diff --git a/code/__DEFINES/atom_hud.dm b/code/__DEFINES/atom_hud.dm
index 8b7cc2a0849..014d35c2a39 100644
--- a/code/__DEFINES/atom_hud.dm
+++ b/code/__DEFINES/atom_hud.dm
@@ -86,6 +86,9 @@
#define ANTAG_HUD_SPACECOP 25
#define ANTAG_HUD_HERETIC 26
+#define ANTAG_HUD_BLOODSUCKER 27
+#define ANTAG_HUD_MHUNTER 28
+
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
diff --git a/code/__DEFINES/bloodsuckers.dm b/code/__DEFINES/bloodsuckers.dm
new file mode 100644
index 00000000000..dd59e5aa81b
--- /dev/null
+++ b/code/__DEFINES/bloodsuckers.dm
@@ -0,0 +1,74 @@
+/**
+ * Bloodsucker defines
+ */
+#define IS_BLOODSUCKER(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/bloodsucker))
+#define IS_VASSAL(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/vassal))
+#define IS_MONSTERHUNTER(mob) (mob?.mind?.has_antag_datum(/datum/antagonist/monsterhunter))
+
+/// Determines Bloodsucker regeneration rate
+#define BS_BLOOD_VOLUME_MAX_REGEN 700
+/// Cost to torture someone, in blood
+#define TORTURE_BLOOD_COST "15"
+/// Cost to convert someone after successful torture, in blood
+#define TORTURE_CONVERSION_COST "50"
+/// Deals with constant processes off of LifeTick()
+#define COMSIG_LIVING_BIOLOGICAL_LIFE "biological_life"
+/// Once blood is this low, will enter Frenzy
+#define FRENZY_THRESHOLD_ENTER 25
+/// Once blood is this high, will exit Frenzy
+#define FRENZY_THRESHOLD_EXIT 250
+/// You have special interactions with Bloodsuckers
+#define TRAIT_BLOODSUCKER_HUNTER "bloodsucker_hunter"
+
+/**
+ * Cooldown defines
+ * Used in Cooldowns Bloodsuckers use to prevent spamming
+ */
+///Spam prevention for healing messages.
+#define BLOODSUCKER_SPAM_HEALING (15 SECONDS)
+///Span prevention for Sol messages.
+#define BLOODSUCKER_SPAM_SOL (30 SECONDS)
+
+/**
+ * Clan defines
+ */
+#define CLAN_BRUJAH "Brujah Clan"
+#define CLAN_NOSFERATU "Nosferatu Clan"
+#define CLAN_TREMERE "Tremere Clan"
+#define CLAN_VENTRUE "Ventrue Clan"
+#define CLAN_MALKAVIAN "Malkavian Clan"
+#define CLAN_TOREADOR "Toreador Clan"
+#define CLAN_GANGREL "Gangrel Clan"
+#define CLAN_LASOMBRA "Lasombra Clan"
+
+/**
+ * Power defines
+ */
+/// This Power can't be used in Torpor
+#define BP_CANT_USE_IN_TORPOR (1<<0)
+/// This Power can't be used in Frenzy unless you're part of Brujah
+#define BP_CANT_USE_IN_FRENZY (1<<1)
+/// This Power can't be used with a stake in you
+#define BP_CANT_USE_WHILE_STAKED (1<<2)
+/// This Power can't be used while incapacitated
+#define BP_CANT_USE_WHILE_INCAPACITATED (1<<3)
+/// This Power can't be used while unconscious
+#define BP_CANT_USE_WHILE_UNCONSCIOUS (1<<4)
+
+/// This Power can be purchased by Bloodsuckers
+#define BLOODSUCKER_CAN_BUY (1<<0)
+/// This Power can be purchased by Tremere Bloodsuckers
+#define TREMERE_CAN_BUY (1<<1)
+/// This Power can be purchased by Vassals
+#define VASSAL_CAN_BUY (1<<2)
+/// This Power can be purchased by Monster Hunters
+#define HUNTER_CAN_BUY (1<<3)
+
+/// This Power is a Toggled Power
+#define BP_AM_TOGGLE (1<<0)
+/// This Power is a Single-Use Power
+#define BP_AM_SINGLEUSE (1<<1)
+/// This Power has a Static cooldown
+#define BP_AM_STATIC_COOLDOWN (1<<2)
+/// This Power doesn't cost bloot to run while unconscious
+#define BP_AM_COSTLESS_UNCONSCIOUS (1<<3)
diff --git a/code/__DEFINES/melee.dm b/code/__DEFINES/melee.dm
index 916ad824052..84d3328d077 100644
--- a/code/__DEFINES/melee.dm
+++ b/code/__DEFINES/melee.dm
@@ -8,3 +8,5 @@
#define MARTIALART_KRAVMAGA "krav maga"
#define MARTIALART_CQC "CQC"
#define MARTIALART_PLASMAFIST "plasma fist"
+#define MARTIALART_HUNTERFU "hunterfu"
+#define MARTIALART_FRENZYGRAB "frenzy grabbing"
diff --git a/code/__DEFINES/misc.dm b/code/__DEFINES/misc.dm
index 9b17e6ffb44..c125ada03a8 100644
--- a/code/__DEFINES/misc.dm
+++ b/code/__DEFINES/misc.dm
@@ -547,3 +547,12 @@ GLOBAL_LIST_INIT(pda_styles, sort_list(list(MONO, VT, ORBITRON, SHARE)))
/// Emoji icon set
#define EMOJI_SET 'icons/emoji.dmi'
+
+/// Whether we have succesfully hidden out blood level
+#define BLOODSUCKER_HIDE_BLOOD "hide_blood_volume"
+/// 1 tile down
+#define ui_blood_display "WEST:6,CENTER-1:0"
+/// 2 tiles down
+#define ui_vamprank_display "WEST:6,CENTER-2:-5"
+/// 6 pixels to the right, zero tiles & 5 pixels DOWN.
+#define ui_sunlight_display "WEST:6,CENTER-0:0"
diff --git a/code/__DEFINES/role_preferences.dm b/code/__DEFINES/role_preferences.dm
index e1344c904cb..038cacaf453 100644
--- a/code/__DEFINES/role_preferences.dm
+++ b/code/__DEFINES/role_preferences.dm
@@ -40,6 +40,10 @@
#define ROLE_LAVALAND "Lavaland"
#define ROLE_INTERNAL_AFFAIRS "Internal Affairs Agent"
#define ROLE_FAMILIES "Familes Antagonists"
+#define ROLE_BLOODSUCKER "Bloodsucker"
+#define ROLE_VAMPIRICACCIDENT "Vampiric Accident"
+#define ROLE_BLOODSUCKERBREAKOUT "Bloodsucker Breakout"
+#define ROLE_MONSTERHUNTER "Monster Hunter"
#define ROLE_POSITRONIC_BRAIN "Positronic Brain"
#define ROLE_FREE_GOLEM "Free Golem"
@@ -106,6 +110,10 @@ GLOBAL_LIST_INIT(special_roles, list(
ROLE_SENTIENCE = 0,
ROLE_FAMILIES = 0,
ROLE_HERETIC = 0,
+ ROLE_BLOODSUCKER = 0,
+ ROLE_VAMPIRICACCIDENT = 0,
+ ROLE_BLOODSUCKERBREAKOUT = 0,
+ ROLE_MONSTERHUNTER = 0,
))
//Job defines for what happens when you fail to qualify for any job during job selection
diff --git a/code/__DEFINES/status_effects.dm b/code/__DEFINES/status_effects.dm
index c4152a4e130..d120ee5b2bc 100644
--- a/code/__DEFINES/status_effects.dm
+++ b/code/__DEFINES/status_effects.dm
@@ -39,6 +39,8 @@
#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
+#define STATUS_EFFECT_FRENZY /datum/status_effect/frenzy //Makes you fast and stronger
+
#define STATUS_EFFECT_LIGHTNINGORB /datum/status_effect/lightningorb //Speed from a lightning orb!
#define STATUS_EFFECT_MAYHEM /datum/status_effect/mayhem //Total bloodbath. Activated by orb of mayhem pickup/bottle of mayhem item.
@@ -141,6 +143,8 @@
#define STATUS_EFFECT_STONED /datum/status_effect/stoned
+#define STATUS_EFFECT_MASQUERADE /datum/status_effect/masquerade
+
/////////////
// SLIME //
/////////////
diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm
index d83c5d41cce..5756fb0fe3a 100644
--- a/code/__DEFINES/traits.dm
+++ b/code/__DEFINES/traits.dm
@@ -310,6 +310,12 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_BLOODY_MESS "bloody_mess"
/// from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages
#define TRAIT_COAGULATING "coagulating"
+// Your heart doesn't beat
+#define TRAIT_NOPULSE "nopulse"
+// Falsifies Health analyzer blood levels
+#define TRAIT_MASQUERADE "masquerade"
+// Your body is literal room temperature. Does not make you immune to the temp
+#define TRAIT_COLDBLOODED "coldblooded"
/// From anti-convulsant medication against seizures.
#define TRAIT_ANTICONVULSANT "anticonvulsant"
/// The holder of this trait has antennae or whatever that hurt a ton when noogied
@@ -631,6 +637,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define NINJA_SUIT_TRAIT "ninja-suit"
#define SLEEPING_CARP_TRAIT "sleeping_carp"
#define MADE_UNCLONEABLE "made-uncloneable"
+#define BLOODSUCKER_TRAIT "bloodsucker_trait"
+#define FRENZY_TRAIT "frenzy_trait"
#define TIMESTOP_TRAIT "timestop"
#define LIFECANDLE_TRAIT "lifecandle"
#define VENTCRAWLING_TRAIT "ventcrawling"
diff --git a/code/_onclick/hud/hud.dm b/code/_onclick/hud/hud.dm
index 27bbe1dbde5..dc2adb4eb66 100644
--- a/code/_onclick/hud/hud.dm
+++ b/code/_onclick/hud/hud.dm
@@ -30,6 +30,10 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
var/atom/movable/screen/ling/chems/lingchemdisplay
var/atom/movable/screen/ling/sting/lingstingdisplay
+ var/atom/movable/screen/bloodsucker/blood_counter/blood_display
+ var/atom/movable/screen/bloodsucker/rank_counter/vamprank_display
+ var/atom/movable/screen/bloodsucker/sunlight_counter/sunlight_display
+
var/atom/movable/screen/blobpwrdisplay
var/atom/movable/screen/alien_plasma_display
diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm
index 19a4595df57..096fae7c217 100644
--- a/code/_onclick/hud/human.dm
+++ b/code/_onclick/hud/human.dm
@@ -52,6 +52,31 @@
icon_state = "power_display"
screen_loc = ui_lingchemdisplay
+/atom/movable/screen/bloodsucker
+ icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ invisibility = INVISIBILITY_ABSTRACT
+
+/atom/movable/screen/bloodsucker/proc/clear()
+ invisibility = INVISIBILITY_ABSTRACT
+
+/atom/movable/screen/bloodsucker/proc/update_counter()
+ invisibility = 0
+
+/atom/movable/screen/bloodsucker/blood_counter
+ name = "Blood Consumed"
+ icon_state = "blood_display"
+ screen_loc = ui_blood_display
+
+/atom/movable/screen/bloodsucker/rank_counter
+ name = "Bloodsucker Rank"
+ icon_state = "rank"
+ screen_loc = ui_vamprank_display
+
+/atom/movable/screen/bloodsucker/sunlight_counter
+ name = "Solar Flare Timer"
+ icon_state = "sunlight_night"
+ screen_loc = ui_sunlight_display
+
/datum/hud/human
has_interaction_ui = TRUE
@@ -302,6 +327,14 @@
lingstingdisplay.hud = src
infodisplay += lingstingdisplay
+ //bloodsuckers
+ blood_display = new /atom/movable/screen/bloodsucker/blood_counter
+ infodisplay += blood_display
+ vamprank_display = new /atom/movable/screen/bloodsucker/rank_counter
+ infodisplay += vamprank_display
+ sunlight_display = new /atom/movable/screen/bloodsucker/sunlight_counter
+ infodisplay += sunlight_display
+
zone_select = new /atom/movable/screen/zone_sel()
zone_select.icon = ui_style
zone_select.hud = src
diff --git a/code/datums/hud.dm b/code/datums/hud.dm
index e62a4279380..5eabf67a0cf 100644
--- a/code/datums/hud.dm
+++ b/code/datums/hud.dm
@@ -29,7 +29,9 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag(),
ANTAG_HUD_GANGSTER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_SPACECOP = new/datum/atom_hud/antag(),
- ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden()
+ ANTAG_HUD_HERETIC = new/datum/atom_hud/antag/hidden(),
+ ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag(),
+ ANTAG_HUD_MHUNTER = new/datum/atom_hud/antag/hidden()
))
/datum/atom_hud
diff --git a/code/datums/martial/hunterfu.dm b/code/datums/martial/hunterfu.dm
new file mode 100644
index 00000000000..713ff88fa93
--- /dev/null
+++ b/code/datums/martial/hunterfu.dm
@@ -0,0 +1,215 @@
+#define BODYSLAM_COMBO "GH"
+#define STAKESTAB_COMBO "HH"
+#define NECKSNAP_COMBO "GDH"
+#define HOLYKICK_COMBO "DG"
+
+// From CQC.dm
+/datum/martial_art/hunterfu
+ name = "Hunter-Fu"
+ id = MARTIALART_HUNTERFU
+ help_verb = /mob/living/carbon/human/proc/hunterfu_help
+ block_chance = 60
+ allow_temp_override = TRUE
+ var/old_grab_state = null
+
+/datum/martial_art/hunterfu/proc/check_streak(mob/living/user, mob/living/target)
+ if(findtext(streak, BODYSLAM_COMBO))
+ streak = ""
+ body_slam(user, target)
+ return TRUE
+ if(findtext(streak, STAKESTAB_COMBO))
+ streak = ""
+ stake_stab(user, target)
+ return TRUE
+ if(findtext(streak, NECKSNAP_COMBO))
+ streak = ""
+ neck_snap(user, target)
+ return TRUE
+ if(findtext(streak, HOLYKICK_COMBO))
+ streak = ""
+ holy_kick(user, target)
+ return TRUE
+ return FALSE
+
+/datum/martial_art/hunterfu/proc/body_slam(mob/living/user, mob/living/target)
+ if(target.mobility_flags & MOBILITY_STAND)
+ target.visible_message(
+ span_danger("[user] slams both them and [target] into the ground!"),
+ span_userdanger("You're slammed into the ground by [user]!"),
+ span_hear("You hear a sickening sound of flesh hitting flesh!"),
+ )
+ to_chat(user, span_danger("You slam [target] into the ground!"))
+ playsound(get_turf(user), 'sound/weapons/slam.ogg', 50, TRUE, -1)
+ log_combat(user, target, "bodyslammed (Hunter-Fu)")
+ if(!target.mind)
+ target.Paralyze(40)
+ user.Paralyze(25)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/changeling))
+ to_chat(target, span_cultlarge("Our DNA shakes as we are body slammed!"))
+ target.apply_damage(15, BRUTE)
+ target.Paralyze(60)
+ user.Paralyze(25)
+ return TRUE
+ else
+ target.Paralyze(40)
+ user.Paralyze(25)
+ else
+ harm_act(user, target)
+ return TRUE
+
+/datum/martial_art/hunterfu/proc/stake_stab(mob/living/user, mob/living/target)
+ target.visible_message(
+ span_danger("[user] stabs [target] in the heart!"),
+ span_userdanger("You're staked in the heart by [user]!"),
+ span_hear("You hear a sickening sound of flesh hitting flesh!"),
+ )
+ to_chat(user, span_danger("You stab [target] viciously!"))
+ playsound(get_turf(user), 'sound/weapons/bladeslice.ogg', 50, TRUE, -1)
+ log_combat(user, target, "stakestabbed (Hunter-Fu)")
+ if(!target.mind)
+ target.apply_damage(15, BRUTE, BODY_ZONE_CHEST)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/changeling))
+ to_chat(target, span_danger("Their arm tears through our monstrous form!"))
+ target.apply_damage(25, BRUTE, BODY_ZONE_CHEST)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/bloodsucker))
+ to_chat(target, span_cultlarge("Their arm stakes straight into our undead flesh!"))
+ target.apply_damage(20, BURN)
+ target.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
+ return TRUE
+ else
+ target.apply_damage(15, BRUTE, BODY_ZONE_CHEST)
+ return TRUE
+
+/datum/martial_art/hunterfu/proc/neck_snap(mob/living/user, mob/living/target)
+ if(!target.stat)
+ target.visible_message(
+ span_danger("[user] snapped [target]'s neck!"),
+ span_userdanger("Your neck is snapped by [user]!"),
+ span_hear("You hear a snap!"),
+ )
+ to_chat(user, span_danger("You snap [target]'s neck!"))
+ playsound(get_turf(user), 'sound/effects/snap.ogg', 50, TRUE, -1)
+ log_combat(user, target, "neck snapped (Hunter-Fu)")
+ if(!target.mind)
+ target.SetSleeping(30)
+ playsound(get_turf(user), 'sound/effects/snap.ogg', 50, TRUE, -1)
+ log_combat(user, target, "neck snapped (Hunter-Fu)")
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/changeling))
+ to_chat(target, span_warning("Our monstrous form protects us from being put to sleep!"))
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/heretic))
+ to_chat(target, span_cultlarge("The power of the Codex Cicatrix flares as we are swiftly put to sleep!"))
+ target.apply_damage(15, BRUTE, BODY_ZONE_HEAD)
+ target.SetSleeping(40)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/bloodsucker))
+ to_chat(target, span_warning("Our undead form protects us from being put to sleep!"))
+ return TRUE
+ else
+ target.SetSleeping(30)
+ return TRUE
+
+/datum/martial_art/hunterfu/proc/holy_kick(mob/living/user, mob/living/target)
+ target.visible_message(
+ span_warning("[user] kicks [target], splashing holy water in every direction!"),
+ span_userdanger("You're kicked by [user], with holy water dripping down on you!"),
+ span_hear("You hear a sickening sound of flesh hitting flesh!"),
+ )
+ to_chat(user, span_danger("You holy kick [target]!"))
+ playsound(get_turf(user), 'sound/weapons/slash.ogg', 50, TRUE, -1)
+ log_combat(user, target, "holy kicked (Hunter-Fu)")
+ if(!target.mind)
+ target.apply_damage(60, STAMINA)
+ target.Paralyze(20)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/heretic))
+ to_chat(target, span_cultlarge("The holy water burns our flesh!"))
+ target.apply_damage(25, BURN)
+ target.apply_damage(60, STAMINA)
+ target.Paralyze(20)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/bloodsucker))
+ to_chat(target, span_warning("This just seems like regular water..."))
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/cult))
+ for(var/datum/action/innate/cult/blood_magic/BD in target.actions)
+ to_chat(target, span_cultlarge("Our blood rites falter as the holy water drips onto our body!"))
+ for(var/datum/action/innate/cult/blood_spell/BS in BD.spells)
+ qdel(BS)
+ target.apply_damage(60, STAMINA)
+ target.Paralyze(20)
+ return TRUE
+ if(target.mind.has_antag_datum(/datum/antagonist/wizard) || (/datum/antagonist/wizard/apprentice))
+ to_chat(target, span_danger("The holy water seems to be muting us somehow!"))
+ var/mob/living/carbon/human/human_target = target // I guess monkey wizards aren't getting affected.
+ if(human_target.silent <= 10)
+ human_target.silent = clamp(human_target.silent + 10, 0, 10)
+ target.apply_damage(60, STAMINA)
+ target.Paralyze(20)
+ return TRUE
+ else
+ target.apply_damage(60, STAMINA)
+ target.Paralyze(20)
+ return TRUE
+
+/// Intents
+/datum/martial_art/hunterfu/disarm_act(mob/living/user, mob/living/target)
+ add_to_streak("D", target)
+ if(check_streak(user, target))
+ return TRUE
+ log_combat(user, target, "disarmed (Hunter-Fu)")
+ return ..()
+
+/datum/martial_art/hunterfu/harm_act(mob/living/user, mob/living/target)
+ add_to_streak("H", target)
+ if(check_streak(user, target))
+ return TRUE
+ var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
+ user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
+ var/atk_verb = pick("kick", "chop", "hit", "slam")
+ target.visible_message(
+ span_danger("[user] [atk_verb]s [target]!"),
+ span_userdanger("[user] [atk_verb]s you!"),
+ )
+ to_chat(user, span_danger("You [atk_verb] [target]!"))
+ target.apply_damage(rand(10,15), BRUTE, affecting, wound_bonus = CANT_WOUND)
+ playsound(get_turf(target), 'sound/weapons/punch1.ogg', 25, TRUE, -1)
+ log_combat(user, target, "harmed (Hunter-Fu)")
+ return TRUE
+
+/datum/martial_art/hunterfu/grab_act(mob/living/user, mob/living/target)
+ if(user!=target && can_use(user))
+ add_to_streak("G", target)
+ if(check_streak(user, target)) // If a combo is made no grab upgrade is done
+ return TRUE
+ old_grab_state = user.grab_state
+ target.grabbedby(user, 1)
+ if(old_grab_state == GRAB_PASSIVE)
+ target.drop_all_held_items()
+ user.grab_state = GRAB_AGGRESSIVE // Instant agressive grab
+ log_combat(user, target, "grabbed (Hunter-Fu)")
+ target.visible_message(
+ span_warning("[user] violently grabs [target]!"),
+ span_userdanger("You're grabbed violently by [user]!"),
+ span_hear("You hear sounds of aggressive fondling!"),
+ )
+ to_chat(user, span_danger("You violently grab [target]!"))
+ return TRUE
+ ..()
+
+/mob/living/carbon/human/proc/hunterfu_help()
+ set name = "Remember The Basics"
+ set desc = "You try to remember some of the basics of Hunter-Fu."
+ set category = "Hunter-Fu"
+ to_chat(usr, span_notice("You try to remember some of the basics of Hunter-Fu. "))
+
+ to_chat(usr, span_notice("Body Slam : Grab Harm. Slam opponent into the ground, knocking you both down."))
+ to_chat(usr, span_notice("Stake Stab : Harm Harm. Stabs opponent with your bare fist, as strong as a Stake."))
+ to_chat(usr, span_notice("Neck Snap : Grab Disarm Harm. Snaps an opponents neck, knocking them out."))
+ to_chat(usr, span_notice("Holy Kick : Disarm Grab. Splashes the user with Holy Water, removing Cult Spells, while dealing stamina damage."))
+
+ to_chat(usr, span_notice("In addition, by having your throw mode on, you take a defensive position, allowing you to block and sometimes even counter attacks done to you. "))
diff --git a/code/datums/mind.dm b/code/datums/mind.dm
index b97e9e026a7..51b4630a75c 100644
--- a/code/datums/mind.dm
+++ b/code/datums/mind.dm
@@ -479,6 +479,7 @@
var/list/all_objectives = list()
for(var/datum/antagonist/A in antag_datums)
+ output += A.task_memory
output += A.antag_memory
all_objectives |= A.objectives
diff --git a/code/game/gamemodes/dynamic/dynamic_rulesets_latejoin.dm b/code/game/gamemodes/dynamic/dynamic_rulesets_latejoin.dm
index ee368da1638..e81ed248bcd 100644
--- a/code/game/gamemodes/dynamic/dynamic_rulesets_latejoin.dm
+++ b/code/game/gamemodes/dynamic/dynamic_rulesets_latejoin.dm
@@ -156,6 +156,45 @@
requirements = list(101,101,101,10,10,10,10,10,10,10)
repeatable = TRUE
+//////////////////////////////////////////////
+// //
+// BLOODSUCKER //
+// //
+//////////////////////////////////////////////
+
+/datum/dynamic_ruleset/latejoin/bloodsucker
+ name = "Bloodsucker Breakout"
+ antag_datum = /datum/antagonist/bloodsucker
+ antag_flag = ROLE_BLOODSUCKERBREAKOUT
+ antag_flag_override = ROLE_BLOODSUCKER
+ protected_roles = list(
+ "Captain", "Head of Personnel", "Head of Security",
+ "Warden", "Security Officer", "Detective", "Brig Physician",
+ "Curator"
+ )
+ restricted_roles = list("AI","Cyborg")
+ required_candidates = 1
+ weight = 5
+ cost = 10
+ requirements = list(10,10,10,10,10,10,10,10,10,10)
+ repeatable = FALSE
+
+/datum/dynamic_ruleset/latejoin/bloodsucker/execute()
+ var/mob/latejoiner = pick(candidates) // This should contain a single player, but in case.
+ assigned += latejoiner.mind
+
+ for(var/selected_player in assigned)
+ var/datum/mind/bloodsuckermind = selected_player
+ var/datum/antagonist/bloodsucker/sucker = new
+ if(!bloodsuckermind.make_bloodsucker(selected_player))
+ assigned -= selected_player
+ message_admins("[ADMIN_LOOKUPFLW(selected_player)] was selected by the [name] ruleset, but couldn't be made into a Bloodsucker.")
+ return FALSE
+ sucker.bloodsucker_level_unspent = rand(2,3)
+ message_admins("[ADMIN_LOOKUPFLW(selected_player)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
+ log_game("DYNAMIC: [key_name(selected_player)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
+ return TRUE
+
//////////////////////////////////////////////
// //
// CHANGELING //
diff --git a/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm b/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
index 4b2e32e7cb1..8ae362f434f 100644
--- a/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
+++ b/code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm
@@ -892,3 +892,51 @@
#undef MALF_ION_PROB
/// The probability to replace an existing law with an ion law instead of adding a new ion law.
#undef REPLACE_LAW_WITH_ION_PROB
+
+//////////////////////////////////////////////
+// //
+// BLOODSUCKER //
+// //
+//////////////////////////////////////////////
+
+/datum/dynamic_ruleset/midround/bloodsucker
+ name = "Vampiric Accident"
+ antag_datum = /datum/antagonist/bloodsucker
+ antag_flag = ROLE_VAMPIRICACCIDENT
+ antag_flag_override = ROLE_BLOODSUCKER
+ protected_roles = list(
+ "Captain", "Head of Personnel", "Head of Security",
+ "Warden", "Security Officer", "Detective", "Brig Physician",
+ "Curator"
+ )
+ restricted_roles = list("AI","Cyborg", "Positronic Brain")
+ required_candidates = 1
+ weight = 5
+ cost = 10
+ requirements = list(40,30,20,10,10,10,10,10,10,10)
+ repeatable = FALSE
+
+/datum/dynamic_ruleset/midround/bloodsucker/trim_candidates()
+ . = ..()
+ for(var/mob/living/player in living_players)
+ if(issilicon(player)) // Your assigned role doesn't change when you are turned into a silicon.
+ living_players -= player
+ else if(is_centcom_level(player.z))
+ living_players -= player // We don't allow people in CentCom
+ else if(player.mind && (player.mind.special_role || player.mind.antag_datums?.len > 0))
+ living_players -= player // We don't allow people with roles already
+
+/datum/dynamic_ruleset/midround/bloodsucker/execute()
+ var/mob/selected_mobs = pick(living_players)
+ assigned += selected_mobs
+ living_players -= selected_mobs
+ var/datum/mind/bloodsuckermind = selected_mobs
+ var/datum/antagonist/bloodsucker/sucker = new
+ if(!bloodsuckermind.make_bloodsucker(selected_mobs))
+ assigned -= selected_mobs
+ message_admins("[ADMIN_LOOKUPFLW(selected_mobs)] was selected by the [name] ruleset, but couldn't be made into a Bloodsucker.")
+ return FALSE
+ sucker.bloodsucker_level_unspent = rand(2,3)
+ message_admins("[ADMIN_LOOKUPFLW(selected_mobs)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
+ log_game("DYNAMIC: [key_name(selected_mobs)] was selected by the [name] ruleset and has been made into a midround Bloodsucker.")
+ return TRUE
diff --git a/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm b/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm
index ffd9611bcfd..a8339efa966 100644
--- a/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm
+++ b/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm
@@ -685,3 +685,46 @@
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
+
+//////////////////////////////////////////////
+// //
+// BLOODSUCKER //
+// //
+//////////////////////////////////////////////
+
+/datum/dynamic_ruleset/roundstart/bloodsucker
+ name = "Bloodsuckers"
+ antag_flag = ROLE_BLOODSUCKER
+ antag_datum = /datum/antagonist/bloodsucker
+ protected_roles = list(
+ "Captain", "Head of Personnel", "Head of Security",
+ "Warden", "Security Officer", "Detective", "Brig Physician",
+ "Curator"
+ )
+ restricted_roles = list("AI", "Cyborg")
+ required_candidates = 1
+ weight = 5
+ cost = 10
+ scaling_cost = 9
+ requirements = list(10,10,10,10,10,10,10,10,10,10)
+ antag_cap = list(1,1,1,2,2,2,2,2,3,3)
+
+/datum/dynamic_ruleset/roundstart/bloodsucker/pre_execute(population)
+ . = ..()
+ var/num_bloodsuckers = antag_cap[indice_pop] * (scaled_times + 1)
+
+ for(var/i = 1 to num_bloodsuckers)
+ if(candidates.len <= 0)
+ break
+ var/mob/selected_mobs = pick_n_take(candidates)
+ assigned += selected_mobs.mind
+ selected_mobs.mind.restricted_roles = restricted_roles
+ selected_mobs.mind.special_role = ROLE_BLOODSUCKER
+ return TRUE
+
+/datum/dynamic_ruleset/roundstart/bloodsucker/execute()
+ for(var/assigned_bloodsuckers in assigned)
+ var/datum/mind/bloodsuckermind = assigned_bloodsuckers
+ if(!bloodsuckermind.make_bloodsucker(assigned_bloodsuckers))
+ assigned -= assigned_bloodsuckers
+ return TRUE
diff --git a/code/game/gamemodes/objective.dm b/code/game/gamemodes/objective.dm
index c9cf5de7cd8..1ce599653a3 100644
--- a/code/game/gamemodes/objective.dm
+++ b/code/game/gamemodes/objective.dm
@@ -913,6 +913,18 @@ GLOBAL_LIST_EMPTY(possible_items_special)
/datum/objective/maroon,
/datum/objective/debrain,
/datum/objective/protect,
+ //////Bloodsuckers//////
+ // DEFAULT OBJECTIVES //
+ /datum/objective/bloodsucker/lair,
+ /datum/objective/survive/bloodsucker,
+ /datum/objective/bloodsucker/protege,
+ /datum/objective/bloodsucker/heartthief,
+ /datum/objective/bloodsucker/gourmand,
+ // MISC OBJECTIVES //
+ /datum/objective/bloodsucker/monsterhunter,
+ /datum/objective/bloodsucker/vassalhim,
+ /datum/objective/bloodsucker/frenzy,
+ ////////////////////////
/datum/objective/jailbreak,
/datum/objective/jailbreak/detain,
/datum/objective/destroy,
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index ba0a0277c5f..72a1422032d 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -395,7 +395,9 @@ GENE SCANNER
if(blood_id != /datum/reagent/blood) // special blood substance
var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id]
blood_type = R ? R.name : blood_id
- if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
+ if(HAS_TRAIT(M, TRAIT_MASQUERADE)) //bloodsuckers
+ to_chat(user, span_info("Blood level 100%, 560 cl, type: [blood_type]"))
+ else if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY)
render_list += "Blood level: LOW [blood_percent] %, [C.blood_volume] cl, [span_info("type: [blood_type]")]\n"
else if(C.blood_volume <= BLOOD_VOLUME_OKAY)
render_list += "Blood level: CRITICAL [blood_percent] % , [C.blood_volume] cl, [span_info("type: [blood_type]")]\n"
diff --git a/code/game/objects/items/implants/implant_mindshield.dm b/code/game/objects/items/implants/implant_mindshield.dm
index e95d132ab28..c8d0777b0a5 100644
--- a/code/game/objects/items/implants/implant_mindshield.dm
+++ b/code/game/objects/items/implants/implant_mindshield.dm
@@ -38,11 +38,22 @@
if(rev)
deconverted = TRUE
rev.remove_revolutionary(FALSE, user)
+
+ var/datum/antagonist/vassal/vassaldatum = IS_VASSAL(target)
+ if(target.mind.has_antag_datum(/datum/antagonist/vassal || !(vassaldatum.favorite_vassal)))
+ if(vassaldatum.favorite_vassal)
+ if(!silent)
+ target.visible_message(span_warning("[target] seems to resist the implant!"), span_warning("You feel something interfering with your mental conditioning, but you resist it!"))
