f90ee4aa8c
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype) - Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?) - Fixes despawning clothes when monkeyizing. 11855 - Replaced check_dna_integrity proc by simpler has_dna proc when required. - created set_species() proc - fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name. - I renamed mecha/var/dna to dna_lock to avoid confusion - I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor. - I removed many if(dna) checks in lots of files. - I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set. - Anatomic panacea from changeling removes alien embryo correctly. 6247 - Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech. - Removed carbon/var/list/features, we now only have dna.features and prefs.features - Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color) - Fixes cloning not setting up correctly dna UE and dna.real_name - I fixed the issue with sucked+cloned ling being unable to absorb - I fixed issue with changeling proc checking if they have the dna already not working. - Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk. - I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858) - Fixes 10048, the transform to initial appearence button was fucking up the dna. - Fixes cloning not setting up correctly dna UE and dna.real_name - Fixed the issue with sucked+cloned ling being unable to absorb - Fixed issue with changeling proc checking if they have the dna already not working. - Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk. - Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858) - Fixes 10048, the transform to initial appearence button was fucking up the dna.
84 lines
2.9 KiB
Plaintext
84 lines
2.9 KiB
Plaintext
/datum/round_event_control/spooky
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name = "2 SPOOKY! (Halloween)"
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holidayID = HALLOWEEN
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typepath = /datum/round_event/spooky
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weight = -1 //forces it to be called, regardless of weight
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max_occurrences = 1
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earliest_start = 0
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/datum/round_event/spooky/start()
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..()
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for(var/mob/living/carbon/human/H in mob_list)
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var/obj/item/weapon/storage/backpack/b = locate() in H.contents
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new /obj/item/weapon/storage/spooky(b)
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if(prob(50))
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H.set_species(/datum/species/skeleton)
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else
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H.set_species(/datum/species/zombie)
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for(var/mob/living/simple_animal/pet/dog/corgi/Ian/Ian in mob_list)
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Ian.place_on_head(new /obj/item/weapon/bedsheet(Ian))
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/datum/round_event/spooky/announce()
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priority_announce(pick("RATTLE ME BONES!","THE RIDE NEVER ENDS!", "A SKELETON POPS OUT!", "SPOOKY SCARY SKELETONS!", "CREWMEMBERS BEWARE, YOU'RE IN FOR A SCARE!") , "THE CALL IS COMING FROM INSIDE THE HOUSE")
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//Eyeball migration
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/datum/round_event_control/carp_migration/eyeballs
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name = "Eyeball Migration"
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typepath = /datum/round_event/carp_migration/eyeballs
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holidayID = HALLOWEEN
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weight = 25
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earliest_start = 0
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/datum/round_event/carp_migration/eyeballs/start()
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for(var/obj/effect/landmark/C in landmarks_list)
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if(C.name == "carpspawn")
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new /mob/living/simple_animal/hostile/carp/eyeball(C.loc)
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//Pumpking meteors waves
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/datum/round_event_control/meteor_wave/spooky
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name = "Pumpkin Wave"
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typepath = /datum/round_event/meteor_wave/spooky
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holidayID = HALLOWEEN
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weight = 20
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max_occurrences = 2
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/datum/round_event/meteor_wave/spooky
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endWhen = 40
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/datum/round_event/meteor_wave/spooky/tick()
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if(IsMultiple(activeFor, 4))
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spawn_meteors(3, meteorsSPOOKY) //meteor list types defined in gamemode/meteor/meteors.dm
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//spooky foods (you can't actually make these when it's not halloween)
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/obj/item/weapon/reagent_containers/food/snacks/sugarcookie/spookyskull
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name = "skull cookie"
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desc = "Spooky! It's got delicious calcium flavouring!"
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icon = 'icons/obj/halloween_items.dmi'
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icon_state = "skeletoncookie"
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/obj/item/weapon/reagent_containers/food/snacks/sugarcookie/spookycoffin
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name = "coffin cookie"
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desc = "Spooky! It's got delicious coffee flavouring!"
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icon = 'icons/obj/halloween_items.dmi'
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icon_state = "coffincookie"
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//spooky items
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/obj/item/weapon/storage/spooky
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name = "trick-o-treat bag"
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desc = "A Pumpkin shaped bag that holds all sorts of goodies!"
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icon = 'icons/obj/halloween_items.dmi'
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icon_state = "treatbag"
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/obj/item/weapon/storage/spooky/New()
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..()
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for(var/distrobuteinbag=0 to 5)
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var/type = pick(/obj/item/weapon/reagent_containers/food/snacks/sugarcookie/spookyskull,
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/obj/item/weapon/reagent_containers/food/snacks/sugarcookie/spookycoffin,
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/obj/item/weapon/reagent_containers/food/snacks/candy_corn,
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/obj/item/weapon/reagent_containers/food/snacks/candy,
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/obj/item/weapon/reagent_containers/food/snacks/chocolatebar)
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new type(src)
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