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3 changes: 3 additions & 0 deletions code/__DEFINES/~darkpack/traits/declarations.dm
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,10 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_UNAGING "unaging"
// Does the mob have ghostsight?
#define TRAIT_GHOST_VISION "ghost_vision"
// Does the mob have hardened skin via Serpentis?
#define TRAIT_SERPENTIS_SKIN "serpent_skin"
// Is the mob melted into a wall via Visceratika?
#define TRAIT_BOND_WITHIN_THE_MOUNTAIN "bond_within_the_mountain"


// Allows the user to pass through doors
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1 change: 1 addition & 0 deletions code/_globalvars/traits/_traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -668,6 +668,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_BLOODY_SUCKER" = TRAIT_BLOODY_SUCKER, // DARKPACK EDIT ADD
"TRAIT_BLOOD_DRINKER" = TRAIT_BLOOD_DRINKER, // DARKPACK EDIT ADD
"TRAIT_BLUSH_OF_HEALTH" = TRAIT_BLUSH_OF_HEALTH, // DARKPACK EDIT ADD
"TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - Visceratika
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Suggested change
"TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - Visceratika
"TRAIT_BOND_WITHIN_THE_MOUNTAIN" = TRAIT_BOND_WITHIN_THE_MOUNTAIN, // DARKPACK EDIT ADD - POWERS - (Visceratika)

"TRAIT_CANNOT_RESIST_MIND_CONTROL" = TRAIT_CANNOT_RESIST_MIND_CONTROL, // DARKPACK EDIT ADD
"TRAIT_CAN_ENTER_TORPOR" = TRAIT_CAN_ENTER_TORPOR, // DARKPACK EDIT ADD
"TRAIT_CHARMER" = TRAIT_CHARMER, // DARKPACK EDIT ADD
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253 changes: 180 additions & 73 deletions modular_darkpack/modules/powers/code/discipline/visceratika.dm
Original file line number Diff line number Diff line change
Expand Up @@ -9,146 +9,253 @@
name = "Visceratika power name"
desc = "Visceratika power description"

activate_sound = 'modular_darkpack/modules/deprecated/sounds/visceratika.ogg'

//WHISPERS OF THE CHAMBER
/datum/discipline_power/visceratika/whispers_of_the_chamber
name = "Whispers of the Chamber"
desc = "Sense everyone in the same area as you."
activate_sound = 'modular_darkpack/modules/powers/sounds/visceratika.ogg'

/datum/discipline/visceratika/post_gain()
. = ..()
// it is rumored that, if a non-gargoyle kindred were to learn Visceratika, their skin would turn stony
owner.skin_tone = "albino"
owner.set_body_sprite("gargoyle")
owner.update_body_parts()
owner.update_body()
// since dot 4 is always active and requires no roll
if(level >= 4)
owner.physiology.brute_mod *= 0.8
owner.physiology.heat_mod *= 0.5
//owner.physiology.clone_mod *= 0.9
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agg_mod?

//ADD_TRAIT(owner, TRAIT_IGNOREDAMAGESLOWDOWN, TRAIT_GENERIC)
ADD_TRAIT(owner, TRAIT_NOSOFTCRIT, DISCIPLINE_TRAIT)
if(!(owner.is_clan(/datum/subsplat/vampire_clan/gargoyle)))
ADD_TRAIT(owner, TRAIT_MASQUERADE_VIOLATING_FACE, DISCIPLINE_TRAIT)
Comment on lines +22 to +29
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In most code rn this is done on the gain of the disc power instead...

Comment on lines +28 to +29
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I dont see a reason to have a check for gargy here. The point of trait sources is so we can apply them with overlap like this.