+ removed(target, TRUE)
+ return FALSE
+ target.mind.remove_antag_datum(/datum/antagonist/vassal)
+
if(!silent)
if(target.mind.has_antag_datum(/datum/antagonist/cult))
to_chat(target, span_warning("You feel something interfering with your mental conditioning, but you resist it!"))
else
to_chat(target, span_notice("You feel a sense of peace and security. You are now protected from brainwashing."))
+
ADD_TRAIT(target, TRAIT_MINDSHIELD, IMPLANT_TRAIT)
target.sec_hud_set_implants()
if(deconverted)
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index 77351a4228d..2a965e73019 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -263,6 +263,37 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
. = ..()
. += GLOB.wood_recipes
+/obj/item/stack/sheet/mineral/wood/attackby(obj/item/item, mob/user, params)
+ if(item.get_sharpness())
+ user.visible_message(
+ span_notice("[user] begins whittling [src] into a pointy object."),
+ span_notice("You begin whittling [src] into a sharp point at one end."),
+ span_hear("You hear wood carving."),
+ )
+ // 5 Second Timer
+ if(!do_after(user, 5 SECONDS, src, NONE, TRUE))
+ return
+ // Make Stake
+ var/obj/item/stake/new_item = new(user.loc)
+ user.visible_message(
+ span_notice("[user] finishes carving a stake out of [src]."),
+ span_notice("You finish carving a stake out of [src]."),
+ )
+ // Prepare to Put in Hands (if holding wood)
+ var/obj/item/stack/sheet/mineral/wood/wood_stack = src
+ var/replace = (user.get_inactive_held_item() == wood_stack)
+ // Use Wood
+ wood_stack.use(1)
+ // If stack depleted, put item in that hand (if it had one)
+ if(!wood_stack && replace)
+ user.put_in_hands(new_item)
+ if(istype(item, merge_type))
+ var/obj/item/stack/merged_stack = item
+ if(merge(merged_stack))
+ to_chat(user, span_notice("Your [merged_stack.name] stack now contains [merged_stack.get_amount()] [merged_stack.singular_name]\s."))
+ return
+ return ..()
+
/obj/item/stack/sheet/mineral/wood/fifty
amount = 50
diff --git a/code/modules/admin/antag_panel.dm b/code/modules/admin/antag_panel.dm
index 4955e126361..80823bb1d0d 100644
--- a/code/modules/admin/antag_panel.dm
+++ b/code/modules/admin/antag_panel.dm
@@ -55,6 +55,7 @@ GLOBAL_VAR(antag_prototypes)
/datum/antagonist/proc/antag_panel_memory()
var/out = "Memory: "
+ out += task_memory
out += antag_memory
out += "Edit memory "
return out
diff --git a/code/modules/admin/sql_ban_system.dm b/code/modules/admin/sql_ban_system.dm
index dd9e691ecc7..28a05f00132 100644
--- a/code/modules/admin/sql_ban_system.dm
+++ b/code/modules/admin/sql_ban_system.dm
@@ -292,6 +292,7 @@
ROLE_MIND_TRANSFER,
ROLE_POSIBRAIN,
ROLE_SENTIENCE,
+ ROLE_MONSTERHUNTER,
),
"Antagonist Positions" = list(
ROLE_ABDUCTOR,
@@ -314,6 +315,7 @@
ROLE_SYNDICATE,
ROLE_TRAITOR,
ROLE_WIZARD,
+ ROLE_BLOODSUCKER,
),
)
for(var/department in long_job_lists)
diff --git a/code/modules/antagonists/_common/antag_datum.dm b/code/modules/antagonists/_common/antag_datum.dm
index d95e3b2a0d0..98788ceae40 100644
--- a/code/modules/antagonists/_common/antag_datum.dm
+++ b/code/modules/antagonists/_common/antag_datum.dm
@@ -25,6 +25,8 @@ GLOBAL_LIST_EMPTY(antagonists)
var/list/objectives = list()
///String dialogue that is added to the player's in-round notes and memories regarding specifics of that antagonist, eg. the nuke code for nuke ops, or your unlock code for traitors.
var/antag_memory = ""
+ //Optional little objectives that are to be removed on a certain milestone
+ var/task_memory = ""
///typepath of moodlet that the mob will gain when granted this antagonist type.
var/antag_moodlet
///If these antags are alone when a shuttle elimination happens.
@@ -348,6 +350,7 @@ GLOBAL_LIST_EMPTY(antagonists)
if (isnull(new_memo))
return
antag_memory = new_memo
+ task_memory = new_memo
/**
* Gets how fast we can hijack the shuttle, return 0 for can not hijack.
diff --git a/code/modules/antagonists/bloodsuckers/bloodsucker_daylight.dm b/code/modules/antagonists/bloodsuckers/bloodsucker_daylight.dm
new file mode 100644
index 00000000000..dd21c26ab26
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsucker_daylight.dm
@@ -0,0 +1,193 @@
+/// 45 seconds
+#define TIME_BLOODSUCKER_DAY 45
+/// 10 minutes
+#define TIME_BLOODSUCKER_NIGHT 600
+/// 1.5 minutes
+#define TIME_BLOODSUCKER_DAY_WARN 90
+/// 30 seconds
+#define TIME_BLOODSUCKER_DAY_FINAL_WARN 30
+/// 5 seconds
+#define TIME_BLOODSUCKER_BURN_INTERVAL 5
+
+/// Over Time, tick down toward a "Solar Flare" of UV buffeting the station. This period is harmful to vamps.
+/obj/effect/sunlight
+ ///If the Sun is currently out our not
+ var/amDay = FALSE
+ ///The time between the next cycle
+ var/time_til_cycle = TIME_BLOODSUCKER_NIGHT
+ ///If Bloodsuckers have been given their level yet
+ var/issued_XP = FALSE
+
+/obj/effect/sunlight/Initialize()
+ . = ..()
+ START_PROCESSING(SSprocessing, src)
+
+/obj/effect/sunlight/Destroy()
+ STOP_PROCESSING(SSprocessing, src)
+ return ..()
+
+/obj/effect/sunlight/process()
+ /// Update all Bloodsucker sunlight huds
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(istype(bloodsuckerdatum))
+ bloodsuckerdatum.update_sunlight(max(0, time_til_cycle), amDay) // This pings all HUDs
+ time_til_cycle--
+ if(amDay)
+ if(time_til_cycle > 0)
+ punish_vamps()
+ if(!issued_XP && time_til_cycle <= 15)
+ issued_XP = TRUE
+ /// Cycle through all vamp antags and check if they're inside a closet.
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum)
+ // Rank up! Must still be in a coffin to level!
+ bloodsuckerdatum.RankUp()
+ if(time_til_cycle <= 1)
+ warn_daylight(5, span_announce("The solar flare has ended, and the daylight danger has passed...for now."), \
+ span_announce("The solar flare has ended, and the daylight danger has passed...for now."), \
+ "")
+ amDay = FALSE
+ issued_XP = FALSE
+ time_til_cycle = TIME_BLOODSUCKER_NIGHT
+ message_admins("BLOODSUCKER NOTICE: Daylight Ended. Resetting to Night (Lasts for [TIME_BLOODSUCKER_NIGHT / 60] minutes.)")
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!istype(bloodsuckerdatum))
+ continue
+ take_home_power()
+ else
+ switch(time_til_cycle)
+ if(TIME_BLOODSUCKER_DAY_WARN)
+ warn_daylight(1, span_danger("Solar Flares will bombard the station with dangerous UV in [TIME_BLOODSUCKER_DAY_WARN / 60] minutes. Prepare to seek cover in a coffin or closet. "), \
+ "", \
+ "")
+ give_home_power()
+ if(TIME_BLOODSUCKER_DAY_FINAL_WARN)
+ message_admins("BLOODSUCKER NOTICE: Daylight beginning in [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds.")
+ warn_daylight(2, span_userdanger("Solar Flares are about to bombard the station! You have [TIME_BLOODSUCKER_DAY_FINAL_WARN] seconds to find cover!"), \
+ span_danger("In [TIME_BLOODSUCKER_DAY_FINAL_WARN / 10], your master will be at risk of a Solar Flare. Make sure they find cover!"), \
+ "")
+ if(TIME_BLOODSUCKER_BURN_INTERVAL)
+ warn_daylight(3, span_userdanger("Seek cover, for Sol rises!"), \
+ "", \
+ "")
+ if(0)
+ amDay = TRUE
+ time_til_cycle = TIME_BLOODSUCKER_DAY
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!istype(bloodsuckerdatum))
+ continue
+ if(bloodsuckerdatum.my_clan == CLAN_GANGREL)
+ give_transform_power()
+ if(!iscarbon(bloodsucker_minds.current))
+ qdel(bloodsucker_minds.current)
+ if(bloodsuckerdatum.altar_uses > 0)
+ to_chat(bloodsuckerdatum, span_notice("Your Altar uses have been reset!"))
+ bloodsuckerdatum.altar_uses = 0
+ warn_daylight(4, span_userdanger("Solar flares bombard the station with deadly UV light!Stay in cover for the next [TIME_BLOODSUCKER_DAY / 60] minutes or risk Final Death!"), \
+ span_userdanger("Solar flares bombard the station with UV light!"), \
+ span_userdanger("The sunlight is visible throughout the station, the Bloodsuckers must be asleep by now!"))
+ message_admins("BLOODSUCKER NOTICE: Daylight Beginning (Lasts for [TIME_BLOODSUCKER_DAY / 60] minutes.)")
+
+/obj/effect/sunlight/proc/warn_daylight(danger_level = 0, vampwarn = "", vassalwarn = "", hunteralert = "")
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds))
+ continue
+ to_chat(bloodsucker_minds, vampwarn)
+ if(bloodsucker_minds.current)
+ switch(danger_level)
+ if(1)
+ bloodsucker_minds.current.playsound_local(null, 'sound/effects/griffin_3.ogg', 50 + danger_level, 1)
+ if(2)
+ bloodsucker_minds.current.playsound_local(null, 'sound/effects/griffin_5.ogg', 50 + danger_level, 1)
+ if(3)
+ bloodsucker_minds.current.playsound_local(null, 'sound/effects/alert.ogg', 75, 1)
+ if(4)
+ bloodsucker_minds.current.playsound_local(null, 'sound/ambience/ambimystery.ogg', 100, 1)
+ if(5)
+ bloodsucker_minds.current.playsound_local(null, 'sound/spookoween/ghosty_wind.ogg', 90, 1)
+ if(vassalwarn != "")
+ for(var/datum/mind/vassal_minds as anything in get_antag_minds(/datum/antagonist/vassal))
+ if(!istype(vassal_minds))
+ continue
+ if(vassal_minds.has_antag_datum(/datum/antagonist/bloodsucker))
+ continue
+ to_chat(vassal_minds, vassalwarn)
+ if(hunteralert != "")
+ for(var/datum/mind/monsterhunter_minds as anything in get_antag_minds(/datum/antagonist/monsterhunter))
+ if(!istype(monsterhunter_minds))
+ continue
+ to_chat(monsterhunter_minds, hunteralert)
+
+/// Cycle through all vamp antags and check if they're inside a closet.
+/obj/effect/sunlight/proc/punish_vamps()
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!istype(bloodsuckerdatum))
+ continue
+ if(istype(bloodsucker_minds.current.loc, /obj/structure))
+ if(istype(bloodsucker_minds.current.loc, /obj/structure/closet/crate/coffin)) // Coffins offer the BEST protection
+ SEND_SIGNAL(bloodsucker_minds.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/coffinsleep)
+ continue
+ if(COOLDOWN_FINISHED(bloodsuckerdatum, bloodsucker_spam_sol_burn)) // Closets offer SOME protection
+ to_chat(bloodsucker_minds, span_warning("Your skin sizzles. [bloodsucker_minds.current.loc] doesn't protect well against UV bombardment."))
+ COOLDOWN_START(bloodsuckerdatum, bloodsucker_spam_sol_burn, BLOODSUCKER_SPAM_SOL) //This should happen twice per Sol
+ bloodsucker_minds.current.adjustFireLoss(0.5 + bloodsuckerdatum.bloodsucker_level / 2)
+ bloodsucker_minds.current.updatehealth()
+ SEND_SIGNAL(bloodsucker_minds.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_1)
+ else // Out in the Open?
+ if(COOLDOWN_FINISHED(bloodsuckerdatum, bloodsucker_spam_sol_burn))
+ if(bloodsuckerdatum.bloodsucker_level > 0)
+ to_chat(bloodsucker_minds, span_userdanger("The solar flare sets your skin ablaze!"))
+ else
+ to_chat(bloodsucker_minds, span_userdanger("The solar flare scalds your neophyte skin!"))
+ COOLDOWN_START(bloodsuckerdatum, bloodsucker_spam_sol_burn, BLOODSUCKER_SPAM_SOL) //This should happen twice per Sol
+ if(bloodsucker_minds.current.fire_stacks <= 0)
+ bloodsucker_minds.current.fire_stacks = 0
+ if(bloodsuckerdatum.bloodsucker_level > 0)
+ bloodsucker_minds.current.adjust_fire_stacks(0.2 + bloodsuckerdatum.bloodsucker_level / 10)
+ bloodsucker_minds.current.IgniteMob()
+ bloodsucker_minds.current.adjustFireLoss(2 + bloodsuckerdatum.bloodsucker_level)
+ bloodsucker_minds.current.updatehealth()
+ SEND_SIGNAL(bloodsucker_minds.current, COMSIG_ADD_MOOD_EVENT, "vampsleep", /datum/mood_event/daylight_2)
+
+/// It's late, give the "Vanishing Act" (gohome) power to Bloodsuckers.
+/obj/effect/sunlight/proc/give_home_power()
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current) || !iscarbon(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(istype(bloodsuckerdatum) && bloodsuckerdatum.lair && !(locate(/datum/action/bloodsucker/gohome) in bloodsuckerdatum.powers))
+ bloodsuckerdatum.BuyPower(new /datum/action/bloodsucker/gohome)
+
+/// It's over now, remove the "Vanishing Act" (gohome) power from Bloodsuckers.
+/obj/effect/sunlight/proc/take_home_power()
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ for(var/datum/action/bloodsucker/power in bloodsuckerdatum.powers)
+ if(istype(power, /datum/action/bloodsucker/gohome))
+ bloodsuckerdatum.powers -= power
+ power.Remove(bloodsucker_minds.current)
+
+/obj/effect/sunlight/proc/give_transform_power()
+ for(var/datum/mind/bloodsucker_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(!istype(bloodsucker_minds) || !istype(bloodsucker_minds.current))
+ continue
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = bloodsucker_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!(locate(/datum/action/bloodsucker/gangrel/transform) in bloodsuckerdatum.powers))
+ bloodsuckerdatum.BuyPower(new /datum/action/bloodsucker/gangrel/transform)
diff --git a/code/modules/antagonists/bloodsuckers/bloodsucker_flaws.dm b/code/modules/antagonists/bloodsuckers/bloodsucker_flaws.dm
new file mode 100644
index 00000000000..5876d39e0e6
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsucker_flaws.dm
@@ -0,0 +1,53 @@
+/////////////////////////////////////////////////////////////////////////////////////////
+// Any changes to clans have to be reflected in '/obj/item/book/kindred' /search proc. //
+/////////////////////////////////////////////////////////////////////////////////////////
+/datum/antagonist/bloodsucker/proc/AssignClanAndBane()
+ var/static/list/clans = list(
+ CLAN_GANGREL,
+ //CLAN_LASOMBRA,
+ "None",
+ )
+ var/list/options = list()
+ options = clans
+ // Brief descriptions in case they don't read the Wiki.
+ to_chat(owner, span_announce("List of all Clans:\n\
+ Gangrel - Prone to Frenzy, special power.\n\
+ None - Continue living without a clan."))
+
+ var/answer = input("You have Ranked up far enough to remember your clan. Which clan are you part of?", "Our mind feels luxurious...") in options
+ if(!answer || answer == "None")
+ to_chat(owner, span_warning("You have wilingfully decided to stay ignorant."))
+ return
+ var/mob/living/carbon/human/bloodsucker = owner.current
+ //switch(answer)
+ if(answer == CLAN_GANGREL)
+ my_clan = CLAN_GANGREL
+ to_chat(owner, span_announce("You have Ranked up enough to learn: You are part of the Gangrel Clan!\n\
+ * As part of the Gangrel Clan, your inner beast has a stronger impact in your undead life.\n\
+ * You are prone to falling into a frenzy, and will unleash a wild beast form when doing so,\n\
+ * Though once per night you are able to unleash your inner beast to help you in combat.\n\
+ * Due to growing more feral you've also strayed away from other bloodsuckers and will only be able to maintain one vassal.\n\
+ * Finally, your Favorite Vassal will gain the Minor Beast Form ability to help you in combat."))
+ AddHumanityLost(22.4)
+ BuyPower(new /datum/action/bloodsucker/gangrel/transform)
+ bloodsucker.faction |= "bloodhungry" //i love animals i love animals
+ /*if(CLAN_LASOMBRA)
+ my_clan = CLAN_LASOMBRA
+ to_chat(owner, span_announce("You have Ranked up enough to learn: You are part of the Lasombra Clan!\n\
+ * As part of the Lasombra Clan, your past teachings have taught you how to become in touch with the Abyss and practice it's prophecies.\n\
+ * It'll take long before the Abyss can break through this plane's veil, but you'll try to salvage any of the energy that comes through,\n\
+ * To harness it's energy a ritual must be done each night to gain a shadowpoint, shadowpoints let's you upgrades normal abilities into upgraded ones.\n\
+ * The Abyss has blackened your veins and made you immune to brute damage but highly receptive to burn, so you might need to be extra careful when on Torpor.\n\
+ * Finally, your Favorite Vassal will gain the Minor Glare and Shadow Walk abilities to help you in combat."))
+ ADD_TRAIT(bloodsucker, TRAIT_BRUTEIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(bloodsucker, TRAIT_SCORCHED, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(bloodsucker, CULT_EYES, BLOODSUCKER_TRAIT)
+ var/obj/item/organ/heart/nightmare/nightmarish_heart = new
+ nightmarish_heart.Insert(bloodsucker)
+ nightmarish_heart.Stop()
+ for(var/obj/item/light_eater/blade in bloodsucker.held_items)
+ QDEL_NULL(blade)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/meatcoffin)*/
+
+
+ owner.announce_objectives()
diff --git a/code/modules/antagonists/bloodsuckers/bloodsucker_frenzy.dm b/code/modules/antagonists/bloodsuckers/bloodsucker_frenzy.dm
new file mode 100644
index 00000000000..bb20dc89d30
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsucker_frenzy.dm
@@ -0,0 +1,99 @@
+
+/**
+ * # FrenzyGrab
+ *
+ * The martial art given to Bloodsuckers so they can instantly aggressively grab people.
+ */
+/datum/martial_art/frenzygrab
+ name = "Frenzy Grab"
+ id = MARTIALART_FRENZYGRAB
+
+/datum/martial_art/frenzygrab/grab_act(mob/living/user, mob/living/target)
+ if(user != target)
+ target.grabbedby(user)
+ user.grab_state = GRAB_AGGRESSIVE
+ return TRUE
+ ..()
+
+/**
+ * # Status effect
+ *
+ * This is the status effect given to Bloodsuckers in a Frenzy
+ * This deals with everything entering/exiting Frenzy is meant to deal with.
+ */
+
+/datum/status_effect/frenzy
+ id = "Frenzy"
+ status_type = STATUS_EFFECT_UNIQUE
+ duration = -1
+ tick_interval = 10
+ examine_text = "They seem... inhumane, and feral! "
+ alert_type = /atom/movable/screen/alert/status_effect/frenzy
+ /// Store whether they were an advancedtooluser, to give the trait back upon exiting.
+ var/was_tooluser = FALSE
+ /// The stored Bloodsucker antag datum
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum
+
+/atom/movable/screen/alert/status_effect/frenzy
+ name = "Frenzy"
+ desc = "You are in a Frenzy! You are entirely Feral and, depending on your Clan, fighting for your life!"
+ icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ icon_state = "power_recover"
+
+/atom/movable/screen/alert/status_effect/masquerade/MouseEntered(location,control,params)
+ desc = initial(desc)
+ return ..()
+
+/datum/status_effect/frenzy/on_apply()
+ var/mob/living/carbon/human/user = owner
+ bloodsuckerdatum = IS_BLOODSUCKER(user)
+
+ // Disable ALL Powers and notify their entry
+ bloodsuckerdatum.DisableAllPowers()
+ to_chat(owner, span_userdanger("Blood! You need Blood, now! You enter a total Frenzy!"))
+ to_chat(owner, span_announce("* Bloodsucker Tip: While in Frenzy, you instantly Aggresively grab, have stun resistance, cannot speak, hear, or use any powers outside of Feed and Trespass (If you have it)."))
+ // Stamina resistances
+ user.physiology.stamina_mod *= 0.4
+
+ // Give the other Frenzy effects
+ ADD_TRAIT(owner, TRAIT_MUTE, FRENZY_TRAIT)
+ ADD_TRAIT(owner, TRAIT_DEAF, FRENZY_TRAIT)
+ if(HAS_TRAIT_FROM(user, TRAIT_ADVANCEDTOOLUSER, SPECIES_TRAIT))
+ was_tooluser = TRUE
+ REMOVE_TRAIT(owner, TRAIT_ADVANCEDTOOLUSER, SPECIES_TRAIT)
+ owner.add_movespeed_modifier(/datum/movespeed_modifier/morbin, TRUE)
+ bloodsuckerdatum.frenzygrab.teach(user, TRUE)
+ owner.add_client_colour(/datum/client_colour/cursed_heart_blood)
+ var/obj/cuffs = user.get_item_by_slot(ITEM_SLOT_HANDCUFFED)
+ var/obj/legcuffs = user.get_item_by_slot(ITEM_SLOT_LEGCUFFED)
+ if(user.handcuffed || user.legcuffed)
+ user.clear_cuffs(cuffs, TRUE)
+ user.clear_cuffs(legcuffs, TRUE)
+ // Keep track of how many times we've entered a Frenzy.
+ bloodsuckerdatum.frenzies += 1
+ bloodsuckerdatum.frenzied = TRUE
+ return ..()
+
+/datum/status_effect/frenzy/on_remove()
+ var/mob/living/carbon/human/user = owner
+ to_chat(owner, span_warning("You come back to your senses."))
+ REMOVE_TRAIT(owner, TRAIT_MUTE, FRENZY_TRAIT)
+ REMOVE_TRAIT(owner, TRAIT_DEAF, FRENZY_TRAIT)
+ if(was_tooluser)
+ ADD_TRAIT(owner, TRAIT_ADVANCEDTOOLUSER, SPECIES_TRAIT)
+ was_tooluser = FALSE
+ owner.remove_movespeed_modifier(/datum/movespeed_modifier/morbin, TRUE)
+ bloodsuckerdatum.frenzygrab.remove(user)
+ owner.remove_client_colour(/datum/client_colour/cursed_heart_blood)
+ owner.Dizzy(3 SECONDS)
+ owner.Paralyze(2 SECONDS)
+ user.physiology.stamina_mod /= 0.4
+
+ bloodsuckerdatum.frenzied = FALSE
+ return ..()
+
+/datum/status_effect/frenzy/tick()
+ var/mob/living/carbon/human/user = owner
+ if(!bloodsuckerdatum.frenzied)
+ return
+ user.adjustFireLoss(1.5 + (bloodsuckerdatum.humanity_lost / 10))
diff --git a/code/modules/antagonists/bloodsuckers/bloodsucker_integration.dm b/code/modules/antagonists/bloodsuckers/bloodsucker_integration.dm
new file mode 100644
index 00000000000..ed0ddb4401f
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsucker_integration.dm
@@ -0,0 +1,158 @@
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// TG OVERWRITES
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/// Gives Curators their abilities
+/datum/outfit/job/curator/post_equip(mob/living/carbon/human/user, visualsOnly = FALSE)
+ . = ..()
+
+ ADD_TRAIT(user, TRAIT_BLOODSUCKER_HUNTER, JOB_TRAIT)
+
+/datum/species/jelly/slime/spec_life(mob/living/carbon/human/user)
+ // Prevents Slimeperson 'gaming
+ if(IS_BLOODSUCKER(user))
+ return
+ . = ..()
+
+/// Prevents Bloodsuckers from naturally regenerating Blood - Even while on masquerade
+/mob/living/carbon/human/handle_blood(delta_time, times_fired)
+ if(mind && IS_BLOODSUCKER(src))
+ return
+ /// For Vassals -- Bloodsuckers get this removed while on Masquerade, so we don't want to remove the check above.
+ if(HAS_TRAIT(src, TRAIT_NOPULSE))
+ return
+ . = ..()
+
+/mob/living/carbon/human/natural_bodytemperature_stabilization(datum/gas_mixture/environment, delta_time, times_fired)
+ // Return 0 as your natural temperature. Species proc handle_environment() will adjust your temperature based on this.
+ if(HAS_TRAIT(src, TRAIT_COLDBLOODED))
+ return 0
+ . = ..()
+
+// Overwrites mob/living/life.dm instead of doing handle_changeling
+/mob/living/carbon/human/Life(delta_time = (SSmobs.wait/10), times_fired)
+ . = ..()
+ SEND_SIGNAL(src, COMSIG_LIVING_BIOLOGICAL_LIFE, delta_time, times_fired)
+
+// Used when analyzing a Bloodsucker, Masquerade will hide brain traumas (Unless you're a Beefman)
+/mob/living/carbon/get_traumas()
+ if(!mind)
+ return ..()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = IS_BLOODSUCKER(src)
+ if(bloodsuckerdatum && HAS_TRAIT(src, TRAIT_MASQUERADE))
+ return
+ . = ..()
+
+// Used to keep track of how much Blood we've drank so far
+/mob/living/carbon/human/get_status_tab_items()
+ . = ..()
+ if(mind)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum)
+ . += ""
+ . += "Blood Drank: [bloodsuckerdatum.total_blood_drank]"
+
+
+// INTEGRATION: Adding Procs and Datums to existing "classes" //
+
+/mob/living/proc/HaveBloodsuckerBodyparts(displaymessage = "") // displaymessage can be something such as "rising from death" for Torpid Sleep. givewarningto is the person receiving messages.
+ if(!getorganslot(ORGAN_SLOT_HEART))
+ if(displaymessage != "")
+ to_chat(src, span_warning("Without a heart, you are incapable of [displaymessage]."))
+ return FALSE
+ if(!get_bodypart(BODY_ZONE_HEAD))
+ if(displaymessage != "")
+ to_chat(src, span_warning("Without a head, you are incapable of [displaymessage]."))
+ return FALSE
+ if(!getorgan(/obj/item/organ/brain)) // NOTE: This is mostly just here so we can do one scan for all needed parts when creating a vamp. You probably won't be trying to use powers w/out a brain.
+ if(displaymessage != "")
+ to_chat(src, span_warning("Without a brain, you are incapable of [displaymessage]."))
+ return FALSE
+ return TRUE
+
+// EXAMINING
+/mob/living/carbon/human/proc/ReturnVampExamine(mob/living/viewer)
+ if(!mind || !viewer.mind)
+ return ""
+ // Target must be a Vamp
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return ""
+ // Viewer is Target's Vassal?
+ if(viewer.mind.has_antag_datum(/datum/antagonist/vassal) in bloodsuckerdatum.vassals)
+ var/returnString = "\[This is your Master! \]"
+ var/returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "bloodsucker")]"
+ returnString += "\n"
+ return returnIcon + returnString
+ // Viewer not a Vamp AND not the target's vassal?
+ if(!viewer.mind.has_antag_datum((/datum/antagonist/bloodsucker)) && !(viewer in bloodsuckerdatum.vassals))
+ if(!(HAS_TRAIT(viewer, TRAIT_BLOODSUCKER_HUNTER) && bloodsuckerdatum.broke_masquerade))
+ return ""
+ // Default String
+ var/returnString = "\[[bloodsuckerdatum.ReturnFullName(1)] \]"
+ var/returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "bloodsucker")]"
+
+ // In Disguise (Veil)?
+ //if (name_override != null)
+ // returnString += " ([real_name] in disguise!) "
+
+ //returnString += "\n" Don't need spacers. Using . += "" in examine.dm does this on its own.
+ return returnIcon + returnString
+
+/mob/living/carbon/human/proc/ReturnVassalExamine(mob/living/viewer)
+ if(!mind || !viewer.mind)
+ return ""
+ // Target must be a Vassal
+ var/datum/antagonist/vassal/vassaldatum = mind.has_antag_datum(/datum/antagonist/vassal)
+ if(!vassaldatum)
+ return ""
+ // Default String
+ var/returnString = "\["
+ var/returnIcon = ""
+ // Vassals and Bloodsuckers recognize eachother, while Monster Hunters can see Vassals.
+ if(IS_BLOODSUCKER(viewer) || IS_VASSAL(viewer) || IS_MONSTERHUNTER(viewer))
+ // Am I Viewer's Vassal?
+ if(vassaldatum?.master.owner == viewer.mind)
+ returnString += "This [dna.species.name] bears YOUR mark!"
+ returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "vassal")]"
+ // Am I someone ELSE'S Vassal?
+ else if(IS_BLOODSUCKER(viewer) || IS_MONSTERHUNTER(viewer))
+ returnString += "This [dna.species.name] bears the mark of [vassaldatum.master.ReturnFullName(vassaldatum.master.owner.current,TRUE)][vassaldatum.master.broke_masquerade ? " who has broken the Masquerade" : ""] "
+ returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "vassal_grey")]"
+ // Are you serving the same master as I am?
+ else if(viewer.mind.has_antag_datum(/datum/antagonist/vassal) in vassaldatum?.master.vassals)
+ returnString += "[p_they(TRUE)] bears the mark of your Master"
+ returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "vassal")]"
+ // You serve a different Master than I do.
+ else
+ returnString += "[p_they(TRUE)] bears the mark of another Bloodsucker"
+ returnIcon = "[icon2html('icons/mob/vampiric.dmi', world, "vassal_grey")]"
+ else
+ return ""
+
+ returnString += " \]" // \n" Don't need spacers. Using . += "" in examine.dm does this on its own.
+ return returnIcon + returnString
+
+/// Am I "pale" when examined? - Bloodsuckers on Masquerade will hide this.
+/mob/living/carbon/human/proc/ShowAsPaleExamine(mob/living/user, blood_volume)
+ if(!mind)
+ return BLOODSUCKER_HIDE_BLOOD
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ // Not a Bloodsucker?
+ if(!bloodsuckerdatum)
+ return BLOODSUCKER_HIDE_BLOOD
+ // Blood level too low to be hidden?
+ if(blood_volume <= BLOOD_VOLUME_BAD || bloodsuckerdatum.frenzied)
+ return BLOODSUCKER_HIDE_BLOOD
+ // Special check: Nosferatu will always be Pale Death
+ if(HAS_TRAIT(src, TRAIT_MASQUERADE))
+ return BLOODSUCKER_HIDE_BLOOD
+ switch(blood_volume)
+ if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
+ return "[p_they(TRUE)] [p_have()] pale skin.\n"
+ if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
+ return "[p_they(TRUE)] look[p_s()] like pale death. \n"
+ // If a Bloodsucker is malnourished, AND if his temperature matches his surroundings (aka he hasn't fed recently and looks COLD)
+// return blood_volume < BLOOD_VOLUME_OKAY // && !(bodytemperature <= get_temperature() + 2)
diff --git a/code/modules/antagonists/bloodsuckers/bloodsucker_objectives.dm b/code/modules/antagonists/bloodsuckers/bloodsucker_objectives.dm
new file mode 100644
index 00000000000..f9952af289e
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsucker_objectives.dm
@@ -0,0 +1,386 @@
+/*
+ * # Hide a random object somewhere on the station:
+ *
+ * var/turf/targetturf = get_random_station_turf()
+ * var/turf/targetturf = get_safe_random_station_turf()
+ */
+
+/datum/objective/bloodsucker
+ martyr_compatible = TRUE
+
+// GENERATE
+/datum/objective/bloodsucker/New()
+ update_explanation_text()
+ ..()
+
+//////////////////////////////////////////////////////////////////////////////
+// // PROCS // //
+
+/// Look at all crew members, and for/loop through.
+/datum/objective/bloodsucker/proc/return_possible_targets()
+ var/list/possible_targets = list()
+ for(var/datum/mind/possible_target in get_crewmember_minds())
+ // Check One: Default Valid User
+ if(possible_target != owner && ishuman(possible_target.current) && possible_target.current.stat != DEAD)
+ // Check Two: Am Bloodsucker?
