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Marker obj and door opening for simple animals (currently only necromorphs) #10742
Marker obj and door opening for simple animals (currently only necromorphs) #10742
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@@ -267,9 +270,6 @@ var/global/list/alert_overlays_global = list() | |||
if(check_access(ID)) | |||
access_granted = 1 | |||
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|||
var/answer = "Yes" | |||
if(answer == "No") | |||
return |
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Also I found this gem.
Seriously why does this exist
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Probably put it in the wrong file and left it unfinished, it reminds me of the AI warning when it attempts to force open a firedoor.
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Looks like something that used to be an input.
I moved the file so the diff changed |
Basically, at least what I've seen with how a staff of necromancy does it, if you hit a dead guy whose mind is still in the brain, it'll gib and attempt to transfer, but then they're caught in limbo between the head/brain and in the zombie. |
note to self |
It gets weirder when the zombie is killed, and somebody attempts to soul shard the head |
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var/ticks_not_whispered = 0 | ||
var/next_whisper = 300 | ||
var/whispers = list("...bring me flesh...", "...make us whole...", "...we must be whole...", "...join us in unity...", "...one mind, one soul, one flesh...", "...MAKE US WHOLE...") |
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shouldn't this be "bring us flesh" to keep in the same tune as the rest of the whispers?
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yes actually
I don't really see anything else past my two comments. |
🍆 |
visible_message("[pick(whispers)]") | ||
next_whisper = rand(NECROMARKER_MIN_WHISPER_INTERVAL, NECROMARKER_MAX_WHISPER_INTERVAL) | ||
else | ||
ticks_not_whispered++ |
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Should be using world time timestamps.
break | ||
else | ||
candidates -= O | ||
visible_message("<span class='warning'>[src] spins the flesh and bone of [M] into a hellish monstrosity!</span>") |
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Should have \the
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Isn't \the
automatically added by BYOND when you use [src]
(rather than [src.name]
)?
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Should still use \the IMO.
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Exxion, no, it's not.
If [src] is capitalized then it won't add a the automatically, it only adds the automatically to \improper named objects (which is automatically true if the word isn't capitalized).
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That's exactly how \the
works anyway.
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That I was wrong.
\the
behaves as I said
It does not show up before things counted as proper nouns
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Oh I see pictures now, didn't when I was on my phone.
Just tested myself too, I guess I was wrong.
Does \the even have a use then? I always figured it was just a failsafe and would add a the unless one was being automatically added due to improper nounage.
Using "The [src]" makes it turn into The the light replacer.
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\the
is only automatically inserted if you put the object reference in directly, so [src]
or something similar
NOT if you put in [src.name]
, etc.
if(O && O.mind && O.ckey) | ||
O.mind.transfer_to(Z) | ||
Z.ckey = O.ckey // Because ghosts don't get key changes | ||
candidates -= O |
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This line is copy pasted below, put it outside the if
and remove copy paste + else clause.
This is why we don't self merge. |
log_game("[user]/[user.ckey] forcefully turned [M]/[M.ckey] into a necromorph.") | ||
else | ||
message_admins("[M]/[M.ckey] turned into a necromorph via a marker. (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[loc.x];Y=[loc.y];Z=[loc.z]'>JMP</A>)") | ||
log_game("[M]/[M.ckey] turned into a necromorph.") |
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Again!
👏 |
as I've said elsewhere before the revert came up |
After seeing it live
|
You should re-add the door opening seperately at least |
Welcome to a really silly PR
Adds a marker object, which spawns xenomorphs out of people when it's anchored and they touch it with hands OR someone drags them onto it
Also the marker whispers periodically.
Also adds a flag that lets simple animals (currently only necromorphsmorphs) open doors when a player controlling them clicks on them or bumps them.
Things that would be cool to add but that I don't feel like doing because I'm tired as fuck:
Also NOT TESTED