//SKIN OF THE CHAMELEON
/datum/discipline_power/visceratika/skin_of_the_chameleon
name = "Skin of the Chameleon"
desc = "Change your skin to become a reasonable fascimile of whatever your surroundings are, allowing you increased stealth."
level = 1
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE
cooldown_length = 2 SCENES
duration_length = 1 SCENES
cancelable = TRUE
vitae_cost = 1

cooldown_length = 5 SECONDS
/datum/discipline_power/visceratika/skin_of_the_chameleon/activate()
. = ..()
skin_chameleon_run()
RegisterSignal(owner, COMSIG_MOVE_INTENT_TOGGLED, PROC_REF(skin_chameleon_run))

/datum/discipline_power/visceratika/whispers_of_the_chamber/activate()
/datum/discipline_power/visceratika/skin_of_the_chameleon/deactivate(atom/target, direct)
. = ..()
for(var/mob/living/player in GLOB.player_list)
if(get_area(player) == get_area(owner))
var/their_name = player.name
if(ishuman(player))
var/mob/living/carbon/human/human_player = player
their_name = human_player.real_name
to_chat(owner, "- [their_name]")
UnregisterSignal(owner, COMSIG_MOVE_INTENT_TOGGLED)
owner.alpha = 255
remove_wibbly_filters(owner)

/datum/discipline_power/visceratika/skin_of_the_chameleon/proc/skin_chameleon_run()
SIGNAL_HANDLER
if(owner.move_intent == MOVE_INTENT_RUN)
owner.alpha = 40
apply_wibbly_filters(owner)
else
owner.alpha = 10
remove_wibbly_filters(owner)

//SCRY THE HEARTHSTONE
/datum/discipline_power/visceratika/scry_the_hearthstone
name = "Scry the Hearthstone"
desc = "Sense the exact locations of individuals around you."
willpower_cost = 1

level = 2
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE | DISC_CHECK_SEE
toggled = TRUE
var/area/starting_area
var/datum/storyteller_roll/scry_the_hearthstone/scry_roll

cancelable = TRUE
duration_length = 15 SECONDS
cooldown_length = 10 SECONDS
/datum/storyteller_roll/scry_the_hearthstone
bumper_text = "scry the hearthstone"
difficulty = 6
applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS)
Comment on lines +74 to +77
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6 is default

Suggested change
/datum/storyteller_roll/scry_the_hearthstone
bumper_text = "scry the hearthstone"
difficulty = 6
applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS)
/datum/storyteller_roll/scry_the_hearthstone
bumper_text = "scry the hearthstone"
applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS)

Comment on lines +74 to +77
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Suggested change
/datum/storyteller_roll/scry_the_hearthstone
bumper_text = "scry the hearthstone"
difficulty = 6
applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS)
/datum/storyteller_roll/scry_the_hearthstone
bumper_text = "scry the hearthstone"
applicable_stats = list(STAT_PERCEPTION, STAT_AWARENESS)


/datum/discipline_power/visceratika/scry_the_hearthstone/activate()
/datum/discipline_power/visceratika/scry_the_hearthstone/pre_activation_checks()
. = ..()
ADD_TRAIT(owner, TRAIT_THERMAL_VISION, "Visceratika Scry the Hearthstone")
if(!scry_roll)
scry_roll = new()
if(scry_roll.st_roll(owner, owner) == ROLL_SUCCESS)
return TRUE
else
return FALSE

/datum/discipline_power/visceratika/scry_the_hearthstone/deactivate()
/datum/discipline_power/visceratika/scry_the_hearthstone/activate()
. = ..()
REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, "Visceratika Scry the Hearthstone")
for(var/mob/living/player in GLOB.player_list)
if(get_area(player) == get_area(owner))
var/their_name = player.name
if(ishuman(player))
var/mob/living/carbon/human/human_player = player
their_name = human_player.real_name
to_chat(owner, "- [their_name]")
Comment on lines +90 to +96
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This seems a little unneeded and is represented fine with thermal vision. its also based on area and shows real name for little reason..