+ if(IS_BLOODSUCKER(possible_target.current))
+ continue
+ possible_targets += possible_target
+
+ return possible_targets
+
+//////////////////////////////////////////////////////////////////////////////////////
+// // OBJECTIVES // //
+//////////////////////////////////////////////////////////////////////////////////////
+
+//////////////////////////////
+// DEFAULT OBJECTIVES //
+//////////////////////////////
+
+/datum/objective/bloodsucker/lair
+ name = "claimlair"
+
+// EXPLANATION
+/datum/objective/bloodsucker/lair/update_explanation_text()
+ explanation_text = "Claim a coffin by entering it to create your lair, and protect it until the end of the shift."// Make sure to keep it safe!"
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/lair/check_completion()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum && bloodsuckerdatum.coffin && bloodsuckerdatum.lair)
+ return TRUE
+ return FALSE
+
+/// Space_Station_13_areas.dm <--- all the areas
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+/datum/objective/survive/bloodsucker
+ name = "bloodsuckersurvive"
+ explanation_text = "Survive the entire shift without succumbing to Final Death."
+
+// WIN CONDITIONS?
+// Handled by parent
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+#define VASSALIZE_COMMAND "command_vassalization"
+
+/// Vassalize someone in charge (Head of Staff + QM)
+/datum/objective/bloodsucker/protege
+ name = "vassalization"
+
+ var/list/heads = list(
+ "Captain",
+ "Head of Personnel",
+ "Head of Security",
+ "Research Director",
+ "Chief Engineer",
+ "Chief Medical Officer",
+ "Quartermaster",
+ )
+
+ var/list/departments = list(
+ "Security",
+ "Supply",
+ "Science",
+ "Engineering",
+ "Medical",
+ )
+
+ var/target_department // Equals "HEAD" when it's not a department role.
+ var/department_string
+
+// GENERATE!
+/datum/objective/bloodsucker/protege/New()
+ switch(rand(0, 2))
+ // Vasssalize Command/QM
+ if(0)
+ target_amount = 1
+ target_department = VASSALIZE_COMMAND
+ // Vassalize a certain department
+ else
+ target_amount = rand(2,3)
+ target_department = pick(departments)
+ ..()
+
+// EXPLANATION
+/datum/objective/bloodsucker/protege/update_explanation_text()
+ if(target_department == VASSALIZE_COMMAND)
+ explanation_text = "Guarantee a Vassal ends up as a Department Head or in a Leadership role."
+ else
+ explanation_text = "Have [target_amount] Vassal[target_amount == 1 ? "" : "s"] in the [target_department] department."
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/protege/check_completion()
+
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum || !bloodsuckerdatum.vassals.len)
+ return FALSE
+
+ // Get list of all jobs that are qualified (for HEAD, this is already done)
+ var/list/valid_jobs
+ if(target_department == VASSALIZE_COMMAND)
+ valid_jobs = heads
+ else
+ valid_jobs = list()
+ var/list/alljobs = subtypesof(/datum/job) // This is just a list of TYPES, not the actual variables!
+ for(var/listed_jobs in alljobs)
+ var/datum/job/all_jobs = SSjob.GetJobType(listed_jobs)
+ if(!istype(all_jobs))
+ continue
+ // Found a job whose Dept Head matches either list of heads, or this job IS the head. We exclude the QM from this, HoP handles Cargo.
+ if((target_department in all_jobs.department_head) || target_department == all_jobs.title)
+ valid_jobs += all_jobs.title
+
+ // Check Vassals, and see if they match
+ var/objcount = 0
+ var/list/counted_roles = list() // So you can't have more than one Captain count.
+ for(var/datum/antagonist/vassal/bloodsucker_vassals in bloodsuckerdatum.vassals)
+ if(!bloodsucker_vassals || !bloodsucker_vassals.owner) // Must exist somewhere, and as a vassal.
+ continue
+
+ var/this_role = "none"
+
+ // Mind Assigned
+ if((bloodsucker_vassals.owner.assigned_role in valid_jobs) && !(bloodsucker_vassals.owner.assigned_role in counted_roles))
+ //to_chat(owner, span_userdanger("PROTEGE OBJECTIVE: (MIND ROLE)"))
+ this_role = bloodsucker_vassals.owner.assigned_role
+ // Mob Assigned
+ else if((bloodsucker_vassals.owner.current.job in valid_jobs) && !(bloodsucker_vassals.owner.current.job in counted_roles))
+ //to_chat(owner, span_userdanger("PROTEGE OBJECTIVE: (MOB JOB)"))
+ this_role = bloodsucker_vassals.owner.current.job
+ // PDA Assigned
+ else if(bloodsucker_vassals.owner.current && ishuman(bloodsucker_vassals.owner.current))
+ var/mob/living/carbon/human/vassal_users = bloodsucker_vassals.owner.current
+ var/obj/item/card/id/id_cards = vassal_users.get_idcard(TRUE)
+ if(id_cards && (id_cards.assignment in valid_jobs) && !(id_cards.assignment in counted_roles))
+ //to_chat(owner, span_userdanger("PROTEGE OBJECTIVE: (GET ID)"))
+ this_role = id_cards.assignment
+
+ // NO MATCH
+ if(this_role == "none")
+ continue
+
+ // SUCCESS!
+ objcount++
+ if(target_department == VASSALIZE_COMMAND)
+ counted_roles += this_role // Add to list so we don't count it again (but only if it's a Head)
+
+ return objcount >= target_amount
+ /**
+ * # IMPORTANT NOTE!!
+ *
+ * Look for Job Values on mobs! This is assigned at the start, but COULD be changed via the HoP
+ * ALSO - Search through all jobs (look for prefs earlier that look for all jobs, and search through all jobs to see if their head matches the head listed, or it IS the head)
+ * ALSO - registered_account in _vending.dm for banks, and assigning new ones.
+ */
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+// NOTE: Look up /steal in objective.dm for inspiration.
+/// Steal hearts. You just really wanna have some hearts.
+/datum/objective/bloodsucker/heartthief
+ name = "heartthief"
+
+// GENERATE!
+/datum/objective/bloodsucker/heartthief/New()
+ target_amount = rand(3,4)
+ ..()
+
+// EXPLANATION
+/datum/objective/bloodsucker/heartthief/update_explanation_text()
+ . = ..()
+ explanation_text = "Steal and keep [target_amount] organic heart\s."
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/heartthief/check_completion()
+ if(!owner.current)
+ return FALSE
+
+ var/list/all_items = owner.current.get_all_contents()
+ var/heart_count = 0
+ for(var/obj/item/organ/heart/current_hearts in all_items)
+ if(current_hearts.organ_flags & ORGAN_SYNTHETIC) // No robo-hearts allowed
+ continue
+ heart_count++
+
+ if(heart_count >= target_amount)
+ return TRUE
+ return FALSE
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+///Eat blood from a lot of people
+/datum/objective/bloodsucker/gourmand
+ name = "gourmand"
+
+// GENERATE!
+/datum/objective/bloodsucker/gourmand/New()
+ target_amount = rand(1250,2000)
+ ..()
+
+// EXPLANATION
+/datum/objective/bloodsucker/gourmand/update_explanation_text()
+ . = ..()
+ explanation_text = "Using your Feed ability, drink [target_amount] units of Blood."
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/gourmand/check_completion()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.current.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return FALSE
+ var/stolen_blood = bloodsuckerdatum.total_blood_drank
+ if(stolen_blood >= target_amount)
+ return TRUE
+ return FALSE
+
+// HOW: Track each feed (if human). Count victory.
+
+//////////////////////////////
+// MONSTERHUNTER OBJECTIVES //
+//////////////////////////////
+
+/datum/objective/bloodsucker/monsterhunter
+ name = "destroymonsters"
+
+// EXPLANATION
+/datum/objective/bloodsucker/monsterhunter/update_explanation_text()
+ . = ..()
+ explanation_text = "Destroy all monsters on [station_name()]."
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/monsterhunter/check_completion()
+ var/list/datum/mind/monsters = list()
+ for(var/mob/living/players in GLOB.alive_mob_list)
+ if(IS_HERETIC(players) || IS_BLOODSUCKER(players) || IS_CULTIST(players) || IS_WIZARD(players))
+ monsters += players
+ if(players?.mind?.has_antag_datum(/datum/antagonist/changeling))
+ monsters += players
+ if(players?.mind?.has_antag_datum(/datum/antagonist/wizard/apprentice))
+ monsters += players
+ for(var/datum/mind/monster_minds in monsters)
+ if(monster_minds && monster_minds != owner && monster_minds.current.stat != DEAD)
+ return FALSE
+ return TRUE
+
+
+
+//////////////////////////////
+// VASSAL OBJECTIVES //
+//////////////////////////////
+
+/datum/objective/bloodsucker/vassal
+
+// EXPLANATION
+/datum/objective/bloodsucker/vassal/update_explanation_text()
+ . = ..()
+ explanation_text = "Guarantee the success of your Master's mission!"
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/vassal/check_completion()
+ var/datum/antagonist/vassal/antag_datum = owner.has_antag_datum(/datum/antagonist/vassal)
+ return antag_datum.master?.owner?.current?.stat != DEAD
+
+
+
+//////////////////////////////
+// REMOVED OBJECTIVES //
+//////////////////////////////
+
+/// Defile a facility with blood
+/datum/objective/bloodsucker/desecrate
+
+ // Space_Station_13_areas.dm <--- all the areas
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+/// Destroy the Solar Arrays
+/datum/objective/bloodsucker/solars
+/* // TG Updates broke this, it needs maintaining.
+// Space_Station_13_areas.dm <--- all the areas
+/datum/objective/bloodsucker/solars/update_explanation_text()
+ . = ..()
+ explanation_text = "Prevent all solar arrays on the station from functioning."
+/datum/objective/bloodsucker/solars/check_completion()
+ // Sort through all /obj/machinery/power/solar_control in the station ONLY, and check that they are functioning.
+ // Make sure that lastgen is 0 or connected_panels.len is 0. Doesnt matter if it's tracking.
+ for (var/obj/machinery/power/solar_control/solar_control_consoles in SSsun.solars)
+ // Check On Station:
+ var/turf/solar_turfs = get_turf(solar_control_consoles)
+ if(!solar_turfs || !is_station_level(solar_turfs.z)) // <------ Taken from NukeOp
+ //message_admins("DEBUG A: [solar_control_consoles] not on station!")
+ continue // Not on station! We don't care about this.
+ if(solar_control_consoles && solar_control_consoles.lastgen > 0 && solar_control_consoles.connected_panels.len > 0 && solar_control_consoles.connected_tracker)
+ return FALSE
+ return TRUE
+*/
+
+// NOTE: Look up /assassinate in objective.dm for inspiration.
+/// Vassalize a target.
+/datum/objective/bloodsucker/vassalhim
+ name = "vassalhim"
+ var/target_department_type = FALSE
+
+/datum/objective/bloodsucker/vassalhim/New()
+ var/list/possible_targets = return_possible_targets()
+ find_target(possible_targets)
+ ..()
+
+// EXPLANATION
+/datum/objective/bloodsucker/vassalhim/update_explanation_text()
+ . = ..()
+ if(target?.current)
+ explanation_text = "Ensure [target.name], the [!target_department_type ? target.assigned_role : target.special_role], is Vassalized via the Persuasion Rack."
+ else
+ explanation_text = "Free Objective"
+
+/datum/objective/bloodsucker/vassalhim/admin_edit(mob/admin)
+ admin_simple_target_pick(admin)
+
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/vassalhim/check_completion()
+ if(!target || target.has_antag_datum(/datum/antagonist/vassal))
+ return TRUE
+ return FALSE
+
+/// Enter Frenzy repeatedly
+/datum/objective/bloodsucker/frenzy
+ name = "frenzy"
+
+/datum/objective/bloodsucker/frenzy/New()
+ target_amount = rand(3,4)
+ ..()
+
+/datum/objective/bloodsucker/frenzy/update_explanation_text()
+ . = ..()
+ explanation_text = "Enter Frenzy [target_amount] of times without succumbing to Final Death."
+
+/datum/objective/bloodsucker/frenzy/check_completion()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.current.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return FALSE
+ if(bloodsuckerdatum.frenzies >= target_amount)
+ return TRUE
+ return FALSE
+
+//////////////////////////////////////////////////////////////////////////////////////
+
+/// Mutilate a certain amount of Vassals
+/*
+/datum/objective/bloodsucker/vassal_mutilation
+ name = "steal kindred"
+/datum/objective/bloodsucker/vassal_mutilation/New()
+ target_amount = rand(2,3)
+ ..()
+// EXPLANATION
+/datum/objective/bloodsucker/vassal_mutilation/update_explanation_text()
+ . = ..()
+ explanation_text = "Mutate [target_amount] of Vassals into vile sevant creatures."
+// WIN CONDITIONS?
+/datum/objective/bloodsucker/vassal_mutilation/check_completion()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.current.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum.vassals_mutated >= target_amount)
+ return TRUE
+ return FALSE
+*/
diff --git a/code/modules/antagonists/bloodsuckers/bloodsuckers.dm b/code/modules/antagonists/bloodsuckers/bloodsuckers.dm
new file mode 100644
index 00000000000..ed196801c91
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsuckers.dm
@@ -0,0 +1,817 @@
+/datum/antagonist/bloodsucker
+ name = "\improper Bloodsucker"
+ show_in_antagpanel = TRUE
+ roundend_category = "bloodsuckers"
+ antagpanel_category = "Bloodsucker"
+ job_rank = ROLE_BLOODSUCKER
+ show_name_in_check_antagonists = TRUE
+ can_coexist_with_others = FALSE
+ hijack_speed = 0.5
+
+ // TIMERS //
+ ///Timer between alerts for Burn messages
+ COOLDOWN_DECLARE(static/bloodsucker_spam_sol_burn)
+ ///Timer between alerts for Healing messages
+ COOLDOWN_DECLARE(static/bloodsucker_spam_healing)
+
+ ///Used for assigning your name
+ var/bloodsucker_name
+ ///Used for assigning your title
+ var/bloodsucker_title
+ ///Used for assigning your reputation
+ var/bloodsucker_reputation
+
+ ///Amount of Humanity lost
+ var/humanity_lost = 0
+ ///Have we been broken the Masquerade?
+ var/broke_masquerade = FALSE
+ ///Blood required to enter Frenzy
+ var/frenzy_threshold = FRENZY_THRESHOLD_ENTER
+ ///If we are currently in a Frenzy
+ var/frenzied = FALSE
+ ///If we have a task assigned
+ var/current_task = FALSE
+ ///How many times have we used a blood altar
+ var/altar_uses = 0
+
+ ///ALL Powers currently owned
+ var/list/datum/action/powers = list()
+ ///Bloodsucker Clan - Used for dealing with Sol
+ var/datum/team/vampireclan/clan
+ ///Frenzy Grab Martial art given to Bloodsuckers in a Frenzy
+ var/datum/martial_art/frenzygrab/frenzygrab = new
+ ///You get assigned a Clan once you Rank up enough
+ var/my_clan = NONE
+
+ ///Vassals under my control. Periodically remove the dead ones.
+ var/list/datum/antagonist/vassal/vassals = list()
+ ///Have we selected our Favorite Vassal yet?
+ var/has_favorite_vassal = FALSE
+
+ var/bloodsucker_level
+ var/bloodsucker_level_unspent = 1
+ var/passive_blood_drain = -0.1
+ var/additional_regen
+ var/bloodsucker_regen_rate = 0.3
+ var/max_blood_volume = 600
+
+ // Used for Bloodsucker Objectives
+ var/area/lair
+ var/obj/structure/closet/crate/coffin
+ var/total_blood_drank = 0
+ var/frenzy_blood_drank = 0
+ var/task_blood_drank = 0
+ var/frenzies = 0
+
+ /// Static typecache of all bloodsucker powers.
+ var/static/list/all_bloodsucker_powers = typecacheof(/datum/action/bloodsucker, TRUE)
+ /// Antagonists that cannot be Vassalized no matter what
+ var/list/vassal_banned_antags = list(
+ /datum/antagonist/bloodsucker,
+ /datum/antagonist/monsterhunter,
+ /datum/antagonist/changeling,
+ /datum/antagonist/cult,
+ /datum/antagonist/heretic,
+ /datum/antagonist/xeno,
+ /datum/antagonist/obsessed
+ )
+ ///Default Bloodsucker traits
+ var/static/list/bloodsucker_traits = list(
+ TRAIT_NOBREATH,
+ TRAIT_SLEEPIMMUNE,
+ TRAIT_NOCRITDAMAGE,
+ TRAIT_RESISTCOLD,
+ TRAIT_RADIMMUNE,
+ TRAIT_GENELESS,
+ TRAIT_STABLEHEART,
+ TRAIT_NOSOFTCRIT,
+ TRAIT_NOHARDCRIT,
+ TRAIT_AGEUSIA,
+ TRAIT_NOPULSE,
+ TRAIT_COLDBLOODED,
+ TRAIT_VIRUSIMMUNE,
+ TRAIT_TOXIMMUNE,
+ TRAIT_HARDLY_WOUNDED,
+ )
+
+/mob/living/proc/explain_powers()
+ set name = "Bloodsucker Help"
+ set category = "Mentor"
+
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ var/choice = input(usr, "What Power are you looking into?", "Mentorhelp v2") in bloodsuckerdatum.powers
+ if(!choice)
+ return
+ var/datum/action/bloodsucker/power = choice
+ to_chat(usr, span_warning("[power.power_explanation]"))
+
+/// These handles the application of antag huds/special abilities
+/datum/antagonist/bloodsucker/apply_innate_effects(mob/living/mob_override)
+ . = ..()
+ RegisterSignal(owner.current, COMSIG_LIVING_BIOLOGICAL_LIFE, .proc/LifeTick)
+ if((owner.assigned_role == "Clown"))
+ var/mob/living/carbon/H = owner.current
+ if(H && istype(H))
+ if(!silent)
+ H.dna.remove_mutation(CLOWNMUT)
+ to_chat(owner, "As a vampiric clown, you are no longer a danger to yourself. Your clownish nature has been subdued by your thirst for blood.")
+
+/datum/antagonist/bloodsucker/remove_innate_effects(mob/living/mob_override)
+ . = ..()
+ UnregisterSignal(owner.current, COMSIG_LIVING_BIOLOGICAL_LIFE)
+ if(owner.assigned_role == "Clown")
+ var/mob/living/carbon/human/H = owner.current
+ if(H && istype(H))
+ H.dna.add_mutation(CLOWNMUT)
+
+/datum/antagonist/bloodsucker/get_admin_commands()
+ . = ..()
+ .["Give Level"] = CALLBACK(src, .proc/RankUp)
+ if(bloodsucker_level_unspent >= 1)
+ .["Remove Level"] = CALLBACK(src, .proc/RankDown)
+
+ if(broke_masquerade)
+ .["Fix Masquerade"] = CALLBACK(src, .proc/fix_masquerade)
+ else
+ .["Break Masquerade"] = CALLBACK(src, .proc/break_masquerade)
+
+/// Called by the add_antag_datum() mind proc after the instanced datum is added to the mind's antag_datums list.
+/datum/antagonist/bloodsucker/on_gain()
+ if(IS_VASSAL(owner.current)) // Vassals shouldnt be getting the same benefits as Bloodsuckers.
+ bloodsucker_level_unspent = 0
+ else
+ // Start Sunlight if first Bloodsucker
+ clan.check_start_sunlight()
+ // Name and Titles
+ SelectFirstName()
+ SelectTitle(am_fledgling = TRUE)
+ SelectReputation(am_fledgling = TRUE)
+ // Objectives
+ forge_bloodsucker_objectives()
+
+ . = ..()
+ update_bloodsucker_icons_added(owner.current)
+ // Assign Powers
+ AssignStarterPowersAndStats()
+
+/// Called by the remove_antag_datum() and remove_all_antag_datums() mind procs for the antag datum to handle its own removal and deletion.
+/datum/antagonist/bloodsucker/on_removal()
+ /// End Sunlight? (if last Vamp)
+ clan.check_cancel_sunlight()
+ update_bloodsucker_icons_removed(owner.current)
+ ClearAllPowersAndStats()
+ return ..()
+
+/datum/antagonist/bloodsucker/greet()
+ . = ..()
+ var/fullname = ReturnFullName(TRUE)
+ to_chat(owner, span_userdanger("You are [fullname], a strain of vampire known as a Bloodsucker!"))
+ owner.announce_objectives()
+ if(bloodsucker_level_unspent >= 2)
+ to_chat(owner, span_announce("As a latejoiner, you have [bloodsucker_level_unspent] bonus Ranks, entering your claimed coffin allows you to spend a Rank."))
+ owner.current.playsound_local(null, 'sound/ambience/antag/bloodsuckeralert.ogg', 100, FALSE, pressure_affected = FALSE)
+ antag_memory += "Although you were born a mortal, in undeath you earned the name [fullname] . "
+
+/datum/antagonist/bloodsucker/farewell()
+ to_chat(owner.current, span_userdanger("With a snap, your curse has ended. You are no longer a Bloodsucker. You live once more! "))
+ // Refill with Blood so they don't instantly die.
+ owner.current.blood_volume = max(owner.current.blood_volume, BLOOD_VOLUME_NORMAL)
+
+/datum/antagonist/bloodsucker/proc/add_objective(datum/objective/added_objective)
+ objectives += added_objective
+
+/datum/antagonist/bloodsucker/proc/remove_objectives(datum/objective/removed_objective)
+ objectives -= removed_objective
+
+// Called when using admin tools to give antag status, admin spawned bloodsuckers don't get turned human if plasmaman.
+/datum/antagonist/bloodsucker/admin_add(datum/mind/new_owner, mob/admin)
+ var/levels = input("How many unspent Ranks would you like [new_owner] to have?","Bloodsucker Rank", bloodsucker_level_unspent) as null | num
+ var/msg = " made [key_name_admin(new_owner)] into \a [name]"
+ if(!isnull(levels))
+ bloodsucker_level_unspent = levels
+ msg += " with [levels] extra unspent Ranks."
+ message_admins("[key_name_admin(usr)][msg]")
+ log_admin("[key_name(usr)][msg]")
+ new_owner.add_antag_datum(src)
+
+/**
+ * # Vampire Clan
+ *
+ * This is used for dealing with the Vampire Clan.
+ * This handles Sol for Bloodsuckers, making sure to not have several.
+ * None of this should appear in game, we are using it JUST for Sol. All Bloodsuckers should have their individual report.
+ */
+
+/datum/team/vampireclan
+ name = "Clan"
+
+ /// Sunlight Timer. Created on first Bloodsucker assign. Destroyed on last removed Bloodsucker.
+ var/obj/effect/sunlight/bloodsucker_sunlight
+
+/datum/antagonist/bloodsucker/create_team(datum/team/vampireclan/team)
+ if(!team)
+ for(var/datum/antagonist/bloodsucker/bloodsuckerdatums in GLOB.antagonists)
+ if(!bloodsuckerdatums.owner)
+ continue
+ if(bloodsuckerdatums.clan)
+ clan = bloodsuckerdatums.clan
+ return
+ clan = new /datum/team/vampireclan
+ return
+ if(!istype(team))
+ stack_trace("Wrong team type passed to [type] initialization.")
+ clan = team
+
+/datum/antagonist/bloodsucker/get_team()
+ return clan
+
+/datum/team/vampireclan/roundend_report()
+ if(members.len <= 0)
+ return
+ var/list/report = list()
+ report += " "
+ for(var/datum/mind/mind_members in members)
+ for(var/datum/antagonist/bloodsucker/individual_bloodsuckers in mind_members.antag_datums)
+ if(mind_members.has_antag_datum(/datum/antagonist/vassal)) // Skip over Ventrue's Favorite Vassal
+ continue
+ report += individual_bloodsuckers.roundend_report()
+
+ return "[report.Join(" ")]
"
+
+/// Individual roundend report
+/datum/antagonist/bloodsucker/roundend_report()
+ // Get the default Objectives
+ var/list/report = list()
+ // Vamp name
+ report += " "
+ report += printplayer(owner)
+ // Clan (Actual Clan, not Team) name
+ if(my_clan != NONE)
+ report += "They were part of the [my_clan] !"
+
+ // Default Report
+ var/objectives_complete = TRUE
+ if(objectives.len)
+ report += printobjectives(objectives)
+ for(var/datum/objective/objective in objectives)
+ if(!objective.check_completion())
+ objectives_complete = FALSE
+ break
+
+ // Now list their vassals
+ if(vassals.len > 0)
+ report += ""
+ for(var/datum/antagonist/vassal/all_vassals in vassals)
+ if(all_vassals.owner)
+ var/jobname = all_vassals.owner.assigned_role ? "the [all_vassals.owner.assigned_role]" : ""
+ report += "[all_vassals.owner.name] [jobname][all_vassals.favorite_vassal == TRUE ? " and was the Favorite Vassal " : ""]"
+
+ if(objectives.len == 0 || objectives_complete)
+ report += "The [name] was successful! "
+ else
+ report += "The [name] has failed! "
+
+ return report
+
+/**
+ * # Assigning Sol
+ *
+ * Sol is the sunlight, during this period, all Bloodsuckers must be in their coffin, else they burn.
+ * This was originally dealt with by the gamemode, but as gamemodes no longer exist, it is dealt with by the team.
+ */
+
+/// Start Sol, called when someone is assigned Bloodsucker
+/datum/team/vampireclan/proc/check_start_sunlight()
+ if(members.len <= 1)
+ message_admins("New Sol has been created due to Bloodsucker assignment.")
+ bloodsucker_sunlight = new()
+
+/// End Sol, if you're the last Bloodsucker
+/datum/team/vampireclan/proc/check_cancel_sunlight()
+ // No minds in the clan? Delete Sol.
+ if(members.len <= 1)
+ message_admins("Sol has been deleted due to the lack of Bloodsuckers")
+ QDEL_NULL(bloodsucker_sunlight)
+
+/// Buying powers
+/datum/antagonist/bloodsucker/proc/BuyPower(datum/action/bloodsucker/power)
+ powers += power
+ power.Grant(owner.current)
+
+/datum/antagonist/bloodsucker/proc/RemovePower(datum/action/bloodsucker/power)
+ for(var/datum/action/bloodsucker/all_powers as anything in powers)
+ if(initial(power.name) == all_powers.name)
+ power = all_powers
+ break
+ if(power.active)
+ power.DeactivatePower()
+ powers -= power
+ power.Remove(owner.current)
+
+/datum/antagonist/bloodsucker/proc/AssignStarterPowersAndStats()
+ // Purchase Roundstart Powers
+ BuyPower(new /datum/action/bloodsucker/feed)
+ BuyPower(new /datum/action/bloodsucker/masquerade)
+ if(!IS_VASSAL(owner.current)) // Favorite Vassal gets their own.
+ BuyPower(new /datum/action/bloodsucker/veil)
+ add_verb(owner.current, /mob/living/proc/explain_powers)
+ // Traits: Species
+ var/mob/living/carbon/human/user = owner.current
+ if(ishuman(owner.current))
+ var/datum/species/user_species = user.dna.species
+ user_species.species_traits += DRINKSBLOOD
+ user.dna?.remove_all_mutations()
+ user_species.punchdamagelow += 1 //lowest possible punch damage - 0
+ user_species.punchdamagehigh += 1 //highest possible punch damage - 9
+ /// Give Bloodsucker Traits
+ for(var/all_traits in bloodsucker_traits)
+ ADD_TRAIT(owner.current, all_traits, BLOODSUCKER_TRAIT)
+ /// No Skittish "People" allowed
+ if(HAS_TRAIT(owner.current, TRAIT_SKITTISH))
+ REMOVE_TRAIT(owner.current, TRAIT_SKITTISH, ROUNDSTART_TRAIT)
+ // Tongue & Language
+ owner.current.grant_all_languages(FALSE, FALSE, TRUE)
+ owner.current.grant_language(/datum/language/vampiric)
+ /// Clear Disabilities & Organs
+ HealVampireOrgans()
+
+/datum/antagonist/bloodsucker/proc/ClearAllPowersAndStats()
+ /// Remove huds
+ remove_hud()
+ // Powers
+ remove_verb(owner.current, /mob/living/proc/explain_powers)
+ while(powers.len)
+ var/datum/action/bloodsucker/power = pick(powers)
+ powers -= power
+ power.Remove(owner.current)
+ // owner.RemoveSpell(power)
+ /// Stats
+ if(ishuman(owner.current))
+ var/mob/living/carbon/human/user = owner.current
+ var/datum/species/user_species = user.dna.species
+ user_species.species_traits -= DRINKSBLOOD
+ // Clown
+ if(istype(user) && owner.assigned_role == "Clown")
+ user.dna.add_mutation(CLOWNMUT)
+ /// Remove ALL Traits, as long as its from BLOODSUCKER_TRAIT's source. - This is because of unique cases like Nosferatu getting Ventcrawling.
+ for(var/all_status_traits in owner.current.status_traits)
+ REMOVE_TRAIT(owner.current, all_status_traits, BLOODSUCKER_TRAIT)
+ /// Update Health
+ owner.current.setMaxHealth(100)
+ // Language
+ owner.current.remove_language(/datum/language/vampiric)
+ /// Heart
+ RemoveVampOrgans()
+ /// Eyes
+ var/mob/living/carbon/user = owner.current
+ var/obj/item/organ/eyes/user_eyes = user.getorganslot(ORGAN_SLOT_EYES)
+ if(user_eyes)
+ user_eyes.flash_protect += 1
+ user_eyes.sight_flags = 0
+ user_eyes.see_in_dark = 2
+ user_eyes.lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
+ user.update_sight()
+
+/datum/antagonist/bloodsucker/proc/RankUp()
+ set waitfor = FALSE
+ var/datum/antagonist/vassal/vassaldatum = IS_VASSAL(owner.current)
+ if(!owner || !owner.current || vassaldatum)
+ return
+ bloodsucker_level_unspent++ //same thing as below
+ passive_blood_drain -= 0.03 * bloodsucker_level //do something. It's here because if you are gaining points through other means you are doing good
+ // Spend Rank Immediately?
+ if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
+ to_chat(owner, span_notice("You have grown more ancient! Sleep in a coffin that you have claimed to thicken your blood and become more powerful. "))
+ if(bloodsucker_level_unspent >= 2)
+ to_chat(owner, span_announce("Bloodsucker Tip: If you cannot find or steal a coffin to use, you can build one from wood or metal."))
+
+/datum/antagonist/bloodsucker/proc/RankDown()
+ bloodsucker_level_unspent--
+
+/datum/antagonist/bloodsucker/proc/remove_nondefault_powers()
+ for(var/datum/action/bloodsucker/power as anything in powers)
+ if(istype(power, /datum/action/bloodsucker/feed) || istype(power, /datum/action/bloodsucker/masquerade) || istype(power, /datum/action/bloodsucker/veil))
+ continue
+ RemovePower(power)
+
+/datum/antagonist/bloodsucker/proc/LevelUpPowers()
+ for(var/datum/action/bloodsucker/power as anything in powers)
+ power.level_current++
+ power.UpdateDesc()
+
+///Disables all powers, accounting for torpor
+/datum/antagonist/bloodsucker/proc/DisableAllPowers()
+ for(var/datum/action/bloodsucker/power as anything in powers)
+ if((power.check_flags & BP_CANT_USE_IN_TORPOR) && HAS_TRAIT(owner.current, TRAIT_NODEATH))
+ if(power.active)
+ power.DeactivatePower()
+
+/datum/antagonist/bloodsucker/proc/SpendRank(spend_rank = TRUE)
+ set waitfor = FALSE
+
+ if(!owner || !owner.current || !owner.current.client || (spend_rank && bloodsucker_level_unspent <= 0.5))
+ return
+ // Purchase Power Prompt
+ var/list/options = list()
+ for(var/datum/action/bloodsucker/power as anything in all_bloodsucker_powers)
+ if(initial(power.purchase_flags) & BLOODSUCKER_CAN_BUY && !(locate(power) in powers))
+ options[initial(power.name)] = power
+
+ if(options.len < 1)
+ to_chat(owner.current, span_notice("You grow more ancient by the night!"))
+ else
+ // Give them the UI to purchase a power.
+ var/choice = input("You have the opportunity to grow more ancient, increasing the level of all your powers by 1. Select a power to advance your Rank.", "Your Blood Thickens...") in options
+ // Prevent Bloodsuckers from closing/reopning their coffin to spam Levels.
+ if(spend_rank && bloodsucker_level_unspent <= 0)
+ return
+ // Did you choose a power?
