, you are free to murder as you please!</B>"
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var/obj_count = 1
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for(var/datum/objective/OBJ in user.mind.objectives)
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user << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
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obj_count++
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user.set_species(/datum/species/shadow)
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if("Peace")
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user << "<B>Whatever alien sentience that the Wish Granter possesses is satisfied with your wish. There is a distant wailing as the last of the Faithless begin to die, then silence.</B>"
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user << "You feel as if you just narrowly avoided a terrible fate..."
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for(var/mob/living/simple_animal/hostile/faithless/F in mob_list)
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F.death()
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///////////////Meatgrinder//////////////
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/obj/effect/meatgrinder
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name = "Meat Grinder"
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desc = "What is that thing?"
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density = 1
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anchored = 1
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layer = 3
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icon = 'icons/mob/blob.dmi'
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icon_state = "blobpod"
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var/triggered = 0
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/obj/effect/meatgrinder/New()
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icon_state = "blobpod"
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/obj/effect/meatgrinder/Crossed(AM as mob|obj)
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Bumped(AM)
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/obj/effect/meatgrinder/Bumped(mob/M as mob|obj)
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if(triggered)
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return
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if(istype(M, /mob/living/carbon/human) && M.stat != DEAD && M.ckey)
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for(var/mob/O in viewers(world.view, src.loc))
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visible_message("<span class='warning'>[M] triggered the [src]!</span>")
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triggered = 1
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var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
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s.set_up(3, 1, src)
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s.start()
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explosion(M, 1, 0, 0, 0)
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qdel(src)
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/////For the Wishgranter///////////
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/mob/living/carbon/proc/immortality() //Mob proc so people cant just clone themselves to get rid of the shadowperson race. No hiding your wickedness.
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set category = "Immortality"
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set name = "Resurrection"
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var/mob/living/carbon/C = usr
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if(!C.stat)
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C << "<span class='notice'>You're not dead yet!</span>"
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return
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C << "<span class='notice'>Death is not your end!</span>"
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spawn(rand(80,120))
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C.revive(full_heal = 1, admin_revive = 1)
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C << "<span class='notice'>You have regenerated.</span>"
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C.visible_message("<span class='warning'>[usr] appears to wake from the dead, having healed all wounds.</span>")
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C.update_canmove()
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return 1 |