Comment on lines +90 to +96
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This seems a little redundant with the existence of the thermal vision and it doesn't play super well with the fact areas aren't super consistent, dont normally represent a full building.
It also reveals real name for little reason

starting_area = get_area(owner)
ADD_TRAIT(owner, TRAIT_THERMAL_VISION, DISCIPLINE_TRAIT)
owner.update_sight()
//visceratika 2 gives a gargoyle a heatmap of all living people in a building. if they leave the building, they need to re-cast it.
RegisterSignal(owner, COMSIG_EXIT_AREA, PROC_REF(on_area_exited))

/datum/discipline_power/visceratika/scry_the_hearthstone/proc/on_area_exited(atom/movable/source, area/old_area)
SIGNAL_HANDLER

to_chat(owner, span_warning("You lose your connection to the stone as you leave the area."))
starting_area = null
REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, DISCIPLINE_TRAIT)
owner.update_sight()
UnregisterSignal(owner, COMSIG_EXIT_AREA)
try_deactivate()

//BOND WITH THE MOUNTAIN
/datum/discipline_power/visceratika/bond_with_the_mountain
name = "Bond with the Mountain"
desc = "Merge with your surroundings and become difficult to see."

level = 3
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE | DISC_CHECK_IMMOBILE | DISC_CHECK_LYING

check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE
vitae_cost = 2
cancelable = TRUE
duration_length = 15 SECONDS
toggled = TRUE
duration_length = 0
cooldown_length = 10 SECONDS
var/turf/exit_turf
var/turf/stone_turf
Comment on lines +125 to +126
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with how these are used. they could both be weakrefed pretty easy


/datum/discipline_power/visceratika/bond_with_the_mountain/pre_activation_checks()
. = ..()
for(var/turf/closed/adjacent in orange(1, owner))
stone_turf = adjacent
break

if(!stone_turf)
to_chat(owner, span_warning("You must be adjacent to a stone surface to bond with the mountain."))
return FALSE
return TRUE

/datum/discipline_power/visceratika/bond_with_the_mountain/activate()
. = ..()
owner.alpha = 10

/datum/discipline_power/visceratika/bond_with_the_mountain/deactivate()
exit_turf = get_turf(owner)
to_chat(owner, span_purple("You begin to sink into the stone..."))
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span_purple seems kinda random.

Suggested change
to_chat(owner, span_purple("You begin to sink into the stone..."))
to_chat(owner, span_notice("You begin to sink into the stone..."))


if(!do_after(owner, 2 TURNS))
to_chat(owner, span_warning("Your bond with the nearby stone is interrupted!"))
exit_turf = null
return FALSE
owner.forceMove(stone_turf)
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In theory if our code works as intended you can do this after you add the trait and just step normally (which might make it look smoother?)

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if code works u could step after u add the trait.

owner.alpha = 30
ADD_TRAIT(owner, TRAIT_BOND_WITHIN_THE_MOUNTAIN, DISCIPLINE_TRAIT)
ADD_TRAIT(owner, TRAIT_IMMOBILIZED, DISCIPLINE_TRAIT)
owner.density = FALSE
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What does setting density even do here?

owner.damage_deflection = 3 TTRPG_DAMAGE

/datum/discipline_power/visceratika/bond_with_the_mountain/deactivate(forced = TRUE)
. = ..()
owner.alpha = 255
REMOVE_TRAIT(owner, TRAIT_IMMOBILIZED, DISCIPLINE_TRAIT)
REMOVE_TRAIT(owner, TRAIT_BOND_WITHIN_THE_MOUNTAIN, DISCIPLINE_TRAIT)
owner.density = TRUE
owner.damage_deflection = 0
if(forced) //only false when using visceratika 5. we inherit the alpha from this ability and when visceratika 5 deactivates, return to 255
if(exit_turf)
owner.forceMove(exit_turf)
owner.alpha = 255
exit_turf = null
stone_turf = null

//ARMOR OF TERRA
/datum/discipline_power/visceratika/armor_of_terra
name = "Armor of Terra"
desc = "Solidify into stone and become invulnerable."
desc = "This power requires no roll and is always active. Your stony skin has hardened to the point where nearly all damage against you is lessened."

level = 4
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE | DISC_CHECK_LYING

violates_masquerade = TRUE

toggled = TRUE
cooldown_length = 1 MINUTES
duration_length = 1 MINUTES
vitae_cost = 0