+ if(!choice || !options[choice])
+ to_chat(owner.current, span_notice("You prevent your blood from thickening just yet, but you may try again later."))
+ return
+ if(!istype(owner.current.loc, /obj/structure/closet/crate/coffin))
+ to_chat(owner.current, span_warning("You must be in your Coffin to purchase Powers."))
+ return
+
+ // Good to go - Buy Power!
+ var/datum/action/bloodsucker/purchased_power = options[choice]
+ BuyPower(new purchased_power)
+ to_chat(owner.current, span_notice("You have learned how to use [choice]!"))
+
+ // Advance Powers - Includes the one you just purchased.
+ LevelUpPowers()
+ // Bloodsucker-only Stat upgrades
+ bloodsucker_regen_rate += 0.05
+ max_blood_volume += 100
+ // Misc. Stats Upgrades
+ if(ishuman(owner.current))
+ var/mob/living/carbon/human/user = owner.current
+ var/datum/species/user_species = user.dna.species
+ user_species.punchdamagelow += 0.5
+ // This affects the hitting power of Brawn.
+ user_species.punchdamagehigh += 0.5
+
+ // We're almost done - Spend your Rank now.
+ bloodsucker_level++
+ if(spend_rank)
+ bloodsucker_level_unspent--
+ // Ranked up enough? Let them join a Clan.
+ if(bloodsucker_level == 3)
+ AssignClanAndBane()
+
+ // Ranked up enough to get your true Reputation?
+ if(bloodsucker_level == 4)
+ SelectReputation(am_fledgling = FALSE, forced = TRUE)
+
+ // Done! Let them know & Update their HUD.
+ to_chat(owner.current, span_notice("You are now a rank [bloodsucker_level] Bloodsucker. Your strength, health, feed rate, regen rate, and maximum blood capacity have all increased!\n\
+ * Your existing powers have all ranked up as well!"))
+ update_hud(owner.current)
+ owner.current.playsound_local(null, 'sound/effects/pope_entry.ogg', 25, TRUE, pressure_affected = FALSE)
+
+////////////////////////////////////////////////////////////////////////////////////////////////
+
+/datum/antagonist/bloodsucker/proc/forge_bloodsucker_objectives()
+
+ // Claim a Lair Objective
+ var/datum/objective/bloodsucker/lair/lair_objective = new
+ lair_objective.owner = owner
+ objectives += lair_objective
+
+ // Survive Objective
+ var/datum/objective/survive/bloodsucker/survive_objective = new
+ survive_objective.owner = owner
+ objectives += survive_objective
+
+ // Objective 1: Vassalize a Head/Command, or a specific target
+ var/list/rolled_objectives = list()
+ switch(rand(1, 3))
+ if(1) // Protege and Drink Objective
+ rolled_objectives = list(new /datum/objective/bloodsucker/protege, new /datum/objective/bloodsucker/gourmand)
+ for(var/datum/objective/bloodsucker/objective in rolled_objectives)
+ objective.owner = owner
+ objectives += objective
+ if(2) // Heart Thief and Protege Objective
+ rolled_objectives = list(new /datum/objective/bloodsucker/protege, new /datum/objective/bloodsucker/heartthief)
+ for(var/datum/objective/bloodsucker/objective in rolled_objectives)
+ objective.owner = owner
+ objectives += objective
+ if(3) // All of them
+ rolled_objectives = list(new /datum/objective/bloodsucker/protege, new /datum/objective/bloodsucker/heartthief, new /datum/objective/bloodsucker/gourmand)
+ for(var/datum/objective/bloodsucker/objective in rolled_objectives)
+ objective.owner = owner
+ objectives += objective
+
+/// Name shown on antag list
+/datum/antagonist/bloodsucker/antag_listing_name()
+ return ..() + "([ReturnFullName(TRUE)])"
+
+/// Whatever interesting things happened to the antag admins should know about
+/// Include additional information about antag in this part
+/datum/antagonist/bloodsucker/antag_listing_status()
+ if(owner && !considered_alive(owner))
+ return "Final Death "
+ return ..()
+
+/*
+ * # Bloodsucker Names
+ *
+ * All Bloodsuckers get a name, and gets a better one when they hit Rank 4.
+ */
+
+/// Names
+/datum/antagonist/bloodsucker/proc/SelectFirstName()
+ if(owner.current.gender == MALE)
+ bloodsucker_name = pick(
+ "Desmond","Rudolph","Dracula","Vlad","Pyotr","Gregor",
+ "Cristian","Christoff","Marcu","Andrei","Constantin",
+ "Gheorghe","Grigore","Ilie","Iacob","Luca","Mihail","Pavel",
+ "Vasile","Octavian","Sorin","Sveyn","Aurel","Alexe","Iustin",
+ "Theodor","Dimitrie","Octav","Damien","Magnus","Caine","Abel", // Romanian/Ancient
+ "Lucius","Gaius","Otho","Balbinus","Arcadius","Romanos","Alexios","Vitellius", // Latin
+ "Melanthus","Teuthras","Orchamus","Amyntor","Axion", // Greek
+ "Thoth","Thutmose","Osorkon,","Nofret","Minmotu","Khafra", // Egyptian
+ "Dio",
+ )
+ else
+ bloodsucker_name = pick(
+ "Islana","Tyrra","Greganna","Pytra","Hilda",
+ "Andra","Crina","Viorela","Viorica","Anemona",
+ "Camelia","Narcisa","Sorina","Alessia","Sophia",
+ "Gladda","Arcana","Morgan","Lasarra","Ioana","Elena",
+ "Alina","Rodica","Teodora","Denisa","Mihaela",
+ "Svetla","Stefania","Diyana","Kelssa","Lilith", // Romanian/Ancient
+ "Alexia","Athanasia","Callista","Karena","Nephele","Scylla","Ursa", // Latin
+ "Alcestis","Damaris","Elisavet","Khthonia","Teodora", // Greek
+ "Nefret","Ankhesenpep", // Egyptian
+ )
+
+/datum/antagonist/bloodsucker/proc/SelectTitle(am_fledgling = 0, forced = FALSE)
+ // Already have Title
+ if(!forced && bloodsucker_title != null)
+ return
+ // Titles [Master]
+ if(!am_fledgling)
+ if(owner.current.gender == MALE)
+ bloodsucker_title = pick ("Count","Baron","Viscount","Prince","Duke","Tzar","Dreadlord","Lord","Master")
+ else
+ bloodsucker_title = pick ("Countess","Baroness","Viscountess","Princess","Duchess","Tzarina","Dreadlady","Lady","Mistress")
+ to_chat(owner, span_announce("You have earned a title! You are now known as [ReturnFullName(TRUE)] !"))
+ // Titles [Fledgling]
+ else
+ bloodsucker_title = null
+
+/datum/antagonist/bloodsucker/proc/SelectReputation(am_fledgling = FALSE, forced = FALSE)
+ // Already have Reputation
+ if(!forced && bloodsucker_reputation != null)
+ return
+
+ if(am_fledgling)
+ bloodsucker_reputation = pick(
+ "Crude","Callow","Unlearned","Neophyte","Novice","Unseasoned",
+ "Fledgling","Young","Neonate","Scrapling","Untested","Unproven",
+ "Unknown","Newly Risen","Born","Scavenger","Unknowing","Unspoiled",
+ "Disgraced","Defrocked","Shamed","Meek","Timid","Broken","Fresh",
+ )
+ else if(owner.current.gender == MALE && prob(10))
+ bloodsucker_reputation = pick("King of the Damned", "Blood King", "Emperor of Blades", "Sinlord", "God-King")
+ else if(owner.current.gender == FEMALE && prob(10))
+ bloodsucker_reputation = pick("Queen of the Damned", "Blood Queen", "Empress of Blades", "Sinlady", "God-Queen")
+ else
+ bloodsucker_reputation = pick(
+ "Butcher","Blood Fiend","Crimson","Red","Black","Terror",
+ "Nightman","Feared","Ravenous","Fiend","Malevolent","Wicked",
+ "Ancient","Plaguebringer","Sinister","Forgotten","Wretched","Baleful",
+ "Inqisitor","Harvester","Reviled","Robust","Betrayer","Destructor",
+ "Damned","Accursed","Terrible","Vicious","Profane","Vile",
+ "Depraved","Foul","Slayer","Manslayer","Sovereign","Slaughterer",
+ "Forsaken","Mad","Dragon","Savage","Villainous","Nefarious",
+ "Inquisitor","Marauder","Horrible","Immortal","Undying","Overlord",
+ "Corrupt","Hellspawn","Tyrant","Sanguineous",
+ )
+
+ to_chat(owner, span_announce("You have earned a reputation! You are now known as [ReturnFullName(TRUE)] !"))
+
+
+/datum/antagonist/bloodsucker/proc/AmFledgling()
+ return !bloodsucker_title
+
+/datum/antagonist/bloodsucker/proc/ReturnFullName(include_rep = FALSE)
+
+ var/fullname
+ // Name First
+ fullname = (bloodsucker_name ? bloodsucker_name : owner.current.name)
+ // Title
+ if(bloodsucker_title)
+ fullname = bloodsucker_title + " " + fullname
+ // Rep
+ if(include_rep && bloodsucker_reputation)
+ fullname = fullname + " the " + bloodsucker_reputation
+
+ return fullname
+
+///When a Bloodsucker breaks the Masquerade, they get their HUD icon changed, and Malkavian Bloodsuckers get alerted.
+/datum/antagonist/bloodsucker/proc/break_masquerade()
+ if(broke_masquerade)
+ return
+ owner.current.playsound_local(null, 'sound/effects/lunge_warn.ogg', 100, FALSE, pressure_affected = FALSE)
+ to_chat(owner.current, span_cultboldtalic("You have broken the Masquerade!"))
+ to_chat(owner.current, span_warning("Bloodsucker Tip: When you break the Masquerade, you become open for termination by fellow Bloodsuckers, and your Vassals are no longer completely loyal to you, as other Bloodsuckers can steal them for themselves!"))
+ broke_masquerade = TRUE
+ set_antag_hud(owner.current, "masquerade_broken")
+ for(var/datum/mind/clan_minds as anything in get_antag_minds(/datum/antagonist/bloodsucker))
+ if(owner == clan_minds)
+ continue
+ if(!isliving(clan_minds.current))
+ continue
+ to_chat(clan_minds, span_userdanger("[owner.current] has broken the Masquerade! Ensure they are eliminated at all costs!"))
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = clan_minds.has_antag_datum(/datum/antagonist/bloodsucker)
+ var/datum/objective/assassinate/masquerade_objective = new /datum/objective/assassinate
+ masquerade_objective.target = owner.current
+ masquerade_objective.explanation_text = "Ensure [owner.current], who has broken the Masquerade, is Final Death'ed."
+ bloodsuckerdatum.objectives += masquerade_objective
+ clan_minds.announce_objectives()
+
+///This is admin-only of reverting a broken masquerade, sadly it doesn't remove the Malkavian objectives yet.
+/datum/antagonist/bloodsucker/proc/fix_masquerade()
+ if(!broke_masquerade)
+ return
+ to_chat(owner.current, span_cultboldtalic("You have re-entered the Masquerade."))
+ broke_masquerade = FALSE
+ set_antag_hud(owner.current, "bloodsucker")
+
+
+/////////////////////////////////////
+// BLOOD COUNTER & RANK MARKER ! //
+/////////////////////////////////////
+
+/datum/antagonist/bloodsucker/proc/remove_hud()
+ owner.current.hud_used.blood_display.invisibility = INVISIBILITY_ABSTRACT
+ owner.current.hud_used.vamprank_display.invisibility = INVISIBILITY_ABSTRACT
+ owner.current.hud_used.sunlight_display.invisibility = INVISIBILITY_ABSTRACT
+
+/// Update Blood Counter + Rank Counter
+/datum/antagonist/bloodsucker/proc/update_hud(updateRank = FALSE)
+ if(!owner.current.hud_used)
+ return
+ var/valuecolor
+ if(owner.current.hud_used && owner.current.hud_used.blood_display)
+ if(owner.current.blood_volume > BLOOD_VOLUME_SAFE)
+ valuecolor = "#FFDDDD"
+ else if(owner.current.blood_volume > BLOOD_VOLUME_BAD)
+ valuecolor = "#FFAAAA"
+ owner.current.hud_used.blood_display.update_counter(owner.current.blood_volume, valuecolor)
+ if(owner.current.hud_used && owner.current.hud_used.vamprank_display)
+ owner.current.hud_used.vamprank_display.update_counter(bloodsucker_level, valuecolor)
+ /// Only change icon on special request.
+ if(updateRank)
+ owner.current.hud_used.vamprank_display.icon_state = (bloodsucker_level_unspent > 0) ? "rank_up" : "rank"
+
+/// Update Sun Time
+/datum/antagonist/bloodsucker/proc/update_sunlight(value, amDay = FALSE)
+ if(!owner.current.hud_used)
+ return
+ var/valuecolor
+ if(owner.current.hud_used && owner.current.hud_used.sunlight_display)
+ var/sunlight_display_icon = "sunlight_"
+ if(amDay)
+ sunlight_display_icon += "day"
+ valuecolor = "#FF5555"
+ else
+ switch(round(value, 1))
+ if(0 to 30)
+ sunlight_display_icon += "30"
+ valuecolor = "#FFCCCC"
+ if(31 to 60)
+ sunlight_display_icon += "60"
+ valuecolor = "#FFE6CC"
+ if(61 to 90)
+ sunlight_display_icon += "90"
+ valuecolor = "#FFFFCC"
+ else
+ sunlight_display_icon += "night"
+ valuecolor = "#FFFFFF"
+
+ var/value_string = (value >= 60) ? "[round(value / 60, 1)] m" : "[round(value, 1)] s"
+ owner.current.hud_used.sunlight_display.update_counter(value_string, valuecolor)
+ owner.current.hud_used.sunlight_display.icon_state = sunlight_display_icon
+
+/atom/movable/screen/bloodsucker/blood_counter/update_counter(value, valuecolor)
+ ..()
+ maptext = "[round(value,1)]
"
+
+/atom/movable/screen/bloodsucker/rank_counter/update_counter(value, valuecolor)
+ ..()
+ maptext = "[round(value,1)]
"
+
+/atom/movable/screen/bloodsucker/sunlight_counter/update_counter(value, valuecolor)
+ ..()
+ maptext = "[value]
"
+
+
+/**
+ * # Assigning Bloodsucker status
+ *
+ * Here we assign the Bloodsuckers themselves, ensuring they arent Plasmamen
+ * Also deals with Vassalization status.
+ */
+
+/datum/mind/proc/can_make_bloodsucker(datum/mind/convertee, datum/mind/converter)
+ // Species Must have a HEART (Sorry Plasmamen)
+ var/mob/living/carbon/human/user = convertee.current
+ if(!(user.dna?.species) || !(user.mob_biotypes & MOB_ORGANIC))
+ user.set_species(/datum/species/human)
+ user.apply_pref_name("human", user.client)
+ // Check for Fledgeling
+ if(converter)
+ message_admins("[convertee] has become a Bloodsucker, and was created by [converter].")
+ log_admin("[convertee] has become a Bloodsucker, and was created by [converter].")
+ return TRUE
+
+/datum/mind/proc/make_bloodsucker(datum/mind/bloodsucker)
+ if(!can_make_bloodsucker(bloodsucker))
+ return FALSE
+ add_antag_datum(/datum/antagonist/bloodsucker)
+ return TRUE
+
+/datum/mind/proc/remove_bloodsucker()
+ var/datum/antagonist/bloodsucker/removed_bloodsucker = has_antag_datum(/datum/antagonist/bloodsucker)
+ if(removed_bloodsucker)
+ remove_antag_datum(/datum/antagonist/bloodsucker)
+ special_role = null
+
+/datum/antagonist/bloodsucker/proc/can_make_vassal(mob/living/converted, datum/mind/converter, can_vassal_sleeping = FALSE)//, check_antag_or_loyal=FALSE)
+ // Not Correct Type: Abort
+ if(!iscarbon(converted) || !converter)
+ return FALSE
+ if(converted.stat > UNCONSCIOUS && !can_vassal_sleeping)
+ return FALSE
+ // No Mind!
+ if(!converted.mind)
+ to_chat(converter, span_danger("[converted] isn't self-aware enough to be made into a Vassal."))
+ return FALSE
+ // Already MY Vassal
+ var/datum/antagonist/vassal/vassaldatum = converted.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(istype(vassaldatum) && vassaldatum.master)
+ if(vassaldatum.master.owner == converter)
+ to_chat(converter, span_danger("[converted] is already your loyal Vassal!"))
+ else
+ to_chat(converter, span_danger("[converted] is the loyal Vassal of another Bloodsucker!"))
+ return FALSE
+ // Already Antag or Loyal (Vamp Hunters count as antags)
+ if(!isnull(converted.mind.enslaved_to) || AmInvalidAntag(converted))
+ to_chat(converter, span_danger("[converted] resists the power of your blood to dominate their mind!"))
+ return FALSE
+ return TRUE
+
+/datum/antagonist/bloodsucker/proc/AmValidAntag(mob/target)
+ /// Check if they are an antag, if so, check if they're Invalid.
+ if(target.mind?.special_role || !isnull(target.mind?.antag_datums))
+ return !AmInvalidAntag(target)
+ /// Otherwise, just cancel out.
+ return FALSE
+
+/datum/antagonist/bloodsucker/proc/AmInvalidAntag(mob/target)
+ /// Not an antag?
+ if(!is_special_character(target))
+ return FALSE
+ /// Checks if the person is an antag banned from being vassalized, stored in bloodsucker's datum.
+ for(var/datum/antagonist/antag_datum in target.mind.antag_datums)
+ if(antag_datum.type in vassal_banned_antags)
+ //message_admins("DEBUG VASSAL: Found Invalid: [antag_datum] // [antag_datum.type]")
+ return TRUE
+// message_admins("DEBUG VASSAL: Valid Antags! (total of [target.antag_datums.len])")
+ // WHEN YOU DELETE THE ABOVE: Remove the 3 second timer on converting the vassal too.
+ return FALSE
+
+/datum/antagonist/bloodsucker/proc/attempt_turn_vassal(mob/living/carbon/convertee, can_vassal_sleeping = FALSE)
+ convertee.silent = 0
+ return make_vassal(convertee, owner, can_vassal_sleeping)
+
+/datum/antagonist/bloodsucker/proc/make_vassal(mob/living/convertee, datum/mind/converter, sleeping = FALSE)
+ if(!can_make_vassal(convertee, converter, can_vassal_sleeping = sleeping))
+ return FALSE
+ // Make Vassal
+ var/datum/antagonist/vassal/vassaldatum = new(convertee.mind)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = converter.has_antag_datum(/datum/antagonist/bloodsucker)
+ vassaldatum.master = bloodsuckerdatum
+ convertee.mind.add_antag_datum(vassaldatum, vassaldatum.master.get_team())
+ // Update Bloodsucker Title
+ bloodsuckerdatum.SelectTitle(am_fledgling = FALSE) // Only works if you have no title yet.
+ // Log it
+ message_admins("[convertee] has become a Vassal, and is enslaved to [converter].")
+ log_admin("[convertee] has become a Vassal, and is enslaved to [converter].")
+ return TRUE
+
+/**
+ * # HUD
+ */
+/datum/antagonist/bloodsucker/proc/update_bloodsucker_icons_added(datum/mind/m)
+ var/datum/atom_hud/antag/vamphud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
+ vamphud.join_hud(owner.current)
+ set_antag_hud(owner.current, "bloodsucker")
+
+/datum/antagonist/bloodsucker/proc/update_bloodsucker_icons_removed(datum/mind/m)
+ var/datum/atom_hud/antag/vamphud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
+ vamphud.leave_hud(owner.current)
+ set_antag_hud(owner.current, null)
diff --git a/code/modules/antagonists/bloodsuckers/bloodsuckers_objects.dm b/code/modules/antagonists/bloodsuckers/bloodsuckers_objects.dm
new file mode 100644
index 00000000000..53488f308f6
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/bloodsuckers_objects.dm
@@ -0,0 +1,362 @@
+//////////////////////
+// TRAP //
+//////////////////////
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker
+ name = "stake trap"
+ desc = "Turn the stakes against the staker! Or something like that..."
+ icon = 'icons/obj/vamp_obj.dmi'
+ icon_state = "staketrap"
+ slowdown = 10
+ var/area/lair_area
+ var/mob/lair_owner
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker/Initialize()
+ . = ..()
+ START_PROCESSING(SSobj, src)
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker/attack_self(mob/user)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ lair_area = bloodsuckerdatum.lair
+ lair_owner = user
+ START_PROCESSING(SSobj, src)
+ if(!bloodsuckerdatum)
+ to_chat(user, span_notice("Although it seems simple you have no idea how to reactivate the stake trap."))
+ return
+ if(armed)
+ STOP_PROCESSING(SSobj,src)
+ return ..() //disarm it, otherwise continue to try and place
+ if(!bloodsuckerdatum.lair)
+ to_chat(user, span_danger("You don't have a lair. Claim a coffin to make that location your lair."))
+ return
+ if(lair_area != get_area(src))
+ to_chat(user, span_danger("You may only activate this trap in your lair: [lair_area]."))
+ return
+ lair_area = bloodsuckerdatum.lair
+ lair_owner = user
+ START_PROCESSING(SSobj, src)
+ ..()
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker/spring_trap(datum/source, AM as mob|obj)
+ var/mob/living/carbon/human/user = AM
+ if(armed && (IS_BLOODSUCKER(user) || IS_VASSAL(user)))
+ to_chat(user, span_notice("You gracefully step over the blood puddle and avoid triggering the trap"))
+ return
+ ..()
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker/close_trap()
+ STOP_PROCESSING(SSobj, src)
+ lair_area = null
+ lair_owner = null
+ return ..()
+
+/obj/item/restraints/legcuffs/beartrap/bloodsucker/process()
+ if(!armed)
+ STOP_PROCESSING(SSobj,src)
+ return
+ if(get_area(src) != lair_area)
+ close_trap()
+
+//////////////////////
+// HEART //
+//////////////////////
+
+/datum/antagonist/bloodsucker/proc/RemoveVampOrgans()
+ var/obj/item/organ/heart/newheart = owner.current.getorganslot(ORGAN_SLOT_HEART)
+ if(newheart)
+ qdel(newheart)
+ newheart = new()
+ newheart.Insert(owner.current)
+
+//////////////////////
+// STAKES //
+//////////////////////
+
+/// Do I have a stake in my heart?
+/mob/proc/AmStaked()
+ return FALSE
+
+/mob/living/AmStaked()
+ var/obj/item/bodypart/chosen_bodypart = get_bodypart(BODY_ZONE_CHEST)
+ if(!chosen_bodypart)
+ return FALSE
+ for(var/obj/item/embedded_stake in chosen_bodypart.embedded_objects)
+ if(istype(embedded_stake, /obj/item/stake))
+ return TRUE
+ return FALSE
+
+/// You can't go to sleep in a coffin with a stake in you.
+/mob/living/proc/StakeCanKillMe()
+ return IsSleeping() || stat >= UNCONSCIOUS || blood_volume <= 0 || HAS_TRAIT(src, TRAIT_NODEATH)
+
+/// Can this target be staked? If someone stands up before this is complete, it fails. Best used on someone stationary.
+/mob/living/carbon/proc/can_be_staked()
+ return !(mobility_flags & MOBILITY_MOVE)
+
+/obj/item/stake
+ name = "wooden stake"
+ desc = "A simple wooden stake carved to a sharp point."
+ icon = 'icons/obj/stakes.dmi'
+ icon_state = "wood"
+ lefthand_file = 'icons/mob/inhands/antag/bs_leftinhand.dmi'
+ righthand_file = 'icons/mob/inhands/antag/bs_rightinhand.dmi'
+ slot_flags = ITEM_SLOT_BELT
+ w_class = WEIGHT_CLASS_SMALL
+ hitsound = 'sound/weapons/bladeslice.ogg'
+ attack_verb_continuous = list("stakes", "stabs", "tores into")
+ attack_verb_simple = list("stake", "stab", "tore into")
+ /// Embedding
+ sharpness = SHARP_EDGED
+ embedding = list("embedded_pain_multiplier" = 4, "embed_chance" = 20, "embedded_fall_chance" = 10)
+ force = 6
+ throwforce = 10
+ max_integrity = 30
+ /// Time it takes to embed the stake into someone's chest.
+ var/staketime = 12 SECONDS
+
+/obj/item/stake/afterattack(mob/living/carbon/target, mob/living/user, proximity, discover_after = TRUE)
+ // Invalid Target, or not targetting the chest?
+ if(check_zone(user.zone_selected) != BODY_ZONE_CHEST)
+ return
+ // Needs to be Down/Slipped in some way to Stake.
+ if(!target.can_be_staked() || target == user) // Oops! Can't.
+ to_chat(user, span_danger("You can't stake [target] when they are moving about! They have to be laying down or grabbed by the neck!"))
+ return
+ if(HAS_TRAIT(target, TRAIT_PIERCEIMMUNE))
+ to_chat(user, span_danger("[target]'s chest resists the stake. It won't go in."))
+ return
+ to_chat(user, span_notice("You put all your weight into embedding the stake into [target]'s chest..."))
+ playsound(user, 'sound/magic/Demon_consume.ogg', 50, 1)
+ if(!do_mob(user, target, staketime, extra_checks = CALLBACK(target, /mob/living/carbon.proc/can_be_staked))) // user / target / time / uninterruptable / show progress bar / extra checks
+ return
+ // Drop & Embed Stake
+ user.visible_message(
+ span_danger("[user.name] drives the [src] into [target]'s chest!"),
+ span_danger("You drive the [src] into [target]'s chest!"),
+ )
+ playsound(get_turf(target), 'sound/effects/splat.ogg', 40, 1)
+ user.dropItemToGround(src, TRUE) //user.drop_item() // "drop item" doesn't seem to exist anymore. New proc is user.dropItemToGround() but it doesn't seem like it's needed now?
+ if(!target.mind)
+ return
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = target.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum)
+ // If DEAD or TORPID... Kill Bloodsucker!
+ if(target.StakeCanKillMe())
+ bloodsuckerdatum.FinalDeath()
+ else
+ to_chat(target, span_userdanger("You have been staked! Your powers are useless, your death forever, while it remains in place."))
+ to_chat(target, span_userdanger("You have been staked!"))
+
+/// Created by welding and acid-treating a simple stake.
+/obj/item/stake/hardened
+ name = "hardened stake"
+ desc = "A hardened wooden stake carved to a sharp point and scorched at the end."
+ icon_state = "hardened"
+ force = 8
+ throwforce = 12
+ armour_penetration = 10
+ embedding = list("embed_chance" = 35)
+ staketime = 80
+
+/obj/item/stake/hardened/silver
+ name = "silver stake"
+ desc = "Polished and sharp at the end. For when some mofo is always trying to iceskate uphill."
+ icon_state = "silver"
+ siemens_coefficient = 1 //flags = CONDUCT // var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
+ force = 9
+ armour_penetration = 25
+ embedding = list("embed_chance" = 65)
+ staketime = 60
+
+/obj/item/stake/ducky
+ name = "wooden ducky"
+ desc = "Remember to not drench your wooden ducky in bath water to prevent it from stinking."
+ icon_state = "ducky"
+ hitsound = 'sound/items/bikehorn.ogg'
+ sharpness = SHARP_POINTY //torture ducky
+
+/obj/item/stake/ducky/Initialize()
+ . = ..()
+ AddComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50)
+
+//////////////////////
+// ARCHIVES //
+//////////////////////
+
+/*
+ * # Archives of the Kindred:
+ *
+ * A book that can only be used by Curators.
+ * When used on a player, after a short timer, will reveal if the player is a Bloodsucker, including their real name and Clan.
+ * This book should not work on Bloodsuckers using the Masquerade ability.
+ * If it reveals a Bloodsucker, the Curator will then be able to tell they are a Bloodsucker on examine (Like a Vassal).
+ * Reading it normally will allow Curators to read what each Clan does, with some extra flavor text ones.
+ *
+ * Regular Bloodsuckers won't have any negative effects from the book, while everyone else will get burns/eye damage.
+ * It is also Tremere's Clan objective to ensure a Tremere Bloodsucker has stolen this by the end of the round.
+ */
+
+/obj/item/book/codex_gigas/Initialize(mapload)
+ . = ..()
+ var/turf/current_turf = get_turf(src)
+ new /obj/item/book/kindred(current_turf)
+
+/obj/item/book/kindred
+ name = "\improper Archive of the Kindred"
+ title = "the Archive of the Kindred"
+ desc = "Cryptic documents explaining hidden truths behind Undead beings. It is said only Curators can decipher what they really mean."
+ icon = 'icons/obj/vamp_obj.dmi'
+ lefthand_file = 'icons/mob/inhands/antag/bs_leftinhand.dmi'
+ righthand_file = 'icons/mob/inhands/antag/bs_rightinhand.dmi'
+ icon_state = "kindred_book"
+ author = "dozens of generations of Curators"
+ unique = TRUE
+ throw_speed = 1
+ throw_range = 10
+ resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
+ var/in_use = FALSE
+
+/obj/item/book/kindred/Initialize()
+ . = ..()
+ AddComponent(/datum/component/stationloving, FALSE, TRUE)
+
+// Overwriting attackby to prevent cutting the book out
+/obj/item/book/kindred/attackby(obj/item/item, mob/user, params)
+ // Copied from '/obj/item/book/attackby(obj/item/item, mob/user, params)'
+ if((istype(item, /obj/item/kitchen/knife) || item.tool_behaviour == TOOL_WIRECUTTER) && !(flags_1 & HOLOGRAM_1))
+ to_chat(user, span_notice("You feel the gentle whispers of a Librarian telling you not to cut [title]."))
+ return
+ . = ..()
+
+/*
+ * # Attacking someone with the Book
+ */
+// target is the person being hit here
+/obj/item/book/kindred/afterattack(mob/living/target, mob/living/user, flag, params)
+ . = ..()
+ if(!user.can_read(src))
+ return
+ // Curator/Tremere using it
+ if(HAS_TRAIT(user, TRAIT_BLOODSUCKER_HUNTER))
+ if(in_use || (target == user) || !ismob(target))
+ return
+ user.visible_message(span_notice("[user] begins to quickly look through [src], repeatedly looking back up at [target]."))
+ in_use = TRUE
+ if(!do_mob(user, target, 3 SECONDS, NONE, TRUE))
+ to_chat(user, span_notice("You quickly close [src]."))
+ in_use = FALSE
+ return
+ in_use = FALSE
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = IS_BLOODSUCKER(target)
+ // Are we a Bloodsucker | Are we on Masquerade. If one is true, they will fail.
+ if(IS_BLOODSUCKER(target) && !HAS_TRAIT(target, TRAIT_MASQUERADE))
+ if(bloodsuckerdatum.broke_masquerade)
+ to_chat(user, span_warning("[target], also known as '[bloodsuckerdatum.ReturnFullName(TRUE)]', is indeed a Bloodsucker, but you already knew this."))
+ return
+ else
+ to_chat(user, span_warning("You found the one! [target], also known as '[bloodsuckerdatum.ReturnFullName(TRUE)]', is not knowingly part of a Clan. You quickly note this information down, memorizing it."))
+ bloodsuckerdatum.break_masquerade()
+ else
+ to_chat(user, span_notice("You fail to draw any conclusions to [target] being a Bloodsucker."))
+ // Bloodsucker using it
+ else if(IS_BLOODSUCKER(user))
+ to_chat(user, span_notice("[src] seems to be too complicated for you. It would be best to leave this for someone else to take."))
+ else
+ to_chat(user, span_warning("[src] burns your hands as you try to use it!"))
+ user.apply_damage(12, BURN, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
+
+/*
+ * # Reading the Book
+ */
+/obj/item/book/kindred/attack_self(mob/living/carbon/user)
+// Don't call parent since it handles reading the book.
+// . = ..()
+ if(!user.can_read(src))
+ return
+ // Curator/Tremere using it
+ if(HAS_TRAIT(user, TRAIT_BLOODSUCKER_HUNTER))
+ user.visible_message(span_notice("[user] opens [src] and begins reading intently."))
+ ui_interact(user)
+ return
+ // Bloodsucker using it
+ else if(IS_BLOODSUCKER(user))
+ to_chat(user, span_notice("[src] seems to be too complicated for you. It would be best to leave this for someone else to take."))
+ return
+ to_chat(user, span_warning("You feel your eyes burn as you begin to read through [src]!"))
