omen
omen.dm: For when you want someone to have a really bad day
When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you, or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
Vars | |
permanent | Whether this is a permanent omen that cannot be removed by any non-admin means. |
---|---|
vessel | Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending |
Procs | |
check_accident | check_accident() is called each step we take |
check_bless | Hijack the mood system to see if we get the blessing mood event to cancel the omen |
check_slip | If we get knocked down, see if we have a really bad slip and bash our head hard |
Var Details
permanent
Whether this is a permanent omen that cannot be removed by any non-admin means.
vessel
Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
Proc Details
check_accident
check_accident() is called each step we take
While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger. We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
check_bless
Hijack the mood system to see if we get the blessing mood event to cancel the omen
check_slip
If we get knocked down, see if we have a really bad slip and bash our head hard