/datum/discipline_power/visceratika/armor_of_terra/activate()
. = ..()
addtimer(CALLBACK(src, PROC_REF(try_deactivate), null, TRUE), duration_length * 2) //failsafe (no, you can't stay in statue mode forever, 2 mins is enough)
to_chat(owner, span_warning("You harden your skin far more than you're able to take for long!"))
ADD_TRAIT(owner, TRAIT_STUNIMMUNE, MAGIC)
ADD_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC)
ADD_TRAIT(owner, TRAIT_NOBLEED, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_MUTE, STATUE_MUTE)
ADD_TRAIT(owner, TRAIT_IMMOBILIZED, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_HANDS_BLOCKED, MAGIC_TRAIT)
to_chat(owner, span_danger("This is a passive ability. The effects are already active!"))
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if we are gonna have a untoggleable passive it might be worth making the code skip these when building actions.
however, i would recommend just making it like other "passives" where its secretively a toggle that on by default.

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might be better as just a toggle. otherwise we really need code to just not add true passives to the hud like this.


owner.name_override = "Statue of [owner.real_name]"
owner.status_flags |= GODMODE
var/newcolor = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
owner.add_atom_colour(newcolor, FIXED_COLOUR_PRIORITY)

for(var/obj/stuff in owner.contents) //no stealing
ADD_TRAIT(stuff, TRAIT_NODROP, MAGIC)

/datum/discipline_power/visceratika/armor_of_terra/deactivate()
. = ..()
to_chat(owner, span_warning("You soften your skin, to your normal hardness."))
REMOVE_TRAIT(owner, TRAIT_STUNIMMUNE, MAGIC)
REMOVE_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC)
REMOVE_TRAIT(owner, TRAIT_NOBLEED, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_MUTE, STATUE_MUTE)
REMOVE_TRAIT(owner, TRAIT_IMMOBILIZED, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_HANDS_BLOCKED, MAGIC_TRAIT)

owner.name_override = null
owner.status_flags &= GODMODE
owner.remove_atom_colour(FIXED_COLOUR_PRIORITY)

for(var/obj/item/stuff in owner.contents)
REMOVE_TRAIT(stuff, TRAIT_NODROP, MAGIC)

//FLOW WITHIN THE MOUNTAIN
/datum/discipline_power/visceratika/flow_within_the_mountain
name = "Flow Within the Mountain"
desc = "Merge with solid stone, and move through it without disturbing it."

level = 5
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE | DISC_CHECK_IMMOBILE

check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE
vitae_cost = 2
violates_masquerade = TRUE

cancelable = TRUE
duration_length = 15 SECONDS
duration_length = 1 SCENES // might be too long...
cooldown_length = 10 SECONDS

/datum/discipline_power/visceratika/flow_within_the_mountain/try_activate()
// placed in try_activate instead of pre_activation_checks so as to not consume blood while running this check
if(!HAS_TRAIT(owner, TRAIT_BOND_WITHIN_THE_MOUNTAIN))
to_chat(owner, span_notice("You must cast Bond with the Mountain first before using Flow within the Mountain"))
return FALSE
..()

/datum/discipline_power/visceratika/flow_within_the_mountain/activate()
. = ..()
ADD_TRAIT(owner, TRAIT_PASS_THROUGH_WALLS, "Visceratika Flow Within the Mountain")
owner.alpha = 10
var/datum/discipline_power/visceratika/bond_with_the_mountain/bond = discipline.get_power(/datum/discipline_power/visceratika/bond_with_the_mountain)
bond.deactivate(forced = FALSE)
ADD_TRAIT(owner, TRAIT_PASS_THROUGH_WALLS, DISCIPLINE_TRAIT)
apply_wibbly_filters(owner)

/datum/discipline_power/visceratika/flow_within_the_mountain/deactivate()
. = ..()
owner.alpha = 255
REMOVE_TRAIT(owner, TRAIT_PASS_THROUGH_WALLS, "Visceratika Flow Within the Mountain")
REMOVE_TRAIT(owner, TRAIT_PASS_THROUGH_WALLS, DISCIPLINE_TRAIT)
remove_wibbly_filters(owner)