+ var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
+ user.blur_eyes(10)
+ eyes.applyOrganDamage(5)
+
+/obj/item/book/kindred/ui_interact(mob/user, datum/tgui/ui)
+ ui = SStgui.try_update_ui(user, src, ui)
+ if(!ui)
+ ui = new(user, src, "KindredArchives", name)
+ ui.open()
+
+/obj/item/book/kindred/ui_act(action, params)
+ . = ..()
+ if(.)
+ return
+ if(!action)
+ return FALSE
+ SStgui.close_uis(src)
+ INVOKE_ASYNC(src, .proc/search, usr, action)
+
+// Flavortext stuff
+/obj/item/book/kindred/proc/search(mob/reader, clan)
+ dat = "List of information gathered on the [clan] : "
+ if(clan == CLAN_BRUJAH)
+ dat += "This Clan has proven to be the strongest in melee combat, boasting a powerful punch . \
+ They also appear to be more calm than the others, entering their 'frenzies' whenever they want, but dont seem affected . \
+ Be wary, as they are fearsome warriors, rebels and anarchists, with an inclination towards Frenzy. \
+ Favorite Vassal : Their favorite Vassal gains the Brawn ability. \
+ Strength : Frenzy will not kill them, punches deal a lot of damage. \
+ Weakness : They have to spend Blood on powers while in Frenzy too."
+ if(clan == CLAN_TOREADOR)
+ dat += "The most charming Clan of them all, being borderline party animals , allowing them to very easily disguise among the crew. \
+ They are more in touch with their morals , so they suffer and benefit more strongly from the humanity cost or gain of their actions. \
+ They can be best defined as 'The most humane kind of vampire', due to their kindred with an obsession with perfectionism and beauty \
+ Favorite Vassal : Their favorite Vassal gains the Mesmerize ability \
+ Strength : Highly charismatic and influential. \
+ Weakness : Physically and Morally weak."
+ if(clan == CLAN_NOSFERATU)
+ dat += "This Clan has been the most obvious to find information about. \
+ They are disfigured, ghoul-like vampires upon embrace by their Sire, scouts that travel through desolate paths to avoid violating the Masquerade. \
+ They make no attempts at hiding themselves within the crew, and have a terrible taste for heavy items . \
+ They also seem to manage to fit themsleves into small spaces such as vents . \
+ Favorite Vassal : Their Favorite Vassal gains the ability to ventcrawl while naked and becomes disfigured. \
+ Strength : Ventcrawl. \
+ Weakness : Can't disguise themselves, permanently pale, can easily be discovered by their DNA or Blood Level."
+ if(clan == CLAN_TREMERE)
+ dat += "This Clan seems to hate entering the Chapel . \
+ They are a secluded Clan, they are Vampires who've mastered the power of blood, and seek knowledge. \
+ They appear to be focused more on their Blood Magic than their other Powers, getting stronger faster the more Vassals they have. \
+ They have 3 different paths they can take, from reviving people as Vassals, to stealing blood with beams made of the same essence. \
+ Favorite Vassal : Their Favorite Vassal gains the ability to shift into a Bat at will. \
+ Strength : 3 different Powers that get stupidly strong overtime. \
+ Weakness : Cannot get regular Powers, with no way to get stun resistance outside of Frenzy."
+ if(clan == CLAN_GANGREL)
+ dat += "This Clan seems to be closer to Animals than to other Vampires. \
+ They also go by the name of Werewolves , as that is what appears when they enter a Frenzy. \
+ Despite this, they appear to be scared of 'True Faith' , someone's ultimate and undying Faith, which itself doesn't require being something Religious. \
+ They hate seeing many people, and tend to avoid Stations that have more crewmembers than Nanotrasen's average . Due to this, they are harder to find than others. \
+ Favorite Vassal : Their Favorite Vassal turns into a Werewolf whenever their Master does.. \
+ Strength : Feral, Werewolf during Frenzy. \
+ Weakness : Weak to True Faith."
+ if(clan == CLAN_VENTRUE)
+ dat += "This Clan seems to despise drinking from non sentient organics. \
+ They are Masters of manipulation, Greedy and entitled. Authority figures between the kindred society. \
+ They seem to take their Vassal's lives very seriously , going as far as to give Vassals some of their own Blood. \
+ Compared to other types, this one relies on their Vassals, rather than fighting for themselves. \
+ Favorite Vassal : Their Favorite Vassal will slowly be turned into a Bloodsucker overtime. \
+ Strength : Slowly turns a Vassal into a Bloodsucker. \
+ Weakness : Does not gain more abilities overtime, it is best to target the Bloodsucker over the Vassal."
+ if(clan == CLAN_MALKAVIAN)
+ dat += "There is barely any information known about this Clan. \
+ Members of this Clan seems to mumble things to themselves , unaware of their surroundings. \
+ They also seem to enter and dissapear into areas randomly, as if not even they know where they are . \
+ Favorite Vassal : Unknown. \
+ Strength : Unknown. \
+ Weakness : Unknown."
+
+ reader << browse("Penned by [author]. " + "[dat]", "window=book[window_size != null ? ";size=[window_size]" : ""]")
diff --git a/code/modules/antagonists/bloodsuckers/powers/_powers.dm b/code/modules/antagonists/bloodsuckers/powers/_powers.dm
new file mode 100644
index 00000000000..66225e2fa89
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/_powers.dm
@@ -0,0 +1,216 @@
+/datum/action/bloodsucker
+ name = "Vampiric Gift"
+ desc = "A vampiric gift."
+ //This is the FILE for the background icon
+ button_icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ //This is the ICON_STATE for the background icon
+ background_icon_state = "vamp_power_off"
+ var/background_icon_state_on = "vamp_power_on"
+ var/background_icon_state_off = "vamp_power_off"
+ icon_icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ button_icon_state = "power_feed"
+ buttontooltipstyle = "cult"
+
+ /// The text that appears when using the help verb, meant to explain how the Power changes when ranking up.
+ var/power_explanation = ""
+ ///The owner's stored Bloodsucker datum
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum_power
+
+ // FLAGS //
+ /// The effects on this Power (Toggled/Single Use/Static Cooldown)
+ var/power_flags = BP_AM_TOGGLE|BP_AM_SINGLEUSE|BP_AM_STATIC_COOLDOWN|BP_AM_COSTLESS_UNCONSCIOUS
+ /// Requirement flags for checks
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_STAKED|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ /// Who can purchase the Power
+ var/purchase_flags = NONE // BLOODSUCKER_CAN_BUY|TREMERE_CAN_BUY|VASSAL_CAN_BUY|HUNTER_CAN_BUY
+
+ // COOLDOWNS //
+ ///Timer between Power uses.
+ COOLDOWN_DECLARE(bloodsucker_power_cooldown)
+
+ // VARS //
+ /// If the Power is currently active.
+ var/active = FALSE
+ /// Cooldown you'll have to wait between each use, decreases depending on level.
+ var/cooldown = 2 SECONDS
+ ///Can increase to yield new abilities - Each Power ranks up each Rank
+ var/level_current = 0
+ ///The cost to ACTIVATE this Power
+ var/bloodcost = 0
+ ///The cost to MAINTAIN this Power - Only used for Constant Cost Powers
+ var/constant_bloodcost = 0
+
+// Modify description to add cost.
+/datum/action/bloodsucker/New(Target)
+ . = ..()
+ UpdateDesc()
+
+/datum/action/bloodsucker/proc/UpdateDesc()
+ desc = initial(desc)
+ if(bloodcost > 0)
+ desc += "COST: [bloodcost] Blood"
+ if(constant_bloodcost > 0)
+ desc += "CONSTANT COST: [name] costs [constant_bloodcost] Blood maintain active. "
+ if(power_flags & BP_AM_SINGLEUSE)
+ desc += "SINGLE USE: [name] can only be used once per night. "
+ if(level_current > 0)
+ desc += "LEVEL: [name] is currently level [level_current]. "
+
+/datum/action/bloodsucker/Destroy()
+ bloodsuckerdatum_power = null
+ return ..()
+
+/datum/action/bloodsucker/IsAvailable()
+ return TRUE
+
+/datum/action/bloodsucker/Grant(mob/user)
+ . = ..()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = IS_BLOODSUCKER(owner)
+ if(bloodsuckerdatum)
+ bloodsuckerdatum_power = bloodsuckerdatum
+
+/**
+ * # NOTES
+ *
+ * click.dm <--- Where we can take over mouse clicks
+ * spells.dm /add_ranged_ability() <--- How we take over the mouse click to use a power on a target.
+ */
+
+//This is when we CLICK on the ability Icon, not USING.
+/datum/action/bloodsucker/Trigger(trigger_flags)
+ if(active && CheckCanDeactivate()) // Active? DEACTIVATE AND END!
+ DeactivatePower()
+ return FALSE
+ if(!CheckCanPayCost() || !CheckCanUse(owner))
+ return FALSE
+ PayCost()
+ ActivatePower()
+ if(power_flags & BP_AM_SINGLEUSE)
+ RemoveAfterUse()
+ return TRUE
+ if(!(power_flags & BP_AM_TOGGLE) || !active)
+ StartCooldown() // Must come AFTER UpdateButtonIcon(), otherwise icon will revert!
+ return TRUE
+
+/datum/action/bloodsucker/proc/CheckCanPayCost()
+ if(!owner || !owner.mind)
+ return FALSE
+ // Cooldown?
+ if(!COOLDOWN_FINISHED(src, bloodsucker_power_cooldown))
+ to_chat(owner, span_warning("[src] on cooldown!"))
+ return FALSE
+ // Have enough blood? Bloodsuckers in a Frenzy don't need to pay them
+ var/mob/living/user = owner
+ if(bloodsuckerdatum_power?.frenzied)
+ return TRUE
+ if(user.blood_volume < bloodcost)
+ to_chat(owner, span_warning("You need at least [bloodcost] blood to activate [name]"))
+ return FALSE
+ return TRUE
+
+///Checks if the Power is available to use.
+/datum/action/bloodsucker/proc/CheckCanUse(mob/living/carbon/user)
+ if(!owner)
+ return FALSE
+ if(!isliving(user))
+ return FALSE
+ // Torpor?
+ if((check_flags & BP_CANT_USE_IN_TORPOR) && HAS_TRAIT(user, TRAIT_NODEATH))
+ to_chat(user, span_warning("Not while you're in Torpor."))
+ return FALSE
+ // Frenzy?
+ if((check_flags & BP_CANT_USE_IN_FRENZY) && (bloodsuckerdatum_power?.frenzied))
+ to_chat(user, span_warning("You cannot use powers while in a Frenzy!"))
+ return FALSE
+ // Stake?
+ if((check_flags & BP_CANT_USE_WHILE_STAKED) && user.AmStaked())
+ to_chat(user, span_warning("You have a stake in your chest! Your powers are useless."))
+ return FALSE
+ // Conscious? -- We use our own (AB_CHECK_CONSCIOUS) here so we can control it more, like the error message.
+ if((check_flags & BP_CANT_USE_WHILE_UNCONSCIOUS) && user.stat != CONSCIOUS)
+ to_chat(user, span_warning("You can't do this while you are unconcious!"))
+ return FALSE
+ // Incapacitated?
+ if((check_flags & BP_CANT_USE_WHILE_INCAPACITATED) && (user.incapacitated(ignore_restraints = TRUE, ignore_grab = TRUE)))
+ to_chat(user, span_warning("Not while you're incapacitated!"))
+ return FALSE
+ // Constant Cost (out of blood)
+ if(constant_bloodcost > 0 && user.blood_volume <= 0)
+ to_chat(user, span_warning("You don't have the blood to upkeep [src]."))
+ return FALSE
+ return TRUE
+
+/// NOTE: With this formula, you'll hit half cooldown at level 8 for that power.
+/datum/action/bloodsucker/proc/StartCooldown()
+ // Alpha Out
+ button.color = rgb(128,0,0,128)
+ button.alpha = 100
+ // Calculate Cooldown (by power's level)
+ var/this_cooldown
+ if(power_flags & BP_AM_STATIC_COOLDOWN)
+ this_cooldown = cooldown
+ else
+ this_cooldown = max(cooldown / 2, cooldown - (cooldown / 16 * (level_current-1)))
+
+ // Wait for cooldown
+ COOLDOWN_START(src, bloodsucker_power_cooldown, this_cooldown)
+ addtimer(CALLBACK(src, .proc/alpha_in), this_cooldown)
+
+/datum/action/bloodsucker/proc/alpha_in()
+ button.color = rgb(255,255,255,255)
+ button.alpha = 255
+
+/datum/action/bloodsucker/proc/CheckCanDeactivate()
+ return TRUE
+
+/datum/action/bloodsucker/UpdateButtonIcon(force = FALSE)
+ background_icon_state = active ? background_icon_state_on : background_icon_state_off
+ . = ..()
+
+/datum/action/bloodsucker/proc/PayCost()
+ // Bloodsuckers in a Frenzy don't have enough Blood to pay it, so just don't.
+ if(bloodsuckerdatum_power?.frenzied)
+ return
+ var/mob/living/carbon/human/user = owner
+ user.blood_volume -= bloodcost
+ bloodsuckerdatum_power?.update_hud()
+
+/datum/action/bloodsucker/proc/ActivatePower()
+ active = TRUE
+ if(power_flags & BP_AM_TOGGLE)
+ RegisterSignal(owner, COMSIG_LIVING_BIOLOGICAL_LIFE, .proc/UsePower)
+ owner.log_message("used [src].", LOG_ATTACK, color="red")
+ UpdateButtonIcon()
+
+/datum/action/bloodsucker/proc/DeactivatePower()
+ if(power_flags & BP_AM_TOGGLE)
+ UnregisterSignal(owner, COMSIG_LIVING_BIOLOGICAL_LIFE)
+ active = FALSE
+ UpdateButtonIcon()
+ StartCooldown()
+
+///Used by powers that are continuously active (That have BP_AM_TOGGLE flag)
+/datum/action/bloodsucker/proc/UsePower(mob/living/user)
+ if(!active) // Power isn't active? Then stop here, so we dont keep looping UsePower for a non existent Power.
+ return FALSE
+ if(!ContinueActive(user)) // We can't afford the Power? Deactivate it.
+ DeactivatePower()
+ return FALSE
+ // We can keep this up (For now), so Pay Cost!
+ if(!(power_flags & BP_AM_COSTLESS_UNCONSCIOUS) && user.stat != CONSCIOUS)
+ bloodsuckerdatum_power?.AddBloodVolume(-constant_bloodcost)
+ return TRUE
+
+/// Checks to make sure this power can stay active
+/datum/action/bloodsucker/proc/ContinueActive(mob/living/user, mob/living/target)
+ if(!active)
+ return FALSE
+ if(!user)
+ return FALSE
+ if(!constant_bloodcost > 0 || user.blood_volume > 0)
+ return TRUE
+
+/// Used to unlearn Single-Use Powers
+/datum/action/bloodsucker/proc/RemoveAfterUse()
+ bloodsuckerdatum_power?.powers -= src
+ Remove(owner)
diff --git a/code/modules/antagonists/bloodsuckers/powers/cloak.dm b/code/modules/antagonists/bloodsuckers/powers/cloak.dm
new file mode 100644
index 00000000000..c27b92a90fc
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/cloak.dm
@@ -0,0 +1,66 @@
+/datum/action/bloodsucker/cloak
+ name = "Cloak of Darkness"
+ desc = "Blend into the shadows and become invisible to the untrained and Artificial eye."
+ button_icon_state = "power_cloak"
+ power_explanation = "Cloak of Darkness :\n\
+ Activate this Power in the shadows and you will slowly turn nearly invisible.\n\
+ While using Cloak of Darkness, attempting to run will crush you.\n\
+ Additionally, while Cloak is active, you are completely invisible to the AI.\n\
+ Higher levels will increase how invisible you are."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 5
+ constant_bloodcost = 0.2
+ cooldown = 5 SECONDS
+ var/was_running
+
+/// Must have nobody around to see the cloak
+/datum/action/bloodsucker/cloak/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ for(var/mob/living/watchers in viewers(9, owner) - owner)
+ to_chat(owner, span_warning("You can only vanish unseen."))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/cloak/ActivatePower()
+ . = ..()
+ var/mob/living/user = owner
+ was_running = (user.m_intent == MOVE_INTENT_RUN)
+ if(was_running)
+ user.toggle_move_intent()
+ user.AddElement(/datum/element/digitalcamo)
+ to_chat(user, span_notice("You put your Cloak of Darkness on."))
+
+/datum/action/bloodsucker/cloak/UsePower(mob/living/user)
+ // Checks that we can keep using this.
+ . = ..()
+ if(!.)
+ return
+ animate(user, alpha = max(25, owner.alpha - min(75, 10 + 5 * level_current)), time = 1.5 SECONDS)
+ // Prevents running while on Cloak of Darkness
+ if(user.m_intent != MOVE_INTENT_WALK)
+ to_chat(owner, span_warning("You attempt to run, crushing yourself."))
+ user.toggle_move_intent()
+ user.adjustBruteLoss(rand(5,15))
+
+/datum/action/bloodsucker/cloak/ContinueActive(mob/living/user, mob/living/target)
+ . = ..()
+ if(!.)
+ return FALSE
+ /// Must be CONSCIOUS
+ if(user.stat != CONSCIOUS)
+ to_chat(owner, span_warning("Your Cloak of Darkness fell off due to you falling unconcious!"))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/cloak/DeactivatePower()
+ . = ..()
+ var/mob/living/user = owner
+ animate(user, alpha = 255, time = 1 SECONDS)
+ user.RemoveElement(/datum/element/digitalcamo)
+ if(was_running && user.m_intent == MOVE_INTENT_WALK)
+ user.toggle_move_intent()
+ to_chat(user, span_notice("You take your Cloak of Darkness off."))
diff --git a/code/modules/antagonists/bloodsuckers/powers/distress.dm b/code/modules/antagonists/bloodsuckers/powers/distress.dm
new file mode 100644
index 00000000000..6a9d3e08143
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/distress.dm
@@ -0,0 +1,22 @@
+/datum/action/bloodsucker/distress
+ name = "Distress"
+ desc = "Injure yourself, allowing you to make a desperate call for help to your Master."
+ button_icon_state = "power_distress"
+ power_explanation = "Distress :\n\
+ Use this Power from anywhere and your Master Bloodsucker will instnatly be alerted of your location."
+ power_flags = NONE
+ check_flags = NONE
+ purchase_flags = NONE
+ bloodcost = 10
+ cooldown = 10 SECONDS
+
+/datum/action/bloodsucker/distress/ActivatePower()
+ . = ..()
+ var/turf/open/floor/target_area = get_area(owner)
+ var/datum/antagonist/vassal/vassaldatum = owner.mind.has_antag_datum(/datum/antagonist/vassal)
+
+ to_chat(owner, "You call out for your master!")
+ to_chat(vassaldatum.master.owner, "[owner], your loyal Vassal, is desperately calling for aid at [target_area]! ")
+
+ var/mob/living/user = owner
+ user.adjustBruteLoss(10)
diff --git a/code/modules/antagonists/bloodsuckers/powers/feed.dm b/code/modules/antagonists/bloodsuckers/powers/feed.dm
new file mode 100644
index 00000000000..8e2ce88ed09
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/feed.dm
@@ -0,0 +1,352 @@
+/datum/action/bloodsucker/feed
+ name = "Feed"
+ desc = "Draw the heartsblood of living victims in your grasp. You will break the Masquerade if seen feeding."
+ button_icon_state = "power_feed"
+ power_explanation = "Feed :\n\
+ Activate Feed while next to someone and you will begin to feed blood off of them.\n\
+ If passively grabbed, you will feed faster than default.\n\
+ If aggressively grabbed, along with drinking even faster, your victim will additionally be put to sleep.\n\
+ You cannot talk while Feeding, as your mouth is full of Blood.\n\
+ If you feed off of a Rat, unless you are Malkavian or Nosferatu, you will lose Humanity and get a mood debuff.\n\
+ Feeding off of someone until they die will cause you to lose Humanity .\n\
+ If you are seen feeding off of someone (2 tiles) while your target is grabbed, you will break the Masquerade.\n\
+ Higher levels will increase the feeding's speed."
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_WHILE_STAKED|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY
+ bloodcost = 0
+ cooldown = 3 SECONDS
+
+ ///Amount of times we were seen Feeding. If seen 3 times, we broke the Masquerade.
+ var/feeds_noticed = 0
+ ///Distance before silent feeding is noticed.
+ var/notice_range = 2
+ ///Check if we were noticed Feeding.
+ var/was_noticed = FALSE
+ ///So we can validate more than just the guy we're grappling.
+ var/mob/living/feed_target
+ ///If you started grappled, then ending it will end your Feed.
+ var/target_grappled = FALSE
+ ///Am I Silent?
+ var/amSilent = FALSE
+ ///How much Blood did I drink? This is used for logs
+ var/amount_taken = 0
+ ///The initial wait before you start drinking blood.
+ var/feed_time
+ ///Quantity to take per tick, based on Silent/frenzied or not.
+ var/blood_take_mult
+ /// CHECKS - To prevent spam.
+ var/warning_target_inhuman = FALSE
+ var/warning_target_dead = FALSE
+ var/warning_full = FALSE
+ var/warning_target_bloodvol = 99999
+ var/was_alive = FALSE
+
+/datum/action/bloodsucker/feed/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+
+ // Wearing mask
+ if(user.is_mouth_covered())
+ to_chat(owner, span_warning("Your mouth is covered!"))
+ return FALSE
+ // Find my Target!
+ if(!find_target())
+ return FALSE
+ // DONE!
+ return TRUE
+
+/// Called twice: validating a subtle victim, or validating your grapple victim.
+/datum/action/bloodsucker/feed/proc/ValidateTarget(mob/living/target)
+ // Must have Target.
+ if(!target)//|| !ismob(target)
+ to_chat(owner, span_warning("You must be next to or grabbing a victim to feed from them."))
+ return FALSE
+ // Not even living!
+ if(!isliving(target) || issilicon(target))
+ to_chat(owner, span_warning("You may only feed from living beings."))
+ return FALSE
+ // Check for other animals (Supposed to be after Mouse so Mouse can skip over it)
+ else if(!iscarbon(target))
+ to_chat(owner, span_warning("Such simple beings cannot be fed off of."))
+ return FALSE
+ // Has no blood to take!
+ else if(target.blood_volume <= 0)
+ to_chat(owner, span_warning("Your victim has no blood to take."))
+ return FALSE
+ // Bloodsuckers can be fed off of if they are grabbed more than Passively.
+ if(IS_BLOODSUCKER(target) && target == owner.pulling && owner.grab_state <= GRAB_PASSIVE)
+ to_chat(owner, span_warning("Other Bloodsuckers will not fall for your subtle approach."))
+ return FALSE
+ if(ishuman(target))
+ var/mob/living/carbon/human/target_user = target
+ if(!target_user.can_inject(owner, BODY_ZONE_HEAD, 1) && target == owner.pulling && owner.grab_state < GRAB_AGGRESSIVE)
+ to_chat(owner, span_warning("Their suit is too thick to feed through."))
+ return FALSE
+ if(NOBLOOD in target_user.dna.species.species_traits)// || owner.get_blood_id() != target.get_blood_id())
+ to_chat(owner, span_warning("Your victim's blood is not suitable for you to take."))
+ return FALSE
+ return TRUE
+
+/// If I'm not grabbing someone, find me someone nearby.
+/datum/action/bloodsucker/feed/proc/find_target()
+ // Default
+ feed_target = null
+ target_grappled = FALSE
+ // If you are pulling a mob, that's your target. If you don't like it, then release them.
+ if(owner.pulling && ismob(owner.pulling))
+ // Check grapple target Valid
+ if(!ValidateTarget(owner.pulling)) // Grabbed targets display error.
+ return FALSE
+ target_grappled = TRUE
+ feed_target = owner.pulling
+ return TRUE
+ // Find Targets
+ var/list/mob/living/seen_mobs = list()
+ for(var/mob/living/watchers in view(1, owner) - owner)
+ if(!isliving(watchers))
+ continue
+ seen_mobs |= watchers
+ // None Seen!
+ if(!seen_mobs.len)
+ to_chat(owner, span_warning("You must be next to or grabbing a victim to feed from them."))
+ return FALSE
+ // Check Valids...
+ var/list/targets_valid = list()
+ var/list/targets_dead = list()
+ for(var/mob/living/watchers in seen_mobs)
+ // Check adjecent Valid target
+ if(watchers != owner && ValidateTarget(watchers)) // Do NOT display errors. We'll be doing this again in CheckCanUse(), which will rule out grabbed targets.
+ // Prioritize living, but remember dead as backup
+ if(watchers.stat < DEAD)
+ targets_valid |= watchers
+ else
+ targets_dead |= watchers
+ // No Living? Try dead.
+ if(!targets_valid.len && targets_dead.len)
+ targets_valid = targets_dead
+ // No Targets
+ if(!targets_valid.len)
+ // Did I see targets? Then display at least one error
+ if(seen_mobs.len > 1)
+ to_chat(owner, span_warning("None of these are valid targets to feed from subtly."))
+ else
+ ValidateTarget(seen_mobs[1])
+ return FALSE
+ else
+ feed_target = pick(targets_valid)
+ return TRUE
+
+/datum/action/bloodsucker/feed/ActivatePower()
+ . = ..()
+ var/mob/living/user = owner
+ // Checks: Step 1 - Am I SECRET or LOUD?
+ if(!bloodsuckerdatum_power.frenzied && (!target_grappled || owner.grab_state <= GRAB_PASSIVE)) // && iscarbon(target) // Non-carbons (animals) not passive. They go straight into aggressive.
+ amSilent = TRUE
+
+ // Checks: Step 2 - Is it a Mouse?
+ if(istype(feed_target, /mob/living/simple_animal/mouse))
+ var/mob/living/simple_animal/mouse_target = feed_target
+ bloodsuckerdatum_power.AddBloodVolume(25)
+ to_chat(user, span_notice("You recoil at the taste of a lesser lifeform."))
+ SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_bad)
+ bloodsuckerdatum_power.AddHumanityLost(1)
+ DeactivatePower()
+ mouse_target.adjustBruteLoss(20)
+ return
+ // Checks: Step 3 - How fast should I be and how much should I drink?
+ var/feed_time_multiplier
+ if(bloodsuckerdatum_power.frenzied)
+ blood_take_mult = 2
+ feed_time_multiplier = 8
+ else if(!amSilent)
+ blood_take_mult = 1
+ feed_time_multiplier = 25 - (2.5 * level_current)
+ else
+ blood_take_mult = 0.3
+ feed_time_multiplier = 45 - (2.5 * level_current)
+ feed_time = max(8, feed_time_multiplier)
+ // Let's check if our target is alive
+ was_alive = feed_target.stat < DEAD && ishuman(feed_target)
+
+ // Send pre-pull message
+ if(amSilent)
+ to_chat(owner, span_notice("You quietly lean towards [feed_target]"))
+ else
+ to_chat(owner, span_notice("You pull [feed_target] close to you!"))
+
+ // Start the countdown
+ if(!do_mob(user, feed_target, feed_time, NONE, TRUE))
+ DeactivatePower()
+ to_chat(owner, span_danger("Your feeding was interrupted!"))
+ return
+
+ // Give them the effects (Depending on if we are silent or not)
+ if(!amSilent)
+ // Sleep & paralysis.
+ ApplyVictimEffects(feed_target, first_hit = TRUE)
+ // Pull target to you if they don't take up space.
+ if(!feed_target.density)
+ feed_target.Move(user.loc)
+ user.visible_message(
+ span_warning("[user] closes [user.p_their()] mouth around [feed_target]'s neck!"),
+ span_warning("You sink your fangs into [feed_target]'s neck."),
+ )
+ if(amSilent)
+ var/deadmessage = feed_target.stat == DEAD ? "" : " [feed_target.p_they(TRUE)] looks dazed, and will not remember this. "
+ user.visible_message(
+ span_notice("[user] puts [feed_target]'s wrist up to [user.p_their()] mouth."), \
+ span_notice("You slip your fangs into [feed_target]'s wrist.[deadmessage]"), \
+ vision_distance = notice_range, ignored_mobs = feed_target) // Only people who AREN'T the target will notice this action.
+
+ // Check if we have anyone watching - If there is one, we broke the Masquerade.
+ for(var/mob/living/watchers in viewers(notice_range, owner) - owner - feed_target)
+ // Are they someone who will actually report our behavior?
+ if(watchers.client \
+ && !watchers.has_unlimited_silicon_privilege \
+ && watchers.stat != DEAD \
+ && watchers.eye_blind == 0 \
+ && watchers.eye_blurry == 0 \
+ && !IS_BLOODSUCKER(watchers) \
+ && !IS_VASSAL(watchers) \
+ && !HAS_TRAIT(watchers, TRAIT_BLOODSUCKER_HUNTER))
+ was_noticed = TRUE
+ break
+ if(was_noticed && !target_grappled)
+ feeds_noticed++
+ to_chat(owner, span_danger("Someone may have noticed..."))
+ if(!bloodsuckerdatum_power.broke_masquerade)
+ to_chat(user, span_cultbold("You broke the Masquerade [feeds_noticed] time(s), if you break it 3 times, you become a criminal to the Bloodsucker's Cause!"))
+ else
+ to_chat(owner, span_notice("You think no one saw you..."))
+
+ // FEEEEEEEEED!! //
+ ADD_TRAIT(user, TRAIT_MUTE, BLOODSUCKER_TRAIT) // My mouth is full!
+ user.Immobilize(10 SECONDS) // Prevents spilling blood accidentally.
+
+/datum/action/bloodsucker/feed/UsePower(mob/living/user)
+ if(!ContinueActive(user, feed_target))
+ if(amSilent)
+ to_chat(user, span_warning("Your feeding has been interrupted... but [feed_target.p_they()] didn't seem to notice you."))
+ DeactivatePower()
+ else
+ to_chat(user, span_warning("Your feeding has been interrupted!"))
+ user.visible_message(
+ span_warning("[user] is ripped from [feed_target]'s throat. [feed_target.p_their(TRUE)] blood sprays everywhere!"),
+ span_warning("Your teeth are ripped from [feed_target]'s throat. [feed_target.p_their(TRUE)] blood sprays everywhere!"))
+ // Deal Damage to Target (should have been more careful!)
+ if(iscarbon(feed_target))
+ var/mob/living/carbon/carbon_target = feed_target
+ carbon_target.bleed(15)
+ playsound(get_turf(feed_target), 'sound/effects/splat.ogg', 40, 1)
+ if(ishuman(feed_target))
+ var/mob/living/carbon/human/target_user = feed_target
+ var/obj/item/bodypart/head_part = target_user.get_bodypart(BODY_ZONE_HEAD)
+ if(head_part)
+ head_part.generic_bleedstacks += 5
+ feed_target.add_splatter_floor(get_turf(feed_target))
+ user.add_mob_blood(feed_target) // Put target's blood on us. The donor goes in the ( )
+ feed_target.add_mob_blood(feed_target)
+ feed_target.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = CANT_WOUND)
+ INVOKE_ASYNC(feed_target, /mob.proc/emote, "scream")
+ DeactivatePower()
+ return
+
+ ///////////////////////////////////////////////////////////
+ // Handle Feeding! User & Victim Effects (per tick)
+ bloodsuckerdatum_power.HandleFeeding(feed_target, blood_take_mult, level_current)
+ amount_taken += amSilent ? 0.3 : 1
+ if(!amSilent)
+ ApplyVictimEffects(feed_target)
+
+ ///////////////////////////////////////////////////////////
+ // MOOD EFFECTS //
+ // Drank good blood? - GOOD
+ if(amount_taken > 5 && feed_target.stat < DEAD && ishuman(feed_target))
+ SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood)
+ // Dead Blood? - BAD
+ if(feed_target.stat >= DEAD)
+ if(ishuman(feed_target))
+ SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, "drankblood", /datum/mood_event/drankblood_dead)
+ if(!warning_target_dead)
+ to_chat(user, span_notice("Your victim is dead. [feed_target.p_their(TRUE)] blood barely nourishes you."))
+ warning_target_dead = TRUE
+
+ // Blood Remaining? (Carbons/Humans only)
+ else if(!IS_BLOODSUCKER(feed_target))
+ if(feed_target.blood_volume <= BLOOD_VOLUME_BAD && warning_target_bloodvol > BLOOD_VOLUME_BAD)
+ to_chat(owner, span_danger("Your victim's blood is fatally low!"))
+ else if(feed_target.blood_volume <= BLOOD_VOLUME_OKAY && warning_target_bloodvol > BLOOD_VOLUME_OKAY)
+ to_chat(owner, span_danger("Your victim's blood is dangerously low."))
+ else if(feed_target.blood_volume <= BLOOD_VOLUME_SAFE && warning_target_bloodvol > BLOOD_VOLUME_SAFE)
+ to_chat(owner, span_danger("Your victim's blood is at an unsafe level."))
+ warning_target_bloodvol = feed_target.blood_volume // If we had a warning to give, it's been given by now.
+ // Full?
+ if(user.blood_volume >= bloodsuckerdatum_power.max_blood_volume && !warning_full)
+ to_chat(owner, span_notice("You are full, further blood will be wasted."))
+ warning_full = TRUE
+ // Done?
+ if(feed_target.blood_volume <= 0)
+ DeactivatePower()
+ to_chat(owner, span_notice("You have bled your victim dry..."))
+ return
+
+ // Blood Gulp Sound
+ owner.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
+ if(!amSilent)
+ feed_target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
+
+/// Check if we killed our target
+/datum/action/bloodsucker/feed/proc/CheckKilledTarget(mob/living/target)
+ if(target && target.stat >= DEAD && ishuman(target))
+ SEND_SIGNAL(owner, COMSIG_ADD_MOOD_EVENT, "drankkilled", /datum/mood_event/drankkilled)
+ bloodsuckerdatum_power.AddHumanityLost(10)
+
+/// NOTE: We only care about pulling if target started off that way. Mostly only important for Aggressive feed.
+/datum/action/bloodsucker/feed/ContinueActive(mob/living/user, mob/living/target)
+ if(!target)
+ return FALSE
+ if(!user.Adjacent(target))
+ return FALSE
+ if(target_grappled && !user.pulling)
+ return FALSE
+ return TRUE
+
+/// Bloodsuckers not affected by "the Kiss" of another vampire
+/datum/action/bloodsucker/feed/proc/ApplyVictimEffects(mob/living/target, first_hit = FALSE)
+ if(IS_BLOODSUCKER(target) || IS_VASSAL(target))
+ return
+ if(first_hit)
+ target.Unconscious(5 SECONDS,0)
+ target.Paralyze(40 + 5 * level_current)
+
+/datum/action/bloodsucker/feed/DeactivatePower()
+ . = ..() // activate = FALSE
+
+ if(feed_target) // Check: Otherwise it runtimes if you fail to feed on someone.
+ if(amSilent)
+ to_chat(owner, span_notice("You slowly release [feed_target]'s wrist." + (feed_target.stat == 0 ? " [feed_target.p_their(TRUE)] face lacks expression, like you've already been forgotten." : "")))
+ else
+ owner.visible_message(
+ span_warning("[owner] unclenches their teeth from [feed_target]'s neck."),
+ span_warning("You retract your fangs and release [feed_target] from your bite."))
+ log_combat(owner, feed_target, "fed on blood", addition="(and took [amount_taken] blood)")
+ // Did we kill our target?
+ if(was_alive)
+ CheckKilledTarget(feed_target)
+ // Only break it once we've broken it 3 times, not more.
+ if(feeds_noticed == 3)
+ bloodsuckerdatum_power.break_masquerade()
+ // Reset ALL checks for next time the Power is used.
+ amSilent = FALSE
+ was_noticed = FALSE
+ warning_target_inhuman = FALSE
+ warning_target_dead = FALSE
+ warning_full = FALSE
+ feed_target = null
+ warning_target_bloodvol = 99999
+ // My mouth is no longer full
+ var/mob/living/O = owner
+ O.SetImmobilized(0)
+ REMOVE_TRAIT(owner, TRAIT_MUTE, BLOODSUCKER_TRAIT)
diff --git a/code/modules/antagonists/bloodsuckers/powers/fortitude.dm b/code/modules/antagonists/bloodsuckers/powers/fortitude.dm
new file mode 100644
index 00000000000..a981d84df7c
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/fortitude.dm
@@ -0,0 +1,82 @@
+/datum/action/bloodsucker/fortitude
+ name = "Fortitude"
+ desc = "Withstand egregious physical wounds and walk away from attacks that would stun, pierce, and dismember lesser beings."
+ button_icon_state = "power_fortitude"
+ power_explanation = "Fortitude :\n\
+ Activating Fortitude will provide pierce, stun and dismember immunity.\n\
+ You will additionally gain resistance to Brute and Stamina damge, scaling with level.\n\
+ While using Fortitude, attempting to run will crush you.\n\
+ At level 4, you gain complete stun immunity.\n\
+ Higher levels will increase Brute and Stamina resistance."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_AM_COSTLESS_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 30
+ cooldown = 8 SECONDS
+ constant_bloodcost = 0.2
+ var/was_running
+ var/fortitude_resist // So we can raise and lower your brute resist based on what your level_current WAS.
+
+/datum/action/bloodsucker/fortitude/ActivatePower()
+ . = ..()
+ to_chat(owner, span_notice("Your flesh, skin, and muscles become as steel."))
+ // Traits & Effects
+ ADD_TRAIT(owner, TRAIT_PIERCEIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner, TRAIT_NODISMEMBER, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner, TRAIT_PUSHIMMUNE, BLOODSUCKER_TRAIT)
+ if(level_current >= 4)
+ ADD_TRAIT(owner, TRAIT_STUNIMMUNE, BLOODSUCKER_TRAIT) // They'll get stun resistance + this, who cares.
+ var/mob/living/carbon/human/bloodsucker_user = owner
+ if(IS_BLOODSUCKER(owner) || IS_VASSAL(owner))
+ fortitude_resist = max(0.3, 0.7 - level_current * 0.1)
+ bloodsucker_user.physiology.brute_mod *= fortitude_resist
+ bloodsucker_user.physiology.stamina_mod *= fortitude_resist
+ if(IS_MONSTERHUNTER(owner))
+ bloodsucker_user.physiology.brute_mod *= 0.4
+ bloodsucker_user.physiology.burn_mod *= 0.4
+ ADD_TRAIT(owner, TRAIT_STUNIMMUNE, BLOODSUCKER_TRAIT)
+
+ was_running = (owner.m_intent == MOVE_INTENT_RUN)
+ if(was_running)
+ bloodsucker_user.toggle_move_intent()
+
+/datum/action/bloodsucker/fortitude/UsePower(mob/living/carbon/user)
+ // Checks that we can keep using this.
+ . = ..()
+ if(!.)
+ return
+ /// Prevents running while on Fortitude
+ if(user.m_intent != MOVE_INTENT_WALK)
+ user.toggle_move_intent()
+ to_chat(user, span_warning("You attempt to run, crushing yourself."))
+ user.adjustBruteLoss(rand(5,15))
+ /// We don't want people using fortitude being able to use vehicles
+ if(user.buckled && istype(user.buckled, /obj/vehicle))
+ user.buckled.unbuckle_mob(src, force=TRUE)
+
+/datum/action/bloodsucker/fortitude/DeactivatePower()
+ if(!ishuman(owner))
+ return
+ var/mob/living/carbon/human/bloodsucker_user = owner
+ if(IS_BLOODSUCKER(owner) || IS_VASSAL(owner))
+ bloodsucker_user.physiology.brute_mod /= fortitude_resist
+ if(!HAS_TRAIT_FROM(bloodsucker_user, TRAIT_STUNIMMUNE, BLOODSUCKER_TRAIT))
+ bloodsucker_user.physiology.stamina_mod /= fortitude_resist
+ if(IS_MONSTERHUNTER(owner))
+ bloodsucker_user.physiology.brute_mod /= 0.4
+ bloodsucker_user.physiology.burn_mod /= 0.4
+ // Remove Traits & Effects
+ REMOVE_TRAIT(bloodsucker_user, TRAIT_PIERCEIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(bloodsucker_user, TRAIT_NODISMEMBER, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(bloodsucker_user, TRAIT_PUSHIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(bloodsucker_user, TRAIT_STUNIMMUNE, BLOODSUCKER_TRAIT)
+
+ if(was_running && bloodsucker_user.m_intent == MOVE_INTENT_WALK)
+ bloodsucker_user.toggle_move_intent()
+ return ..()
+
+/// Monster Hunter version
+/datum/action/bloodsucker/fortitude/hunter
+ name = "Flow"
+ desc = "Use the arts to Flow, giving shove and stun immunity, as well as brute, burn, dismember and pierce resistance. You cannot run while this is active."
+ purchase_flags = HUNTER_CAN_BUY
diff --git a/code/modules/antagonists/bloodsuckers/powers/gangrel.dm b/code/modules/antagonists/bloodsuckers/powers/gangrel.dm
new file mode 100644
index 00000000000..227ee0f02e5
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/gangrel.dm
@@ -0,0 +1,312 @@
+/datum/action/bloodsucker/gangrel
+ button_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ icon_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ background_icon_state = "gangrel_power_off"
+ background_icon_state_on = "gangrel_power_on"
+ background_icon_state_off = "gangrel_power_off"
+
+/datum/action/bloodsucker/gangrel/transform
+ name = "Transform"
+ desc = "Allows you to unleash your inner form and turn into something greater."
+ button_icon_state = "power_gangrel"
+ power_explanation = "Transform :\n\
+ A gangrel only power, will turn you into a feral being depending on your blood sucked.\n\
+ May have unforseen consequences if used on low blood sucked, upgrades every 500 units.\n\
+ Some forms have special abilites to them depending on what abilites you have.\n\
+ Be wary of your blood status when using it, takes 10 seconds of standing still to transform!"
+ power_flags = BP_AM_SINGLEUSE|BP_AM_STATIC_COOLDOWN
+ check_flags = BP_AM_COSTLESS_UNCONSCIOUS
+ purchase_flags = NONE
+ bloodcost = 100
+ cooldown = 10 SECONDS
+
+/mob/living/simple_animal/hostile/bloodsucker
+ var/mob/living/controller
+
+/mob/living/simple_animal/hostile/bloodsucker/werewolf
+ name = "werewolf"
+ desc = "Who could imagine this things 'were' actually real?"
+ icon = 'icons/mob/bloodsucker_mobs.dmi'
+ icon_state = "wolfform"
+ icon_living = "wolfform"
+ icon_dead = "batform"
+ icon_gib = "batform"
+ speed = -2
+ response_help_continuous = "touches"
+ response_help_simple = "touch"
+ response_disarm_continuous = "flails at"
+ response_disarm_simple = "flail at"
+ response_harm_continuous = "punches"
+ response_harm_simple = "punch"
+ speak_chance = 0
+ maxHealth = 800
+ health = 800
+ see_in_dark = 10
+ harm_intent_damage = 20
+ melee_damage_lower = 20
+ melee_damage_upper = 20
+ attack_verb_continuous = "violently mawls"
+ attack_verb_simple = "violently mawl"
+ butcher_results = list(/obj/item/food/meat/slab = 5)
+ faction = list("hostile", "bloodhungry")
+ attack_sound = 'sound/weapons/slash.ogg'
+ obj_damage = 50
+ environment_smash = ENVIRONMENT_SMASH_WALLS
+ mob_size = MOB_SIZE_LARGE
+ movement_type = GROUND
+ gold_core_spawnable = FALSE
+ speak_emote = list("gnashes")
+
+/mob/living/simple_animal/hostile/bloodsucker/giantbat
+ name = "giant bat"
+ desc = "That's a fat ass bat."
+ icon = 'icons/mob/bloodsucker_mobs.dmi'
+ icon_state = "batform"
+ icon_living = "batform"
+ icon_dead = "bat_dead"
+ icon_gib = "bat_dead"
+ move_to_delay = 2
+ response_help_continuous = "touches"
+ response_help_simple = "touch"
+ response_disarm_continuous = "flails at"
+ response_disarm_simple = "flail at"
+ response_harm_continuous = "punches"
+ response_harm_simple = "punch"
+ speak_chance = 0
+ maxHealth = 700
+ health = 700
+ see_in_dark = 10
+ harm_intent_damage = 20
+ melee_damage_lower = 20
+ melee_damage_upper = 20
+ attack_verb_continuous = "bites"
+ attack_verb_simple = "bite"
+ butcher_results = list(/obj/item/food/meat/slab = 3)
+ faction = list("hostile", "bloodhungry")
+ attack_sound = 'sound/weapons/bite.ogg'
+ obj_damage = 35
+ pass_flags = PASSTABLE | PASSMACHINE
+ environment_smash = ENVIRONMENT_SMASH_STRUCTURES
+ mob_size = MOB_SIZE_LARGE
+ movement_type = FLYING
+ gold_core_spawnable = FALSE
+ speak_emote = list("loudly squeaks")
+
+/mob/living/simple_animal/hostile/bloodsucker/Destroy() //makes us alive again
+ if(controller && mind)
+ visible_message(span_warning("[src] rapidly transforms into a humanoid figure!"), span_warning("You forcefully return to your normal form."))
+ playsound(src, 'sound/weapons/slash.ogg', 50, 1)
+ if(mind)
+ mind.transfer_to(controller)
+ controller.forceMove(get_turf(src))
+ return ..()
+
+/mob/living/simple_animal/hostile/bloodsucker/death()
+ if(controller)
+ mind.transfer_to(controller)
+ controller.death()
+ addtimer(CALLBACK(src, .proc/gib), 20 SECONDS)
+ ..()
+
+/datum/action/bloodsucker/gangrel/transform/ActivatePower()
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ var/mob/living/carbon/human/user = owner
+ var/datum/species/user_species = user.dna.species
+ user.Immobilize(10 SECONDS)
+ if(!do_mob(user, user, 10 SECONDS, 1))
+ return
+ switch(bloodsuckerdatum.total_blood_drank)
+ if(0 to 1500)
+ if(isfelinid(user))
+ user.set_species(/datum/species/lizard)
+ playsound(user.loc, 'sound/voice/lizard/hiss.ogg', 50)
+ else
+ user.set_species(/datum/species/human/felinid)
+ playsound(user.loc, 'sound/effects/meow1.ogg', 50)
+ if(DIGITIGRADE in user_species.species_traits)
+ user_species.species_traits -= DIGITIGRADE
+ user_species.punchdamagehigh += 5.0 //stronk
+ user_species.armor += 30
+ to_chat(user, span_notice("You aren't strong enough to morph into something stronger! But you do certainly feel more feral and stronger than before."))
+ if(1500 to INFINITY)
+ var/mob/living/simple_animal/hostile/bloodsucker/giantbat/gb
+ if(!gb || gb.stat == DEAD)
+ gb = new /mob/living/simple_animal/hostile/bloodsucker/giantbat(user.loc)
+ user.forceMove(gb)
+ gb.controller = user
+ user.mind.transfer_to(gb)
+ var/list/bat_powers = list(new /datum/action/bloodsucker/gangrel/transform_back,)
+ for(var/datum/action/bloodsucker/power in bloodsuckerdatum.powers)
+ if(istype(power, /datum/action/bloodsucker/targeted/haste))
+ bat_powers += new /datum/action/bloodsucker/targeted/haste/batdash
+ if(istype(power, /datum/action/bloodsucker/targeted/mesmerize))
+ bat_powers += new /datum/action/bloodsucker/targeted/bloodbolt
+ if(istype(power, /datum/action/bloodsucker/targeted/brawn))
+ bat_powers += new /datum/action/bloodsucker/gangrel/wingslam
+ for(var/datum/action/bloodsucker/power in bat_powers)
+ power.Grant(gb)
+ QDEL_IN(gb, 2 MINUTES)
+ playsound(gb.loc, 'sound/items/toysqueak1.ogg', 50, 1)
+ to_chat(owner, span_notice("You transform into a fatty beast!"))
+ /*if(2000 to INFINITY)
+ var/mob/living/simple_animal/hostile/bloodsucker/werewolf/ww
+ if(!ww || ww.stat == DEAD)
+ ww = new /mob/living/simple_animal/hostile/bloodsucker/werewolf(user.loc)
+ user.forceMove(ww)
+ ww.controller = user
+ user.mind.transfer_to(ww)
+ var/datum/action/bloodsucker/gangrel/transform_back/E = new
+ E.Grant(ww)
+ playsound(ww.loc, 'sound/weapons/slash.ogg', 50, 1)
+ to_chat(owner, span_notice("You transform into a feral beast!"))*/
+ . = ..()
+
+/datum/action/bloodsucker/gangrel/transform_back
+ name = "Transform"
+ desc = "Regress back into a human."
+ button_icon_state = "power_gangrel"
+ power_explanation = "Transform :\n\
+ Regress back to your humanoid form early, requires you to stand still.\n\
+ Beware you will not be able to transform again until the night passes!"
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = BP_AM_COSTLESS_UNCONSCIOUS
+ purchase_flags = NONE
+ cooldown = 10 SECONDS
+
+/datum/action/bloodsucker/gangrel/transform_back/ActivatePower()
+ var/mob/living/user = owner
+ if(!do_mob(user, user, 10 SECONDS))
+ return
+ var/mob/living/simple_animal/hostile/bloodsucker/bs
+ qdel(owner)
+ qdel(bs)
+ . = ..()
+
+/datum/action/bloodsucker/targeted/haste/batdash
+ name = "Flying Haste"
+ desc = "Propulse yourself into a position of advantage."
+ button_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ icon_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ button_icon_state = "power_baste"
+ background_icon_state_on = "bat_power_on"
+ background_icon_state_off = "bat_power_off"
+ power_explanation = "Flying Haste :\n\
+ Makes you dash into the air, creating a smoke cloud at the end.\n\
+ Helpful in situations where you either need to run away or engage in a crowd of people, works over tables.\n\
+ Created from your Immortal Haste ability."
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = NONE
+ purchase_flags = NONE
+ bloodcost = 0
+ cooldown = 15 SECONDS
+
+/datum/action/bloodsucker/targeted/haste/batdash/CheckCanUse(mob/living/carbon/user)
+ var/mob/living/L = user
+ if(L.stat == DEAD)
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/targeted/haste/batdash/FireTargetedPower(atom/target_atom)
+ . = ..()
+ do_smoke(2, owner.loc, smoke_type = /obj/effect/particle_effect/smoke/transparent) //so you can attack people after hasting
+
+/datum/action/bloodsucker/targeted/bloodbolt
+ name = "Blood Bolt"
+ desc = "Shoot a blood bolt to damage your foes."
+ button_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ icon_icon = 'icons/mob/actions/actions_gangrel_bloodsucker.dmi'
+ button_icon_state = "power_bolt"
+ background_icon_state_on = "bat_power_on"
+ background_icon_state_off = "bat_power_off"
+ power_explanation = "Blood Bolt :\n\
+ Shoots a blood bolt that does moderate damage to your foes.\n\
+ Helpful in situations where you get outranged or just extra damage.\n\
+ Created from your Mesmerize ability."
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = NONE
+ purchase_flags = NONE
+ bloodcost = 0
+ cooldown = 12.5 SECONDS
+
+/datum/action/bloodsucker/targeted/bloodbolt/CheckCanUse(mob/living/carbon/user)
+ var/mob/living/L = user
+ if(L.stat == DEAD)
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/targeted/bloodbolt/FireTargetedPower(atom/target_atom)
+ . = ..()
+
+ var/mob/living/user = owner
+ to_chat(user, span_warning("You fire a blood bolt!"))
+ user.changeNext_move(CLICK_CD_RANGE)
+ user.newtonian_move(get_dir(target_atom, user))
+ var/obj/projectile/magic/bloodsucker/magic_9ball = new(user.loc)
+ magic_9ball.bloodsucker_power = src
+ magic_9ball.firer = user
+ magic_9ball.def_zone = ran_zone(user.zone_selected)
+ magic_9ball.preparePixelProjectile(target_atom, user)
+ INVOKE_ASYNC(magic_9ball, /obj/projectile.proc/fire)
+ playsound(user, 'sound/magic/wand_teleport.ogg', 60, TRUE)
+ PowerActivatedSuccessfully()
+
+/obj/projectile/magic/bloodsucker
+ name = "blood bolt"
+ icon_state = "bloodbolt"
+ damage_type = BURN
+ nodamage = FALSE
+ damage = 30
+ hitsound = 'sound/weapons/barragespellhit.ogg'
+ var/datum/action/bloodsucker/targeted/bloodbolt/bloodsucker_power
+
+/obj/projectile/magic/bloodsucker/on_hit(target)
+ if(ismob(target))
+ qdel(src)
+ if(iscarbon(target))
+ var/mob/living/carbon/C = target
+ C.Knockdown(0.1)
+ return BULLET_ACT_HIT
+ . = ..()
+
+/datum/action/bloodsucker/gangrel/wingslam
+ name = "Wing Slam"
+ desc = "Slams all foes next to you."
+ button_icon_state = "power_wingslam"
+ background_icon_state_on = "bat_power_on"
+ background_icon_state_off = "bat_power_off"
+ power_explanation = "Wing Slam :\n\
+ Knocksback and immobilizes people adjacent to you.\n\
+ Has a low recharge time and may be helpful in meelee situations!\n\
+ Created from your Brawn ability."
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = NONE
+ purchase_flags = NONE
+ bloodcost = 0
+ cooldown = 10 SECONDS
+
+/datum/action/bloodsucker/gangrel/wingslam/ActivatePower()
+ var/mob/living/user = owner
+ var/list/choices = list()
+ for(var/mob/living/carbon/C in view(1, user))
+ choices += C
+
+ if(!choices.len)
+ return
+
+ for(var/mob/living/carbon/M in range(1, user))
+ if(!M || !M.Adjacent(user))
+ return
+ if(M.loc == user)
+ continue
+ M.visible_message(
+ span_danger("[user] flaps their wings viciously, sending [M] flying away!"), \
+ span_userdanger("You were sent flying by the flap of [user]'s wings!"),
+ )
+ to_chat(user, span_warning("You flap your wings, sending [M] flying!"))
+ playsound(user.loc, 'sound/weapons/punch4.ogg', 60, 1, -1)
+ M.adjustBruteLoss(10)
+ M.Knockdown(40)
+ user.do_attack_animation(M, ATTACK_EFFECT_SMASH)
+ var/send_dir = get_dir(user, M)
+ var/turf/turf_thrown_at = get_ranged_target_turf(M, send_dir, 5)
+ M.throw_at(turf_thrown_at, 5, TRUE, user)
diff --git a/code/modules/antagonists/bloodsuckers/powers/gohome.dm b/code/modules/antagonists/bloodsuckers/powers/gohome.dm
new file mode 100644
index 00000000000..da45d8e9cdd
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/gohome.dm
@@ -0,0 +1,117 @@
+/datum/action/bloodsucker/gohome
+ name = "Vanishing Act"
+ desc = "As dawn aproaches, disperse into mist and return directly to your Lair.WARNING: You will drop ALL of your possessions if observed by mortals."
+ button_icon_state = "power_gohome"
+ background_icon_state_on = "vamp_power_off_oneshot"
+ background_icon_state_off = "vamp_power_off_oneshot"
+ power_explanation = "Vanishing Act : \n\
+ Activating Vanishing Act will, after a short delay, teleport the user to their Claimed Coffin . \n\
+ The power will cancel out if the Claimed Coffin is somehow destroyed. \n\
+ Immediately after activating, lights around the user will begin to flicker. \n\
+ Once the user teleports to their coffin, in their place will be a Rat or Bat."
+ power_flags = BP_AM_SINGLEUSE|BP_AM_STATIC_COOLDOWN
+ check_flags = BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_STAKED|BP_CANT_USE_WHILE_INCAPACITATED
+ // You only get this once you've claimed a lair and Sol is near.
+ purchase_flags = NONE
+ bloodcost = 100
+ cooldown = 100 SECONDS
+
+/datum/action/bloodsucker/gohome/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ /// Have No Lair (NOTE: You only got this power if you had a lair, so this means it's destroyed)
+ if(!istype(bloodsuckerdatum_power) || !bloodsuckerdatum_power.coffin)
+ to_chat(owner, span_warning("Your coffin has been destroyed!"))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/gohome/proc/flicker_lights(flicker_range, beat_volume)
+ for(var/obj/machinery/light/nearby_lights in view(flicker_range, get_turf(owner)))
+ nearby_lights.flicker(5)
+ playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', beat_volume, 1)
+
+/// IMPORTANT: Check for lair at every step! It might get destroyed.
+/datum/action/bloodsucker/gohome/ActivatePower()
+ . = ..()
+ to_chat(owner, span_notice("You focus on separating your consciousness from your physical form..."))
+ /// STEP ONE: Flicker Lights
+ flicker_lights(3, 20)
+ sleep(50)
+ flicker_lights(4, 40)
+ sleep(50)
+ flicker_lights(4, 60)
+ for(var/obj/machinery/light/nearby_lights in view(6, get_turf(owner)))
+ nearby_lights.flicker(5)
+ playsound(get_turf(owner), 'sound/effects/singlebeat.ogg', 60, 1)
+ /// STEP TWO: Lights OFF?
+ /// CHECK: Still have Coffin?
+ if(!bloodsuckerdatum_power.coffin)
+ to_chat(owner, span_warning("Your coffin has been destroyed! You no longer have a destination."))
+ return FALSE
+ if(!owner)
+ return
+ /// SEEN?: (effects ONLY if there are witnesses! Otherwise you just POOF)
+
+ /// Do Effects (seen by anyone)
+ var/am_seen = FALSE
+ /// Drop Stuff (seen by non-vamp)
+ var/drop_item = FALSE
+ // Only check if I'm not in a Locker or something.
+ if(!isturf(owner.loc))
+ return
+ // A) Check for Darkness (we can just leave)
+ var/turf/current_turf = get_turf(owner)
+ if(current_turf && current_turf.lighting_object && current_turf.get_lumcount()>= 0.1)
+ // B) Check for Viewers
+ for(var/mob/living/watchers in viewers(world.view, get_turf(owner)) - owner)
+ if(watchers.client && !watchers.has_unlimited_silicon_privilege && !watchers.eye_blind)
+ am_seen = TRUE
+ if(!IS_BLOODSUCKER(watchers) && !IS_VASSAL(watchers))
+ drop_item = TRUE
+ break
+ /// LOSE CUFFS
+ var/mob/living/carbon/user = owner
+ if(user.handcuffed)
+ var/obj/handcuffs = user.handcuffed
+ user.dropItemToGround(handcuffs)
+ if(user.legcuffed)
+ var/obj/legcuffs = user.legcuffed
+ user.dropItemToGround(legcuffs)
+ /// SEEN!
+ if(drop_item)
+ // DROP: Clothes, held items, and cuffs etc
+ // NOTE: Taken from unequip_everything() in inventory.dm. We need to
+ // *force* all items to drop, so we had to just gut the code out of it.
+ var/list/items = list()
+ items |= user.get_equipped_items()
+ for(var/belongings in items)
+ user.dropItemToGround(belongings, TRUE)
+ for(var/obj/item/held_posessions in owner.held_items) //drop_all_held_items()
+ user.dropItemToGround(held_posessions, TRUE)
+ /// POOF EFFECTS
+ if(am_seen)
+ playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
+ var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread()
+ puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
+ puff.set_up(3, 0, get_turf(owner))
+ puff.start()
+
+ /// STEP FIVE: Create animal at prev location
+ var/mob/living/simple_animal/SA = pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
+ new SA (owner.loc)
+ /// TELEPORT: Move to Coffin & Close it!
+ user.set_resting(TRUE, TRUE, FALSE)
+ do_teleport(owner, bloodsuckerdatum_power.coffin, no_effects = TRUE, forced = TRUE, channel = TELEPORT_CHANNEL_QUANTUM)
+ user.Stun(3 SECONDS, TRUE)
+ /// CLOSE LID: If fail, force me in.
+ if(!bloodsuckerdatum_power.coffin.close(owner))
+ /// Puts me inside.
+ bloodsuckerdatum_power.coffin.insert(owner)
+ playsound(bloodsuckerdatum_power.coffin.loc, bloodsuckerdatum_power.coffin.close_sound, 15, 1, -3)
+ bloodsuckerdatum_power.coffin.opened = FALSE
+ bloodsuckerdatum_power.coffin.density = TRUE
+ bloodsuckerdatum_power.coffin.update_icon()
+ // Lock Coffin
+ bloodsuckerdatum_power.coffin.LockMe(owner)
+ bloodsuckerdatum_power.Check_Begin_Torpor(FALSE) // Are we meant to enter Torpor here?
diff --git a/code/modules/antagonists/bloodsuckers/powers/masquerade.dm b/code/modules/antagonists/bloodsuckers/powers/masquerade.dm
new file mode 100644
index 00000000000..207d05cad11
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/masquerade.dm
@@ -0,0 +1,110 @@
+/**
+ * # WITHOUT THIS POWER:
+ *
+ * - Mid-Blood: SHOW AS PALE
+ * - Low-Blood: SHOW AS DEAD
+ * - No Heartbeat
+ * - Examine shows actual blood
+ * - Thermal homeostasis (ColdBlooded)
+ * WITH THIS POWER:
+ * - Normal body temp -- remove Cold Blooded (return on deactivate)
+ */
+
+/datum/action/bloodsucker/masquerade
+ name = "Masquerade"
+ desc = "Feign the vital signs of a mortal, and escape both casual and medical notice as the monster you truly are."
+ button_icon_state = "power_human"
+ power_explanation = "Masquerade :\n\
+ Activating Masquerade will forge your identity to be practically identical to that of a human;\n\
+ - You lose nearly all Bloodsucker benefits, including healing, sleep, radiation, crit, virus and cold immunity.\n\
+ - Your eyes turn to that of a regular human as your heart begins to beat.\n\
+ - You gain a Genetic sequence, and appear to have 100% blood when scanned by a Health Analyzer.\n\
+ - You will not appear as Pale when examined. Anything further than Pale, however, will not be hidden.\n\
+ At the end of a Masquerade, you will re-gain your Vampiric abilities, as well as lose any Disease & Gene you might have."
+ power_flags = BP_AM_TOGGLE|BP_AM_STATIC_COOLDOWN
+ check_flags = BP_CANT_USE_IN_FRENZY|BP_AM_COSTLESS_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY
+ bloodcost = 10
+ cooldown = 5 SECONDS
+ constant_bloodcost = 0.1
+
+/datum/action/bloodsucker/masquerade/ActivatePower()
+ . = ..()
+ var/mob/living/carbon/user = owner
+ to_chat(user, span_notice("Your heart beats falsely within your lifeless chest. You may yet pass for a mortal."))
+ to_chat(user, span_warning("Your vampiric healing is halted while imitating life."))
+
+ // Remove Bloodsucker traits
+ REMOVE_TRAIT(user, TRAIT_NOHARDCRIT, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_NOSOFTCRIT, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_VIRUSIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_RADIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_TOXIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_COLDBLOODED, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_RESISTCOLD, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_SLEEPIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_NOPULSE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_NOBREATH, BLOODSUCKER_TRAIT)
+ // Falsifies Health & Genetic Analyzers
+ ADD_TRAIT(user, TRAIT_MASQUERADE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_GENELESS, BLOODSUCKER_TRAIT)
+ // Organs
+ var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
+ eyes.flash_protect = initial(eyes.flash_protect)
+ var/obj/item/organ/heart/vampheart/vampheart = user.getorganslot(ORGAN_SLOT_HEART)
+ if(istype(vampheart))
+ vampheart.FakeStart()
+ user.apply_status_effect(STATUS_EFFECT_MASQUERADE)
+
+/datum/action/bloodsucker/masquerade/DeactivatePower()
+ . = ..() // activate = FALSE
+ var/mob/living/carbon/user = owner
+ user.remove_status_effect(STATUS_EFFECT_MASQUERADE)
+ ADD_TRAIT(user, TRAIT_NOHARDCRIT, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_NOSOFTCRIT, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_VIRUSIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_RADIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_TOXIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_COLDBLOODED, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_RESISTCOLD, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_SLEEPIMMUNE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_NOPULSE, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(user, TRAIT_NOBREATH, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(user, TRAIT_MASQUERADE, BLOODSUCKER_TRAIT)
+ // Remove genes, then make unable to get new ones.
+ user.dna.remove_all_mutations()
+ ADD_TRAIT(user, TRAIT_GENELESS, BLOODSUCKER_TRAIT)
+ // Organs
+ var/obj/item/organ/heart/vampheart/vampheart = user.getorganslot(ORGAN_SLOT_HEART)
+ if(istype(vampheart))
+ vampheart.Stop()
+ var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
+ if(eyes)
+ eyes.flash_protect = max(initial(eyes.flash_protect) - 1, - 1)
+ // Remove all diseases
+ for(var/thing in user.diseases)
+ var/datum/disease/disease = thing
+ disease.cure()
+ to_chat(user, span_notice("Your heart beats one final time, while your skin dries out and your icy pallor returns."))