// there has to be a better way to do this
/turf/closed/Enter(atom/movable/mover, atom/oldloc)
if(isliving(mover))
var/mob/living/moving_mob = mover
if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS) && (get_area(moving_mob) == get_area(src)))
if(HAS_TRAIT(moving_mob, TRAIT_PASS_THROUGH_WALLS)/* && (get_area(moving_mob) == get_area(src))*/)
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not sure if the area check (gargoyles passing thru walls can only travel thru walls within a particular area, not go from area to area, for ex, they cant go from the sewers into the chantry) is a lore thing or a balance thing so might need a ruling on that...

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Balance. It also prevents people from walking out into space/unintended parts of the map. Its kinda required unless we map better.

return TRUE
return ..()
Comment on lines +218 to 224
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  1. This needs to be a master_files thing.
  2. COMSIG_ATOM_TRIED_PASS or COMSIG_MOVABLE_CAN_PASS_THROUGH coullllld work here instead

Comment on lines 219 to 224
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  1. Make it a master files
  2. Use COMSIG_ATOM_TRIED_PASS or COMSIG_MOVABLE_CAN_PASS_THROUGH


/*
//ROCKHEART
/datum/discipline_power/visceratika/rockheart
name = "Rockheart"
desc = "Solidify your innermost organs to prevent damage"

level = 6
check_flags = DISC_CHECK_CONSCIOUS | DISC_CHECK_CAPABLE | DISC_CHECK_LYING

violates_masquerade = FALSE

toggled = TRUE
cooldown_length = 1 MINUTES

/datum/discipline_power/visceratika/rockheart/activate()
. = ..()
to_chat(owner, span_warning("You harden your internal organs, protecting you against many forms of damage and stakes!"))
ADD_TRAIT(owner, TRAIT_STUNIMMUNE, MAGIC)
ADD_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC)
ADD_TRAIT(owner, TRAIT_NOBLEED, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_PIERCEIMMUNE, MAGIC_TRAIT)
ADD_TRAIT(owner, TRAIT_NEVER_WOUNDED, MAGIC_TRAIT)

owner.stakeimmune = TRUE

/datum/discipline_power/visceratika/rockheart/deactivate()
. = ..()
to_chat(owner, span_warning("You soften your internal organs, to their normal durability."))
REMOVE_TRAIT(owner, TRAIT_STUNIMMUNE, MAGIC)
REMOVE_TRAIT(owner, TRAIT_PUSHIMMUNE, MAGIC)
REMOVE_TRAIT(owner, TRAIT_NOBLEED, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_PIERCEIMMUNE, MAGIC_TRAIT)
REMOVE_TRAIT(owner, TRAIT_NEVER_WOUNDED, MAGIC_TRAIT)

owner.stakeimmune = FALSE
*/
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@
clan_disciplines = list(
/datum/discipline/fortitude,
/datum/discipline/potence,
// /datum/discipline/visceratika
/datum/discipline/visceratika
)
clan_traits = list(
TRAIT_CANNOT_RESIST_MIND_CONTROL,
Expand Down
1 change: 1 addition & 0 deletions tgstation.dme
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
// DM Environment file for tgstation.dme.

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// All manual changes should be made outside the BEGIN_ and END_ blocks.
// New source code should be placed in .dm files: choose File/New --> Code File.

Expand Down Expand Up @@ -7405,6 +7405,7 @@
#include "modular_darkpack\modules\powers\code\discipline\obtenebration.dm"
#include "modular_darkpack\modules\powers\code\discipline\serpentis.dm"
#include "modular_darkpack\modules\powers\code\discipline\torpor.dm"
#include "modular_darkpack\modules\powers\code\discipline\visceratika.dm"
#include "modular_darkpack\modules\powers\code\discipline\auspex\aura_component.dm"
#include "modular_darkpack\modules\powers\code\discipline\auspex\auspex.dm"
#include "modular_darkpack\modules\powers\code\discipline\auspex\emotion_panel.dm"
Expand Down
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