+
+/**
+ * # Status effect
+ *
+ * This is what the Masquerade power gives, handles their bonuses and gives them a neat icon to tell them they're on Masquerade.
+ */
+
+/datum/status_effect/masquerade
+ id = "masquerade"
+ duration = -1
+ tick_interval = -1
+ alert_type = /atom/movable/screen/alert/status_effect/masquerade
+
+/atom/movable/screen/alert/status_effect/masquerade
+ name = "Masquerade"
+ desc = "You are currently hiding your identity using the Masquerade power. This halts Vampiric healing."
+ icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ icon_state = "power_human"
+
+/atom/movable/screen/alert/status_effect/masquerade/MouseEntered(location,control,params)
+ desc = initial(desc)
+ return ..()
diff --git a/code/modules/antagonists/bloodsuckers/powers/recuperate.dm b/code/modules/antagonists/bloodsuckers/powers/recuperate.dm
new file mode 100644
index 00000000000..875c149eab4
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/recuperate.dm
@@ -0,0 +1,58 @@
+/// Used by Vassals
+/datum/action/bloodsucker/recuperate
+ name = "Sanguine Recuperation"
+ desc = "Slowly heals you overtime using your master's blood, in exchange for some of your own blood and effort."
+ button_icon_state = "power_recup"
+ power_explanation = "Recuperate :\n\
+ Activating this Power will begin to heal your wounds.\n\
+ You will heal Brute and Toxin damage, at the cost of Stamina damage, and blood from both you and your Master.\n\
+ If you aren't a bloodless race, you will additionally heal Burn damage.\n\
+ The power will cancel out if you are incapacitated or dead."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = NONE
+ bloodcost = 1.5
+ cooldown = 10 SECONDS
+
+/datum/action/bloodsucker/recuperate/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return
+ if(user.stat >= DEAD || user.incapacitated())
+ to_chat(user, "You are incapacitated...")
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/recuperate/ActivatePower()
+ . = ..()
+ to_chat(owner, span_notice("Your muscles clench as your master's immortal blood mixes with your own, knitting your wounds."))
+
+/datum/action/bloodsucker/recuperate/UsePower(mob/living/carbon/human/user)
+ . = ..()
+ if(!.)
+ return
+
+ var/datum/antagonist/vassal/vassaldatum = IS_VASSAL(user)
+ vassaldatum.master.AddBloodVolume(-1)
+ user.Jitter(5)
+ user.adjustStaminaLoss(bloodcost * 1.1)
+ user.adjustBruteLoss(-2.5)
+ user.adjustToxLoss(-2, forced = TRUE)
+ // Plasmamen won't lose blood, they don't have any, so they don't heal from Burn.
+ if(!(NOBLOOD in user.dna.species.species_traits))
+ user.blood_volume -= bloodcost
+ user.adjustFireLoss(-1.5)
+ // Stop Bleeding
+ if(istype(user) && user.is_bleeding())
+ for(var/obj/item/bodypart/part in user.bodyparts)
+ part.generic_bleedstacks--
+
+/datum/action/bloodsucker/recuperate/ContinueActive(mob/living/user, mob/living/target)
+ if(user.stat >= DEAD)
+ return FALSE
+ if(user.incapacitated())
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/recuperate/DeactivatePower()
+ . = ..()
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/_powers_targeted.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/_powers_targeted.dm
new file mode 100644
index 00000000000..6057734f8e3
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/_powers_targeted.dm
@@ -0,0 +1,98 @@
+// NOTE: All Targeted spells are Toggles! We just don't bother checking here.
+/datum/action/bloodsucker/targeted
+ power_flags = BP_AM_TOGGLE
+
+ var/obj/effect/proc_holder/bloodsucker/bs_proc_holder
+ var/target_range = 99
+ var/prefire_message = ""
+ ///Most powers happen the moment you click. Some, like Mesmerize, require time and shouldn't cost you if they fail.
+ var/power_activates_immediately = TRUE
+ ///Is this power LOCKED due to being used?
+ var/power_in_use = FALSE
+
+/// Modify description to add notice that this is aimed.
+/datum/action/bloodsucker/targeted/New(Target)
+ desc += " \[Targeted Power \]"
+ . = ..()
+ // Create Proc Holder for intercepting clicks
+ bs_proc_holder = new()
+ bs_proc_holder.linked_power = src
+
+/datum/action/bloodsucker/targeted/Trigger(trigger_flags)
+ if(active && CheckCanDeactivate())
+ DeactivatePower()
+ return FALSE
+ if(!CheckCanPayCost(owner) || !CheckCanUse(owner))
+ return FALSE
+
+ ActivatePower()
+ UpdateButtonIcon()
+ // Create & Link Targeting Proc
+ var/mob/living/user = owner
+ if(user.ranged_ability)
+ user.ranged_ability.remove_ranged_ability()
+ bs_proc_holder.add_ranged_ability(user)
+ if(prefire_message != "")
+ to_chat(owner, span_announce("[prefire_message]"))
+ return TRUE
+
+/datum/action/bloodsucker/targeted/DeactivatePower()
+ if(power_flags & BP_AM_TOGGLE)
+ UnregisterSignal(owner, COMSIG_LIVING_BIOLOGICAL_LIFE)
+ active = FALSE
+ DeactivateRangedAbility()
+ UpdateButtonIcon()
+// ..() // we don't want to pay cost here
+
+/// Only Turned off when CLICK is disabled...aka, when you successfully clicked
+/datum/action/bloodsucker/targeted/proc/DeactivateRangedAbility()
+ bs_proc_holder.remove_ranged_ability()
+
+/// Check if target is VALID (wall, turf, or character?)
+/datum/action/bloodsucker/targeted/proc/CheckValidTarget(atom/target_atom)
+ if(target_atom == owner)
+ return FALSE
+ return TRUE
+
+/// Check if valid target meets conditions
+/datum/action/bloodsucker/targeted/proc/CheckCanTarget(atom/target_atom)
+ // Out of Range
+ if(!(target_atom in view(target_range, owner)))
+ if(target_range > 1) // Only warn for range if it's greater than 1. Brawn doesn't need to announce itself.
+ to_chat(owner, "Target out of range.")
+ return FALSE
+ return istype(target_atom)
+
+/// Click Target
+/datum/action/bloodsucker/targeted/proc/ClickWithPower(atom/target_atom)
+ // CANCEL RANGED TARGET check
+ if(power_in_use || !CheckValidTarget(target_atom))
+ return FALSE
+ // Valid? (return true means DON'T cancel power!)
+ if(!CheckCanPayCost() || !CheckCanUse(owner) || !CheckCanTarget(target_atom))
+ return TRUE
+ power_in_use = TRUE // Lock us into this ability until it successfully fires off. Otherwise, we pay the blood even if we fail.
+ FireTargetedPower(target_atom) // We use this instead of ActivatePower(), which has no input
+ // Skip this part so we can return TRUE right away.
+ if(power_activates_immediately)
+ PowerActivatedSuccessfully() // Mesmerize pays only after success.
+ power_in_use = FALSE
+ return TRUE
+
+/// Like ActivatePower, but specific to Targeted (and takes an atom input). We don't use ActivatePower for targeted.
+/datum/action/bloodsucker/targeted/proc/FireTargetedPower(atom/target_atom)
+ log_combat(owner, target_atom, "used [name] on")
+
+/// The power went off! We now pay the cost of the power.
+/datum/action/bloodsucker/targeted/proc/PowerActivatedSuccessfully()
+ PayCost()
+ DeactivatePower()
+ StartCooldown() // Do AFTER UpdateIcon() inside of DeactivatePower. Otherwise icon just gets wiped.
+
+/// Target Proc Holder
+/obj/effect/proc_holder/bloodsucker
+ ///The linked Bloodsucker power
+ var/datum/action/bloodsucker/targeted/linked_power
+
+/obj/effect/proc_holder/bloodsucker/InterceptClickOn(mob/living/caller, params, atom/targeted_atom)
+ return linked_power.ClickWithPower(targeted_atom)
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/brawn.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/brawn.dm
new file mode 100644
index 00000000000..176eea8a0da
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/brawn.dm
@@ -0,0 +1,191 @@
+/datum/action/bloodsucker/targeted/brawn
+ name = "Brawn"
+ desc = "Snap restraints, break lockers and doors, or deal terrible damage with your bare hands."
+ button_icon_state = "power_strength"
+ power_explanation = "Brawn :\n\
+ Click any person to bash into them, break restraints you have or knocking a grabber down. Only one of these can be done per use.\n\
+ Punching a Cyborg will heavily EMP them in addition to deal damage.\n\
+ At level 3, you get the ability to break closets open, additionally can both break restraints AND knock a grabber down in the same use.\n\
+ At level 4, you get the ability to bash airlocks open, as long as they aren't bolted.\n\
+ Higher levels will increase the damage and knockdown when punching someone."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 8
+ cooldown = 9 SECONDS
+ target_range = 1
+ power_activates_immediately = TRUE
+ prefire_message = "Select a target."
+
+/datum/action/bloodsucker/targeted/brawn/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.) // Default checks
+ return FALSE
+
+ // Did we break out of our handcuffs?
+ if(CheckBreakRestraints())
+ PowerActivatedSuccessfully()
+ return FALSE
+ // Did we knock a grabber down? We can only do this while not also breaking restraints if strong enough.
+ if(level_current >= 3 && CheckEscapePuller())
+ PowerActivatedSuccessfully()
+ return FALSE
+ // Did neither, now we can PUNCH.
+ return TRUE
+
+// Look at 'biodegrade.dm' for reference
+/datum/action/bloodsucker/targeted/brawn/proc/CheckBreakRestraints()
+ var/mob/living/carbon/human/user = owner
+ ///Only one form of shackles removed per use
+ var/used = FALSE
+
+ // Breaks out of lockers
+ if(istype(user.loc, /obj/structure/closet))
+ var/obj/structure/closet/closet = user.loc
+ if(!istype(closet))
+ return FALSE
+ closet.visible_message(
+ span_warning("closet] tears apart as [user] bashes it open from within!"),
+ span_warning("closet] tears apart as you bash it open from within!"),
+ )
+ to_chat(user, span_warning("We bash [closet] wide open!"))
+ addtimer(CALLBACK(src, .proc/break_closet, user, closet), 1)
+ used = TRUE
+
+ // Remove both Handcuffs & Legcuffs
+ var/obj/cuffs = user.get_item_by_slot(ITEM_SLOT_HANDCUFFED)
+ var/obj/legcuffs = user.get_item_by_slot(ITEM_SLOT_LEGCUFFED)
+ if(!used && (istype(cuffs) || istype(legcuffs)))
+ user.visible_message(
+ span_warning("[user] discards their restraints like it's nothing!"),
+ span_warning("We break through our restraints!"),
+ )
+ user.clear_cuffs(cuffs, TRUE)
+ user.clear_cuffs(legcuffs, TRUE)
+ used = TRUE
+
+ // Remove Straightjackets
+ if(user.wear_suit?.breakouttime && !used)
+ var/obj/item/clothing/suit/straightjacket = user.get_item_by_slot(ITEM_SLOT_OCLOTHING)
+ user.visible_message(
+ span_warning("[user] rips straight through the [user.p_their()] [straightjacket]!"),
+ span_warning("We tear through our [straightjacket]!"),
+ )
+ if(straightjacket && user.wear_suit == straightjacket)
+ qdel(straightjacket)
+ used = TRUE
+
+ // Did we end up using our ability? If so, play the sound effect and return TRUE
+ if(used)
+ playsound(get_turf(user), 'sound/effects/grillehit.ogg', 80, 1, -1)
+ return used
+
+// This is its own proc because its done twice, to repeat code copypaste.
+/datum/action/bloodsucker/targeted/brawn/proc/break_closet(mob/living/carbon/human/user, obj/structure/closet/closet)
+ if(closet)
+ closet.welded = FALSE
+ closet.locked = FALSE
+ closet.broken = TRUE
+ closet.open()
+
+/datum/action/bloodsucker/targeted/brawn/proc/CheckEscapePuller()
+ if(!owner.pulledby) // || owner.pulledby.grab_state <= GRAB_PASSIVE)
+ return FALSE
+ var/mob/pulled_mob = owner.pulledby
+ var/pull_power = pulled_mob.grab_state
+ playsound(get_turf(pulled_mob), 'sound/effects/woodhit.ogg', 75, 1, -1)
+ // Knock Down (if Living)
+ if(isliving(pulled_mob))
+ var/mob/living/hit_target = pulled_mob
+ hit_target.Knockdown(pull_power * 10 + 20)
+ // Knock Back (before Knockdown, which probably cancels pull)
+ var/send_dir = get_dir(owner, pulled_mob)
+ var/turf/turf_thrown_at = get_ranged_target_turf(pulled_mob, send_dir, pull_power)
+ owner.newtonian_move(send_dir) // Bounce back in 0 G
+ pulled_mob.throw_at(turf_thrown_at, pull_power, TRUE, owner, FALSE) // Throw distance based on grab state! Harder grabs punished more aggressively.
+ // /proc/log_combat(atom/user, atom/target, what_done, atom/object=null, addition=null)
+ log_combat(owner, pulled_mob, "used Brawn power")
+ owner.visible_message(
+ span_warning("[owner] tears free of [pulled_mob]'s grasp!"),
+ span_warning("You shrug off [pulled_mob]'s grasp!"),
+ )
+ owner.pulledby = null // It's already done, but JUST IN CASE.
+ return TRUE
+
+/datum/action/bloodsucker/targeted/brawn/FireTargetedPower(atom/target_atom)
+ . = ..()
+ var/mob/living/user = owner
+ // Target Type: Mob
+ if(isliving(target_atom))
+ var/mob/living/target = target_atom
+ var/mob/living/carbon/carbonuser = user
+ var/hitStrength = carbonuser.dna.species.punchdamagehigh * 1.25 + 2
+ // Knockdown!
+ var/powerlevel = min(5, 1 + level_current)
+ if(rand(5 + powerlevel) >= 5)
+ target.visible_message(
+ span_danger("[user] lands a vicious punch, sending [target] away!"), \
+ span_userdanger("[user] has landed a horrifying punch on you, sending you flying!"),
+ )
+ target.Knockdown(min(5, rand(10, 10 * powerlevel)))
+ // Attack!
+ to_chat(owner, span_warning("You punch [target]!"))
+ playsound(get_turf(target), 'sound/weapons/punch4.ogg', 60, 1, -1)
+ user.do_attack_animation(target, ATTACK_EFFECT_SMASH)
+ var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(target.zone_selected))
+ target.apply_damage(hitStrength, BRUTE, affecting)
+ // Knockback
+ var/send_dir = get_dir(owner, target)
+ var/turf/turf_thrown_at = get_ranged_target_turf(target, send_dir, powerlevel)
+ owner.newtonian_move(send_dir) // Bounce back in 0 G
+ target.throw_at(turf_thrown_at, powerlevel, TRUE, owner) //new /datum/forced_movement(target, get_ranged_target_turf(target, send_dir, (hitStrength / 4)), 1, FALSE)
+ // Target Type: Cyborg (Also gets the effects above)
+ if(issilicon(target))
+ target.emp_act(EMP_HEAVY)
+ // Target Type: Locker
+ else if(istype(target_atom, /obj/structure/closet) && level_current >= 3)
+ var/obj/structure/closet/target_closet = target_atom
+ to_chat(user, span_warning("You prepare to bash [target_closet] open..."))
+ if(!do_mob(user, target_closet, 2.5 SECONDS))
+ return FALSE
+ target_closet.visible_message(span_danger("[target_closet] breaks open as [user] bashes it!"))
+ addtimer(CALLBACK(src, .proc/break_closet, user, target_closet), 1)
+ playsound(get_turf(user), 'sound/effects/grillehit.ogg', 80, 1, -1)
+ // Target Type: Door
+ else if(istype(target_atom, /obj/machinery/door) && level_current >= 4)
+ var/obj/machinery/door/target_airlock = target_atom
+ playsound(get_turf(user), 'sound/machines/airlock_alien_prying.ogg', 40, 1, -1)
+ to_chat(owner, span_warning("You prepare to tear open [target_airlock]..."))
+ if(!do_mob(user, target_airlock, 2.5 SECONDS))
+ return FALSE
+ if(target_airlock.Adjacent(user))
+ target_airlock.visible_message(span_danger("[target_airlock] breaks open as [user] bashes it!"))
+ user.Stun(10)
+ user.do_attack_animation(target_airlock, ATTACK_EFFECT_SMASH)
+ playsound(get_turf(target_airlock), 'sound/effects/bang.ogg', 30, 1, -1)
+ target_airlock.open(2) // open(2) is like a crowbar or jaws of life.
+
+/datum/action/bloodsucker/targeted/brawn/CheckValidTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ return isliving(target_atom) || istype(target_atom, /obj/machinery/door) || istype(target_atom, /obj/structure/closet)
+
+/datum/action/bloodsucker/targeted/brawn/CheckCanTarget(atom/target_atom)
+ // DEFAULT CHECKS (Distance)
+ . = ..()
+ if(!.) // Disable range notice for Brawn.
+ return FALSE
+ // Must outside Closet to target anyone!
+ if(!isturf(owner.loc))
+ return FALSE
+ // Target Type: Living
+ if(isliving(target_atom))
+ return TRUE
+ // Target Type: Door
+ else if(istype(target_atom, /obj/machinery/door))
+ return TRUE
+ // Target Type: Locker
+ else if(istype(target_atom, /obj/structure/closet))
+ return TRUE
+ return FALSE
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/haste.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/haste.dm
new file mode 100644
index 00000000000..c838a813e02
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/haste.dm
@@ -0,0 +1,99 @@
+/* Level 1: Speed to location
+ * Level 2: Dodge Bullets
+ * Level 3: Stun People Passed
+ */
+
+/datum/action/bloodsucker/targeted/haste
+ name = "Immortal Haste"
+ desc = "Dash somewhere with supernatural speed. Those nearby may be knocked away, stunned, or left empty-handed."
+ button_icon_state = "power_speed"
+ power_explanation = "Immortal Haste :\n\
+ Click anywhere to immediately dash towards that location.\n\
+ The Power will not work if you are lying down, in no gravity, or are aggressively grabbed.\n\
+ Anyone in your way during your Haste will be knocked down and Payalyzed, moreso if they are using Flow.\n\
+ Higher levels will increase the knockdown dealt to enemies."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 6
+ cooldown = 12 SECONDS
+ target_range = 15
+ power_activates_immediately = TRUE
+ var/list/hit //current hit, set while power is in use as we can't pass the list as an extra calling argument in registersignal.
+ /// If set, uses this speed in deciseconds instead of world.tick_lag
+ var/speed_override
+
+/datum/action/bloodsucker/targeted/haste/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ // Being Grabbed
+ if(user.pulledby && user.pulledby.grab_state >= GRAB_AGGRESSIVE)
+ to_chat(user, span_warning("You're being grabbed!"))
+ return FALSE
+ if(!user.has_gravity(user.loc)) //We dont want people to be able to use this to fly around in space
+ to_chat(user, span_warning("You cannot dash while floating!"))
+ return FALSE
+ if(!(user.mobility_flags & MOBILITY_STAND))
+ to_chat(user, span_warning("You must be standing to tackle!"))
+ return FALSE
+ return TRUE
+
+/// Anything will do, if it's not me or my square
+/datum/action/bloodsucker/targeted/haste/CheckValidTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ return target_atom.loc != owner.loc
+
+/// This is a non-async proc to make sure the power is "locked" until this finishes.
+/datum/action/bloodsucker/targeted/haste/FireTargetedPower(atom/target_atom)
+ . = ..()
+ hit = list()
+ RegisterSignal(owner, COMSIG_MOVABLE_MOVED, .proc/on_move)
+ var/mob/living/user = owner
+ var/turf/targeted_turf = isturf(target_atom) ? target_atom : get_turf(target_atom)
+ // Pulled? Not anymore.
+ user.pulledby?.stop_pulling()
+ // Go to target turf
+ // DO NOT USE WALK TO.
+ to_chat(owner, span_notice("You dash into the air!"))
+ playsound(get_turf(owner), 'sound/weapons/punchmiss.ogg', 25, 1, -1)
+ var/safety = get_dist(user, targeted_turf) * 3 + 1
+ var/consequetive_failures = 0
+ var/speed = isnull(speed_override)? world.tick_lag : speed_override
+ while(--safety && (get_turf(user) != targeted_turf))
+ var/success = step_towards(user, targeted_turf) //This does not try to go around obstacles.
+ if(!success)
+ success = step_to(user, targeted_turf) //this does
+ if(!success)
+ if(++consequetive_failures >= 3) //if 3 steps don't work
+ break //just stop
+ else
+ consequetive_failures = 0
+ if(user.resting)
+ user.setDir(turn(user.dir, 90)) //down? spin2win?
+ if(user.incapacitated(ignore_restraints = TRUE, ignore_grab = TRUE)) //actually down? stop.
+ break
+ if(success) //don't sleep if we failed to move.
+ sleep(speed)
+ UnregisterSignal(owner, COMSIG_MOVABLE_MOVED)
+ hit = null
+
+/datum/action/bloodsucker/targeted/haste/proc/on_move()
+ for(var/mob/living/all_targets in dview(1, get_turf(owner)))
+ if(!hit[all_targets] && (all_targets != owner))
+ hit[all_targets] = TRUE
+ playsound(all_targets, "sound/weapons/punch[rand(1,4)].ogg", 15, 1, -1)
+ all_targets.Knockdown(10 + level_current * 5)
+ all_targets.Paralyze(0.1)
+ all_targets.spin(10, 1)
+ if(IS_MONSTERHUNTER(all_targets) && HAS_TRAIT(all_targets, TRAIT_STUNIMMUNE))
+ to_chat(all_targets, "Knocked down!")
+ for(var/datum/action/bloodsucker/power in all_targets.actions)
+ if(power.active)
+ power.DeactivatePower()
+ all_targets.Jitter(20)
+ all_targets.set_confusion(max(8, all_targets.get_confusion()))
+ all_targets.stuttering = max(8, all_targets.stuttering)
+ all_targets.Knockdown(10 + level_current * 5) // Re-knock them down, the first one didn't work due to stunimmunity
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/lunge.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/lunge.dm
new file mode 100644
index 00000000000..b4c29f46785
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/lunge.dm
@@ -0,0 +1,154 @@
+/datum/action/bloodsucker/targeted/lunge
+ name = "Predatory Lunge"
+ desc = "Spring at a humanoid to grapple them without warning, or tear the dead's heart out. Attacks from concealment or the rear may even knock them down if strong enough."
+ button_icon_state = "power_lunge"
+ power_explanation = "Predatory Lunge :\n\
+ Click any player to instantly dash at them, aggressively grabbing them.\n\
+ You cannot use the Power if you are aggressively grabbed.\n\
+ If the target is wearing riot gear or is a Monster Hunter, you will merely passively grab them.\n\
+ If grabbed from behind or from the darkness (Cloak of Darkness counts) with a power level at or above 4, will additionally knock the target down.\n\
+ Higher levels will increase the knockdown dealt to enemies."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 10
+ cooldown = 10 SECONDS
+ target_range = 6
+ power_activates_immediately = FALSE
+
+/*
+ * Level 1: Grapple level 2
+ * Level 2: Grapple 3 from Behind
+ * Level 3: Grapple 3 from Shadows
+ */
+
+/datum/action/bloodsucker/targeted/lunge/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ /// Are we being grabbed?
+ if(user.pulledby && user.pulledby.grab_state >= GRAB_AGGRESSIVE)
+ to_chat(user, span_warning("You're being grabbed!"))
+ return FALSE
+ return TRUE
+
+/// Check: Are we lunging at a person?
+/datum/action/bloodsucker/targeted/lunge/CheckValidTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ return isliving(target_atom)
+
+/datum/action/bloodsucker/targeted/lunge/CheckCanTarget(atom/target_atom)
+ // Default Checks
+ . = ..()
+ if(!.)
+ return FALSE
+ // Check: Turf
+ var/mob/living/turf_target = target_atom
+ if(!isturf(turf_target.loc))
+ return FALSE
+ // Check: can the Bloodsucker even move?
+ var/mob/living/user = owner
+ if(!(user.mobility_flags & MOBILITY_STAND) || user.IsImmobilized())
+ to_chat(user, span_warning("You need to be standing and aware to lunge!"))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/targeted/lunge/FireTargetedPower(atom/target_atom)
+ . = ..()
+ var/mob/living/user = owner
+ var/mob/living/carbon/target = target_atom
+ var/turf/targeted_turf = get_turf(target)
+
+ owner.face_atom(target_atom)
+ if(level_current <= 3 && !prepare_target_lunge(target_atom))
+ PowerActivatedSuccessfully()
+ return
+ user.Immobilize(10 SECONDS)
+ var/safety = get_dist(user, targeted_turf) * 3 + 1
+ var/consequetive_failures = 0
+ while(--safety && !target.Adjacent(user))
+ if(!step_to(user, targeted_turf))
+ consequetive_failures++
+ if(consequetive_failures >= 3) // If 3 steps don't work, just stop.
+ break
+ lunge_end(target)
+ PowerActivatedSuccessfully()
+
+/datum/action/bloodsucker/targeted/lunge/proc/prepare_target_lunge(atom/target_atom)
+ START_PROCESSING(SSprocessing, src)
+ to_chat(owner, span_notice("You prepare to lunge!"))
+ //animate them shake
+ var/base_x = owner.pixel_x
+ var/base_y = owner.pixel_y
+ animate(owner, pixel_x = base_x, pixel_y = base_y, time = 1, loop = -1)
+ for(var/i in 1 to 25)
+ var/x_offset = base_x + rand(-3, 3)
+ var/y_offset = base_y + rand(-3, 3)
+ animate(pixel_x = x_offset, pixel_y = y_offset, time = 1)
+
+ if(!do_after(owner, 4 SECONDS, extra_checks = CALLBACK(src, .proc/CheckCanTarget, target_atom)))
+ animate(owner, pixel_x = base_x, pixel_y = base_y, time = 1)
+ STOP_PROCESSING(SSprocessing, src)
+ return FALSE
+ animate(owner, pixel_x = base_x, pixel_y = base_y, time = 1)
+ STOP_PROCESSING(SSprocessing, src)
+ return TRUE
+
+/datum/action/bloodsucker/targeted/lunge/process()
+ if(prob(75))
+ owner.spin(8, 1)
+ owner.visible_message(
+ span_warning("[owner] spins wildly!"),
+ span_notice("You spin!"),
+ )
+ return
+ do_smoke(0, owner.loc, smoke_type = /obj/effect/particle_effect/smoke/transparent)
+
+/datum/action/bloodsucker/targeted/lunge/proc/lunge_end(atom/hit_atom)
+ var/mob/living/user = owner
+ var/mob/living/carbon/target = hit_atom
+ var/turf/target_turf = get_turf(target)
+// Am I next to my target to start giving the effects?
+ if(!user.Adjacent(target))
+ return
+ // Did I slip or get knocked unconscious?
+ if(!(user.mobility_flags & MOBILITY_STAND))
+ var/send_dir = get_dir(user, target_turf)
+ new /datum/forced_movement(user, get_ranged_target_turf(user, send_dir, 1), 1, FALSE)
+ user.spin(10)
+ return
+ // Is my target a Monster hunter?
+ var/mob/living/carbon/human/H = target
+ if(IS_MONSTERHUNTER(target) || H.is_shove_knockdown_blocked())
+ to_chat(owner, span_danger("You get pushed away!"))
+ H.grabbedby(owner)
+ return
+
+ to_chat(owner, span_danger("You lunge at [target]!"))
+ if(target.stat == DEAD)
+ var/obj/item/bodypart/chest = target.get_bodypart(BODY_ZONE_CHEST)
+ var/datum/wound/slash/moderate/crit_wound = new
+ crit_wound.apply_wound(chest)
+ owner.visible_message(
+ span_warning("[owner] tears into [target]'s chest!"),
+ span_warning("You tear into [target]'s chest!"))
+ var/obj/item/organ/heart/myheart_now = locate() in target.internal_organs
+ if(myheart_now)
+ myheart_now.Remove(target)
+ user.put_in_hands(myheart_now)
+ return
+
+ //Grab now
+ target.grabbedby(owner)
+ target.grippedby(owner, instant = TRUE)
+ // Did we knock them down?
+ if(level_current >= 4 && (!is_A_facing_B(target, owner) || owner.alpha <= 40))
+ target.Knockdown(10 + level_current * 5)
+ target.Paralyze(0.1)
+
+/datum/action/bloodsucker/targeted/lunge/DeactivatePower()
+ var/mob/living/O = owner
+ O.SetImmobilized(0)
+ return ..()
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/mesmerize.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/mesmerize.dm
new file mode 100644
index 00000000000..eea71b829af
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/mesmerize.dm
@@ -0,0 +1,126 @@
+/**
+ * MEZMERIZE
+ * Locks a target in place for a certain amount of time.
+ *
+ * Level 2: Additionally mutes
+ * Level 3: Can be used through face protection
+ * Level 5: Doesn't need to be facing you anymore
+ * Level 6: Causes the target to fall asleep
+ */
+
+/datum/action/bloodsucker/targeted/mesmerize
+ name = "Mesmerize"
+ desc = "Dominate the mind of a mortal who can see your eyes."
+ button_icon_state = "power_mez"
+ power_explanation = "Mesmerize :\n\
+ Click any player to attempt to mesmerize them. This process takes 5 seconds and will be interrupted on movement.\n\
+ You cannot wear anything covering your face, and both parties must be facing eachother. Obviously, both parties need to not be blind. \n\
+ If your target is already mesmerized or a Monster Hunter, the Power will fail.\n\
+ Once mesmerized, the target will be unable to move for a certain amount of time, scaling with level.\n\
+ At level 2, your target will additionally be Muted.\n\
+ At level 3, you will be able to use the power through items covering your face.\n\
+ At level 5, you will be able to mesmerize regardless of your target's direction.\n\
+ At level 6, you will cause your target to fall asleep.\n\
+ Higher levels will increase the time of the mesmerize's freeze."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_IN_FRENZY|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 30
+ cooldown = 20 SECONDS
+ target_range = 8
+ power_activates_immediately = FALSE
+ prefire_message = "Whom will you subvert to your will?"
+
+/datum/action/bloodsucker/targeted/mesmerize/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.) // Default checks
+ return FALSE
+ if(!user.getorganslot(ORGAN_SLOT_EYES))
+ to_chat(user, span_warning("You have no eyes with which to mesmerize."))
+ return FALSE
+ // Check: Eyes covered?
+ if(istype(user) && (user.is_eyes_covered() && level_current <= 2) || !isturf(user.loc))
+ to_chat(user, span_warning("Your eyes are concealed from sight."))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/targeted/mesmerize/CheckValidTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ return isliving(target_atom)
+
+/datum/action/bloodsucker/targeted/mesmerize/CheckCanTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ var/mob/living/current_target = target_atom // We already know it's carbon due to CheckValidTarget()
+ // No mind
+ if(!current_target.mind)
+ to_chat(owner, span_warning("[current_target] is mindless."))
+ return FALSE
+ // Bloodsucker
+ if(IS_BLOODSUCKER(current_target))
+ to_chat(owner, span_notice("Bloodsuckers are immune to [src]."))
+ return FALSE
+ // Dead/Unconscious
+ if(current_target.stat > CONSCIOUS)
+ to_chat(owner, "[current_target] is not [(current_target.stat == DEAD || HAS_TRAIT(current_target, TRAIT_FAKEDEATH)) ? "alive" : "conscious"].")
+ return FALSE
+ // Target has eyes?
+ if(!current_target.getorganslot(ORGAN_SLOT_EYES))
+ to_chat(owner, span_warning("[current_target] has no eyes."))
+ return FALSE
+ // Target blind?
+ if(current_target.eye_blind > 0)
+ to_chat(owner, span_warning("[current_target] is blind."))
+ return FALSE
+ //Facing target?
+ if(!is_A_facing_B(owner, current_target)) // in unsorted.dm
+ to_chat(owner, span_warning("You must be facing [current_target]."))
+ return FALSE
+ // Target facing me? (On the floor, they're facing everyone)
+ if(((current_target.mobility_flags & MOBILITY_STAND) && !is_A_facing_B(current_target, owner) && level_current <= 4))
+ to_chat(owner, span_warning("[current_target] must be facing you."))
+ return FALSE
+ return TRUE
+
+/datum/action/bloodsucker/targeted/mesmerize/FireTargetedPower(atom/target_atom)
+ . = ..()
+ var/mob/living/target = target_atom
+ var/mob/living/user = owner
+ to_chat(owner, span_notice("Attempting to hypnotically gaze [target]..."))
+ if(!do_mob(user, target, 5 SECONDS, NONE, TRUE))
+ return
+
+ PowerActivatedSuccessfully() // PAY COST! BEGIN COOLDOWN!
+ var/power_time = 90 + level_current * 15
+ if(IS_MONSTERHUNTER(target))
+ to_chat(target, span_warning("You feel your eyes burn for a while, but it passes."))
+ return
+ if(HAS_TRAIT_FROM(target, TRAIT_MUTE, BLOODSUCKER_TRAIT))
+ to_chat(owner, span_notice("[target] is already in a hypnotic gaze."))
+ return
+ if(iscarbon(target))
+ var/mob/living/carbon/mesmerized = target
+ to_chat(owner, span_notice("Successfully mesmerized [mesmerized]."))
+ if(level_current >= 6)
+ mesmerized.SetUnconscious(power_time)
+ else if(level_current >= 2)
+ ADD_TRAIT(mesmerized, TRAIT_MUTE, BLOODSUCKER_TRAIT)
+ mesmerized.Immobilize(power_time)
+ //mesmerized.silent += power_time / 10 // Silent isn't based on ticks.
+ mesmerized.next_move = world.time + power_time // <--- Use direct change instead. We want an unmodified delay to their next move // mesmerized.changeNext_move(power_time) // check click.dm
+ mesmerized.notransform = TRUE // <--- Fuck it. We tried using next_move, but they could STILL resist. We're just doing a hard freeze.
+ addtimer(CALLBACK(src, .proc/end_mesmerize, user, target), power_time)
+ if(issilicon(target))
+ var/mob/living/silicon/mesmerized = target
+ mesmerized.emp_act(EMP_HEAVY)
+ DeactivatePower()
+
+/datum/action/bloodsucker/targeted/mesmerize/proc/end_mesmerize(mob/living/user, mob/living/target)
+ target.notransform = FALSE
+ REMOVE_TRAIT(target, TRAIT_MUTE, BLOODSUCKER_TRAIT)
+ // They Woke Up! (Notice if within view)
+ if(istype(user) && target.stat == CONSCIOUS && (target in view(6, get_turf(user))))
+ to_chat(owner, span_warning("[target] snapped out of their trance."))
diff --git a/code/modules/antagonists/bloodsuckers/powers/targeted/trespass.dm b/code/modules/antagonists/bloodsuckers/powers/targeted/trespass.dm
new file mode 100644
index 00000000000..d673450ee8f
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/targeted/trespass.dm
@@ -0,0 +1,107 @@
+/datum/action/bloodsucker/targeted/trespass
+ name = "Trespass"
+ desc = "Become mist and advance two tiles in one direction. Useful for skipping past doors and barricades."
+ button_icon_state = "power_tres"
+ power_explanation = "Trespass :\n\
+ Click anywhere from 1-2 tiles away from you to teleport.\n\
+ This power goes through all obstacles except Walls.\n\
+ Higher levels decrease the sound played from using the Power, and increase the speed of the transition."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_TORPOR|BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = BLOODSUCKER_CAN_BUY|VASSAL_CAN_BUY
+ bloodcost = 10
+ cooldown = 8 SECONDS
+ prefire_message = "Select a destination."
+ //target_range = 2
+ var/turf/target_turf // We need to decide where we're going based on where we clicked. It's not actually the tile we clicked.
+
+/datum/action/bloodsucker/targeted/trespass/CheckCanUse(mob/living/carbon/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(user.notransform || !get_turf(user))
+ return FALSE
+ return TRUE
+
+
+/datum/action/bloodsucker/targeted/trespass/CheckValidTarget(atom/target_atom)
+ . = ..()
+ if(!.)
+ return FALSE
+ // Can't target my tile
+ if(target_atom == get_turf(owner) || get_turf(target_atom) == get_turf(owner))
+ return FALSE
+ return TRUE // All we care about is destination. Anything you click is fine.
+
+
+/datum/action/bloodsucker/targeted/trespass/CheckCanTarget(atom/target_atom)
+ // NOTE: Do NOT use ..()! We don't want to check distance or anything.
+
+ // Get clicked tile
+ var/final_turf = isturf(target_atom) ? target_atom : get_turf(target_atom)
+
+ // Are either tiles WALLS?
+ var/turf/from_turf = get_turf(owner)
+ var/this_dir // = get_dir(from_turf, target_turf)
+ for(var/i = 1 to 2)
+ // Keep Prev Direction if we've reached final turf
+ if(from_turf != final_turf)
+ this_dir = get_dir(from_turf, final_turf) // Recalculate dir so we don't overshoot on a diagonal.
+ from_turf = get_step(from_turf, this_dir)
+ // ERROR! Wall!
+ if(iswallturf(from_turf))
+ var/wallwarning = (i == 1) ? "in the way" : "at your destination"
+ to_chat(owner, "There is a wall [wallwarning].")
+ return FALSE
+ // Done
+ target_turf = from_turf
+
+ return TRUE
+
+/datum/action/bloodsucker/targeted/trespass/FireTargetedPower(atom/target_atom)
+ . = ..()
+
+ // Find target turf, at or below Atom
+ var/mob/living/carbon/user = owner
+ var/turf/my_turf = get_turf(owner)
+
+ user.visible_message(
+ span_warning("[user]'s form dissipates into a cloud of mist!"),
+ span_notice("You disspiate into formless mist."),
+ )
+ // Effect Origin
+ var/sound_strength = max(60, 70 - level_current * 10)
+ playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', sound_strength, 1)
+ var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
+ puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
+ puff.set_up(3, 0, my_turf)
+ puff.start()
+
+ var/mist_delay = max(5, 20 - level_current * 2.5) // Level up and do this faster.
+
+ // Freeze Me
+ user.Stun(mist_delay, ignore_canstun = TRUE)
+ user.density = FALSE
+ var/invis_was = user.invisibility
+ user.invisibility = INVISIBILITY_MAXIMUM
+
+ // Wait...
+ sleep(mist_delay / 2)
+ // Move & Freeze
+ if(isturf(target_turf))
+ do_teleport(owner, target_turf, no_effects=TRUE, channel = TELEPORT_CHANNEL_QUANTUM) // in teleport.dm?
+ user.Stun(mist_delay / 2, ignore_canstun = TRUE)
+
+ // Wait...
+ sleep(mist_delay / 2)
+ // Un-Hide & Freeze
+ user.dir = get_dir(my_turf, target_turf)
+ user.Stun(mist_delay / 2, ignore_canstun = TRUE)
+ user.density = 1
+ user.invisibility = invis_was
+ // Effect Destination
+ playsound(get_turf(owner), 'sound/magic/summon_karp.ogg', 60, 1)
+ puff = new /datum/effect_system/steam_spread/()
+ puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
+ puff.set_up(3, 0, target_turf)
+ puff.start()
diff --git a/code/modules/antagonists/bloodsuckers/powers/veil.dm b/code/modules/antagonists/bloodsuckers/powers/veil.dm
new file mode 100644
index 00000000000..75b61c6627c
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/powers/veil.dm
@@ -0,0 +1,131 @@
+/datum/action/bloodsucker/veil
+ name = "Veil of Many Faces"
+ desc = "Disguise yourself in the illusion of another identity."
+ button_icon_state = "power_veil"
+ power_explanation = "Veil of Many Faces :\n\
+ Activating Veil of Many Faces will shroud you in smoke and forge you a new identity.\n\
+ Your name and appearance will be completely randomized, and turning the ability off again will undo it all.\n\
+ Clothes, gear, and Security/Medical HUD status is kept the same while this power is active."
+ power_flags = BP_AM_TOGGLE
+ check_flags = BP_CANT_USE_IN_FRENZY
+ purchase_flags = VASSAL_CAN_BUY
+ bloodcost = 15
+ constant_bloodcost = 0.1
+ cooldown = 10 SECONDS
+ // Outfit Vars
+// var/list/original_items = list()
+ // Identity Vars
+ var/prev_gender
+ var/prev_skin_tone
+ var/prev_hairstyle
+ var/prev_facial_hairstyle
+ var/prev_hair_color
+ var/prev_facial_hair_color
+ var/prev_underwear
+ var/prev_disfigured
+ var/list/prev_features // For lizards and such
+
+/datum/action/bloodsucker/veil/ActivatePower()
+ . = ..()
+ cast_effect() // POOF
+// if(blahblahblah)
+// Disguise_Outfit()
+ veil_user()
+
+/* // Meant to disguise your character's clothing into fake ones.
+/datum/action/bloodsucker/veil/proc/Disguise_Outfit()
+ return
+ // Step One: Back up original items
+*/
+
+/datum/action/bloodsucker/veil/proc/veil_user()
+ // Change Name/Voice
+ var/mob/living/carbon/human/user = owner
+ user.name_override = user.dna.species.random_name(user.gender)
+ user.name = user.name_override
+ user.SetSpecialVoice(user.name_override)
+ to_chat(owner, span_warning("You mystify the air around your person. Your identity is now altered."))
+ // Store Prev Appearance
+ prev_gender = user.gender
+ prev_skin_tone = user.skin_tone
+ prev_hairstyle = user.hairstyle
+ prev_facial_hairstyle = user.facial_hairstyle
+ prev_hair_color = user.hair_color
+ prev_facial_hair_color = user.facial_hair_color
+ prev_underwear = user.underwear
+// prev_eye_color
+ prev_disfigured = HAS_TRAIT(user, TRAIT_DISFIGURED) // I was disfigured! //prev_disabilities = user.disabilities
+ prev_features = user.dna.features
+
+ // Change
+ user.gender = pick(MALE, FEMALE)
+ user.skin_tone = random_skin_tone()
+ user.hairstyle = random_hairstyle(user.gender)
+ user.facial_hairstyle = random_facial_hairstyle(user.gender)
+ user.hair_color = random_short_color()
+ user.facial_hair_color = user.hair_color
+ user.underwear = random_underwear(user.gender)
+
+ //user.eye_color = random_eye_color()
+ if(prev_disfigured)
+ REMOVE_TRAIT(user, TRAIT_DISFIGURED, null)
+ user.dna.features = random_features()
+
+ // Apply Appearance
+ user.update_body() // Outfit and underware, also body.
+ user.update_mutant_bodyparts() // Lizard tails etc
+ user.update_hair()
+ user.update_body_parts()
+
+/datum/action/bloodsucker/veil/DeactivatePower()
+ . = ..()
+ if(!ishuman(owner))
+ return
+ var/mob/living/carbon/human/user = owner
+
+ // Revert Identity
+ user.UnsetSpecialVoice()
+ user.name_override = null
+ user.name = user.real_name
+
+ // Revert Appearance
+ user.gender = prev_gender
+ user.skin_tone = prev_skin_tone
+ user.hairstyle = prev_hairstyle
+ user.facial_hairstyle = prev_facial_hairstyle
+ user.hair_color = prev_hair_color
+ user.facial_hair_color = prev_facial_hair_color
+ user.underwear = prev_underwear
+
+ //user.disabilities = prev_disabilities // Restore HUSK, CLUMSY, etc.
+ if(prev_disfigured)
+ //We are ASSUMING husk. // user.status_flags |= DISFIGURED // Restore "Unknown" disfigurement
+ ADD_TRAIT(user, TRAIT_DISFIGURED, TRAIT_HUSK)
+ user.dna.features = prev_features
+
+ // Apply Appearance
+ user.update_body() // Outfit and underware, also body.
+ user.update_hair()
+ user.update_body_parts() // Body itself, maybe skin color?
+
+ cast_effect() // POOF
+
+
+// CAST EFFECT // General effect (poof, splat, etc) when you cast. Doesn't happen automatically!
+/datum/action/bloodsucker/veil/proc/cast_effect()
+ // Effect
+ playsound(get_turf(owner), 'sound/magic/smoke.ogg', 20, 1)
+ var/datum/effect_system/steam_spread/puff = new /datum/effect_system/steam_spread/()
+ puff.effect_type = /obj/effect/particle_effect/smoke/vampsmoke
+ puff.set_up(3, 0, get_turf(owner))
+ puff.attach(owner) //OPTIONAL
+ puff.start()
+ owner.spin(8, 1) //Spin around like a loon.
+
+/obj/effect/particle_effect/smoke/vampsmoke
+ opaque = FALSE
+ amount = 0
+ lifetime = 0
+
+/obj/effect/particle_effect/smoke/vampsmoke/fade_out(frames = 6)
+ ..(frames)
diff --git a/code/modules/antagonists/bloodsuckers/structures/bloodsucker_coffin.dm b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_coffin.dm
new file mode 100644
index 00000000000..6550ec97a7f
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_coffin.dm
@@ -0,0 +1,293 @@
+/datum/antagonist/bloodsucker/proc/ClaimCoffin(obj/structure/closet/crate/claimed)
+ // ALREADY CLAIMED
+ if(claimed.resident)
+ if(claimed.resident == owner.current)
+ to_chat(owner, "This is your [src].")
+ else
+ to_chat(owner, "This [src] has already been claimed by another.")
+ return FALSE
+ if(!(/datum/crafting_recipe/vassalrack in owner?.learned_recipes))
+ owner.teach_crafting_recipe(/datum/crafting_recipe/vassalrack)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/candelabrum)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/bloodthrone)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/meatcoffin)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/staketrap)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/woodenducky)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/bloodaltar)
+ to_chat(owner, span_danger("You learned new recipes - You can view them in the Tribal and Weaponry section of the crafting menu!"))
+ // This is my Lair
+ coffin = claimed
+ lair = get_area(claimed)
+ to_chat(owner, span_userdanger("You have claimed the [claimed] as your place of immortal rest! Your lair is now [lair]."))
+ to_chat(owner, span_announce("Bloodsucker Tip: Find new lair recipes in the tribal tab of the Crafting Menu , including the Persuasion Rack for converting crew into Vassals."))
+ return TRUE
+
+/// From crate.dm
+/obj/structure/closet/crate
+ var/mob/living/resident /// This lets bloodsuckers claim any "crate" as a Coffin.
+ var/pryLidTimer = 25 SECONDS
+ breakout_time = 20 SECONDS
+
+/obj/structure/closet/crate/coffin/examine(mob/user)
+ . = ..()
+ if(user == resident)
+ . += span_cult("This is your Claimed Coffin.")
+ . += span_cult("Rest in it while injured to enter Torpor. Entering it with unspent Ranks will allow you to spend one.")
+ . += span_cult("Alt Click while inside the Coffin to Lock/Unlock.")
+ . += span_cult("Alt Click while outside of your Coffin to Unclaim it, unwrenching it and all your other structures as a result.")
+
+/obj/structure/closet/crate/coffin/blackcoffin
+ name = "black coffin"
+ desc = "For those departed who are not so dear."
+ icon_state = "coffin"
+ icon = 'icons/obj/vamp_obj.dmi'
+ open_sound = 'sound/effects/coffin_open.ogg'
+ close_sound = 'sound/effects/coffin_close.ogg'
+ breakout_time = 30 SECONDS
+ pryLidTimer = 20 SECONDS
+ resistance_flags = NONE
+ material_drop = /obj/item/stack/sheet/iron
+ material_drop_amount = 2
+ armor = list(MELEE = 50, BULLET = 20, LASER = 30, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 70, ACID = 60)
+
+/obj/structure/closet/crate/coffin/securecoffin
+ name = "secure coffin"
+ desc = "For those too scared of having their place of rest disturbed."
+ icon_state = "securecoffin"
+ icon = 'icons/obj/vamp_obj.dmi'
+ open_sound = 'sound/effects/coffin_open.ogg'
+ close_sound = 'sound/effects/coffin_close.ogg'
+ breakout_time = 35 SECONDS
+ pryLidTimer = 35 SECONDS
+ resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF
+ material_drop = /obj/item/stack/sheet/iron
+ material_drop_amount = 2
+ armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 100, BIO = 0, FIRE = 100, ACID = 100)
+
+/obj/structure/closet/crate/coffin/meatcoffin
+ name = "meat coffin"
+ desc = "When you're ready to meat your maker, the steaks can never be too high."
+ icon_state = "meatcoffin"
+ icon = 'icons/obj/vamp_obj.dmi'
+ resistance_flags = FIRE_PROOF
+ open_sound = 'sound/effects/footstep/slime1.ogg'
+ close_sound = 'sound/effects/footstep/slime1.ogg'
+ breakout_time = 25 SECONDS
+ pryLidTimer = 20 SECONDS
+ material_drop = /obj/item/food/meat/slab
+ material_drop_amount = 3
+ armor = list(MELEE = 70, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 70, BIO = 0, FIRE = 70, ACID = 60)
+
+/obj/structure/closet/crate/coffin/metalcoffin
+ name = "metal coffin"
+ desc = "A big metal sardine can inside of another big metal sardine can, in space."
+ icon_state = "metalcoffin"
+ icon = 'icons/obj/vamp_obj.dmi'
+ resistance_flags = FIRE_PROOF | LAVA_PROOF
+ open_sound = 'sound/effects/pressureplate.ogg'
+ close_sound = 'sound/effects/pressureplate.ogg'
+ breakout_time = 25 SECONDS
+ pryLidTimer = 30 SECONDS
+ material_drop = /obj/item/stack/sheet/iron
+ armor = list(MELEE = 40, BULLET = 15, LASER = 50, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 70, ACID = 60)
+
+//////////////////////////////////////////////
+
+/// NOTE: This can be any coffin that you are resting AND inside of.
+/obj/structure/closet/crate/coffin/proc/ClaimCoffin(mob/living/claimant)
+ // Bloodsucker Claim
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = claimant.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum)
+ // Successfully claimed?
+ if(bloodsuckerdatum.ClaimCoffin(src))
+ resident = claimant
+ anchored = TRUE
+ START_PROCESSING(SSprocessing, src)
+
+/obj/structure/closet/crate/coffin/Destroy()
+ UnclaimCoffin()
+ STOP_PROCESSING(SSprocessing, src)
+ return ..()
+
+/obj/structure/closet/crate/coffin/process(mob/living/user)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(user in src)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return FALSE
+ if(bloodsuckerdatum.lair != get_area(bloodsuckerdatum.coffin))
+ if(bloodsuckerdatum.coffin)
+ bloodsuckerdatum.coffin.UnclaimCoffin()
+ var/list/turf/area_turfs = get_area_turfs(bloodsuckerdatum.lair)
+ // Create Dirt etc.
+ var/turf/T_Dirty = pick(area_turfs)
+ if(T_Dirty && !T_Dirty.density)
+ // Default: Dirt
+ // CHECK: Cobweb already there?
+ //if (!locate(var/obj/effect/decal/cleanable/cobweb) in T_Dirty) // REMOVED! Cleanables don't stack.
+ // STEP ONE: COBWEBS
+ // CHECK: Wall to North?
+ var/turf/check_N = get_step(T_Dirty, NORTH)
+ if(istype(check_N, /turf/closed/wall))
+ // CHECK: Wall to West?
+ var/turf/check_W = get_step(T_Dirty, WEST)
+ if(istype(check_W, /turf/closed/wall))
+ new /obj/effect/decal/cleanable/cobweb (T_Dirty)
+ // CHECK: Wall to East?
+ var/turf/check_E = get_step(T_Dirty, EAST)
+ if(istype(check_E, /turf/closed/wall))
+ new /obj/effect/decal/cleanable/cobweb/cobweb2 (T_Dirty)
+ // STEP TWO: DIRT
+ new /obj/effect/decal/cleanable/dirt (T_Dirty)
+ // Find Animals in Area
+/* if(rand(0,2) == 0)
+ var/mobCount = 0
+ var/mobMax = clamp(area_turfs.len / 25, 1, 4)
+ for(var/turf/lair_turfs in area_turfs)
+ if(!lair_turfs)
+ continue
+ var/mob/living/simple_animal/SA = locate() in lair_turfs
+ if(SA)
+ mobCount++
+ if(mobCount >= mobMax) // Already at max
+ break
+ Spawn One
+ if(mobCount < mobMax)
+// Seek Out Location
+ while(area_turfs.len > 0)
+ var/turf/lair_turfs = pick(area_turfs) // We use while&pick instead of a for/loop so it's random, rather than from the top of the list.
+ if(lair_turfs && !lair_turfs.density)
+ var/mob/living/simple_animal/selected_simplemob = /mob/living/simple_animal/mouse // pick(/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse,/mob/living/simple_animal/mouse, /mob/living/simple_animal/hostile/retaliate/bat) //prob(300) /mob/living/simple_animal/mouse,
+ new selected_simplemob(lair_turfs)
+ break
+ area_turfs -= lair_turfs*/
+
+/obj/structure/closet/crate/proc/UnclaimCoffin(manual = FALSE)
+ // Unanchor it (If it hasn't been broken, anyway)
+ anchored = FALSE
+ if(!resident || !resident.mind)
+ return
+ // Unclaiming
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = resident.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum && bloodsuckerdatum.coffin == src)
+ bloodsuckerdatum.coffin = null
+ bloodsuckerdatum.lair = null
+ for(var/obj/structure/bloodsucker/bloodsucker_structure in get_area(src))
+ if(bloodsucker_structure.owner == resident)
+ bloodsucker_structure.unbolt()
+ if(manual)
+ to_chat(resident, span_cultitalic("You have unclaimed your coffin! This also unclaims all your other Bloodsucker structures!"))
+ else
+ to_chat(resident, span_cultitalic("You sense that the link with your coffin and your sacred lair, has been broken! You will need to seek another."))
+ // Remove resident. Because this object isnt removed from the game immediately (GC?) we need to give them a way to see they don't have a home anymore.
+ resident = null
+
+/// You cannot lock in/out a coffin's owner. SORRY.
+/obj/structure/closet/crate/coffin/can_open(mob/living/user)
+ if(!locked)
+ return ..()
+ if(user == resident)
+ if(welded)
+ welded = FALSE
+ update_icon()
+ locked = FALSE
+ return TRUE
+ playsound(get_turf(src), 'sound/machines/door_locked.ogg', 20, 1)
+ to_chat(user, span_notice("[src] is locked tight from the inside."))
+
+/obj/structure/closet/crate/coffin/close(mob/living/user)
+ . = ..()
+ if(!.)
+ return FALSE
+
+ INVOKE_ASYNC(src, .proc/handle_sucker, user) //Invoked async so it wouldn't fuck up skittish element(fuck skittish element)
+
+/obj/structure/closet/crate/coffin/proc/handle_sucker(mob/living/user)
+ // Only the User can put themself into Torpor. If already in it, you'll start to heal.
+ if(user in src)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return FALSE
+ if(!bloodsuckerdatum.coffin && !resident)
+ switch(input("Do you wish to claim this as your coffin? [get_area(src)] will be your lair, and you will learn to craft new structures.","Claim Lair") in list("Yes", "No"))
+ if("Yes")
+ ClaimCoffin(user)
+ LockMe(user)
+ bloodsuckerdatum.SpendRank()
+ /// You're in a Coffin, everything else is done, you're likely here to heal. Let's offer them the oppertunity to do so.
+ bloodsuckerdatum.Check_Begin_Torpor()
+ return TRUE
+
+/// You cannot weld or deconstruct an owned coffin. Only the owner can destroy their own coffin.
+/obj/structure/closet/crate/coffin/attackby(obj/item/item, mob/user, params)
+ if(resident)
+ if(user != resident)
+ if(istype(item, cutting_tool))
+ to_chat(user, span_notice("This is a much more complex mechanical structure than you thought. You don't know where to begin cutting [src]."))
+ return
+ if(anchored && istype(item, /obj/item/wrench))
+ to_chat(user, span_danger("The coffin won't come unanchored from the floor.[user == resident ? " You can Alt Click to unclaim and unwrench your Coffin." : ""]"))
+ return
+
+ if(locked && istype(item, /obj/item/crowbar))
+ var/pry_time = pryLidTimer * item.toolspeed // Pry speed must be affected by the speed of the tool.
+ user.visible_message(
+ span_notice("[user] tries to pry the lid off of [src] with [item]."),
+ span_notice("You begin prying the lid off of [src] with [item]. This should take about [DisplayTimeText(pry_time)]."))
+ if(!do_mob(user, src, pry_time))
+ return
+ bust_open()
+ user.visible_message(
+ span_notice("[user] snaps the door of [src] wide open."),
+ span_notice("The door of [src] snaps open."))
+ return
+ . = ..()
+
+/// Distance Check (Inside Of)
+/obj/structure/closet/crate/coffin/AltClick(mob/user)
+ . = ..()
+ if(user in src)
+ LockMe(user, !locked)
+ return
+
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(!bloodsuckerdatum)
+ return
+ if(user.Adjacent(src))
+ if(user == resident)
+ switch(input("Do you wish to unclaim your coffin?","Unclaim Lair") in list("Yes", "No"))
+ if("Yes")
+ UnclaimCoffin(TRUE)
+ LockMe(user)
+ if("No")
+ return
+ else if(!resident)
+ if(!bloodsuckerdatum.coffin)
+ switch(input("Do you wish to claim this as your coffin? [get_area(src)] will be your lair, and you will learn to craft new structures.","Claim Lair") in list("Yes", "No"))
+ if("Yes")
+ ClaimCoffin(user)
+ if("No")
+ return
+ else
+ to_chat(user, span_warning("You already have claimed a coffin! You need to unclaim your old one in order to be able to claim a new one!"))
+ else
+ to_chat(user, warning("[src] already belongs to another bloodsucker."))
+
+ return TRUE
+
+/obj/structure/closet/crate/proc/LockMe(mob/user, inLocked = TRUE)
+ if(user == resident)
+ if(!broken)
+ locked = inLocked
+ to_chat(user, span_notice("You flip a secret latch and [locked?"":"un"]lock yourself inside [src]."))
+ return
+ // Broken? Let's fix it.
+ to_chat(resident, span_notice("The secret latch to lock [src] from the inside is broken. You set it back into place..."))
+ if(!do_mob(resident, src, 5 SECONDS))
+ to_chat(resident, span_notice("You fail to fix [src]'s mechanism."))
+ return
+ to_chat(resident, span_notice("You fix the mechanism and lock it."))
+ broken = FALSE
+ locked = TRUE
diff --git a/code/modules/antagonists/bloodsuckers/structures/bloodsucker_crypt.dm b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_crypt.dm
new file mode 100644
index 00000000000..b16340c2537
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_crypt.dm
@@ -0,0 +1,799 @@
+/obj/structure/bloodsucker
+ ///Who owns this structure?
+ var/mob/living/owner
+ /*
+ * # Descriptions
+ *
+ * We use vars to add descriptions to items.
+ * This way we don't have to make a new /examine for each structure
+ * And it's easier to edit.
+ */
+ var/Ghost_desc
+ var/Vamp_desc
+ var/Vassal_desc
+ var/Hunter_desc
+
+/obj/structure/bloodsucker/examine(mob/user)
+ . = ..()
+ if(!user.mind && Ghost_desc != "")
+ . += span_cult(Ghost_desc)
+ if(IS_BLOODSUCKER(user) && Vamp_desc)
+ if(!owner)
+ . += span_cult("It is unsecured. Click on [src] while in your lair to secure it in place to get its full potential.")
+ return
+ . += span_cult(Vamp_desc)
+ if(IS_VASSAL(user) && Vassal_desc != "")
+ . += span_cult(Vassal_desc)
+ if(IS_MONSTERHUNTER(user) && Hunter_desc != "")
+ . += span_cult(Hunter_desc)
+
+/// This handles bolting down the structure.
+/obj/structure/bloodsucker/proc/bolt(mob/user)
+ to_chat(user, span_danger("You have secured [src] in place."))
+ to_chat(user, span_announce("* Bloodsucker Tip: Examine [src] to understand how it functions!"))
+ owner = user
+
+/// This handles unbolting of the structure.
+/obj/structure/bloodsucker/proc/unbolt(mob/user)
+ to_chat(user, span_danger("You have unsecured [src]."))
+ owner = null
+
+/obj/structure/bloodsucker/attackby(obj/item/item, mob/living/user, params)
+ /// If a Bloodsucker tries to wrench it in place, yell at them.
+ if(item.tool_behaviour == TOOL_WRENCH && !anchored && IS_BLOODSUCKER(user))
+ user.playsound_local(null, 'sound/machines/buzz-sigh.ogg', 40, FALSE, pressure_affected = FALSE)
+ to_chat(user, span_announce("* Bloodsucker Tip: Examine the Persuasion Rack to understand how it functions!"))
+ return
+ . = ..()
+
+/obj/structure/bloodsucker/attack_hand(mob/user, list/modifiers)
+// . = ..() // Don't call parent, else they will handle unbuckling.
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ /// Claiming the Rack instead of using it?
+ if(istype(bloodsuckerdatum) && !owner)
+ if(!bloodsuckerdatum.lair)
+ to_chat(user, span_danger("You don't have a lair. Claim a coffin to make that location your lair."))
+ return FALSE
+ if(bloodsuckerdatum.lair != get_area(src))
+ to_chat(user, span_danger("You may only activate this structure in your lair: [bloodsuckerdatum.lair]."))
+ return FALSE
+
+ /// Menu for securing your Persuasion rack in place.
+ switch(input("Do you wish to secure [src] here?") in list("Yes", "No"))
+ if("Yes")
+ user.playsound_local(null, 'sound/items/ratchet.ogg', 70, FALSE, pressure_affected = FALSE)
+ bolt(user)
+ return FALSE
+ return FALSE
+ return TRUE
+
+/obj/structure/bloodsucker/AltClick(mob/user)
+ . = ..()
+ if(user == owner && user.Adjacent(src))
+ switch(input("Unbolt [src]?") in list("Yes", "No"))
+ if("Yes")
+ unbolt(user)
+
+#define ALTAR_RANKS_PER_DAY 2
+/obj/structure/bloodsucker/bloodaltar
+ name = "blood altar"
+ desc = "It is made of marble, lined with basalt, and radiates an unnerving chill that puts your skin on edge."
+ icon = 'icons/obj/vamp_obj.dmi'
+ icon_state = "bloodaltar"
+ density = TRUE
+ anchored = FALSE
+ pass_flags_self = PASSTABLE | LETPASSTHROW
+ can_buckle = FALSE
+ var/task_completed = FALSE
+ var/sacrifices = 0
+ var/taskheart = FALSE
+ Ghost_desc = "This is a Blood Altar, where bloodsuckers can get two tasks per night to get more ranks."
+ Vamp_desc = "This is a Blood Altar, which allows you to do two tasks per day to advance your ranks.\n\
+ Interact with the Altar by clicking on it after it's bolted to get a a task.\n\
+ By checking your notes or the chat you can see what task needs to be done.\n\
+ Remember you only get two tasks per night."
+ Vassal_desc = "This is the blood altar, where your master does bounties to advanced their bloodsucking powers.\n\
+ Aid your master by bringing them what they need for these bounties or by helping get them."
+ Hunter_desc = "This is a blood altar, where monsters usually practice a sort of bounty system to advanced their powers.\n\
+ They normally sacrifice hearts or blood in exchange for these ranks, forcing them to move out of their lair.\n\
+ It can only be used twice per night and it needs to be interacted it to be claimed, making bloodsuckers come back twice a night."
+
+/obj/structure/bloodsucker/bloodaltar/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/climbable)
+
+/obj/structure/bloodsucker/bloodaltar/bolt()
+ . = ..()
+ anchored = TRUE
+
+/obj/structure/bloodsucker/bloodaltar/unbolt()
+ . = ..()
+ anchored = FALSE
+
+/obj/structure/bloodsucker/bloodaltar/attack_hand(mob/user, list/modifiers)
+ . = ..()
+ if(!.)
+ return FALSE
+ if(!IS_BLOODSUCKER(user))
+ to_chat(user, span_warning("You can't figure out how this works."))
+ return FALSE
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum.altar_uses >= ALTAR_RANKS_PER_DAY)
+ to_chat(user, span_notice("You have done all tasks for the night, come back tomorrow for more."))
+ return
+ var/task
+ var/suckamount = 0
+ var/heartamount = 0
+ switch(bloodsuckerdatum.bloodsucker_level + bloodsuckerdatum.bloodsucker_level_unspent)
+ if(0 to 3)
+ suckamount = rand(100, 200)
+ heartamount = rand(1,2)
+ if(3 to 8)
+ suckamount = rand(300, 400)
+ heartamount = rand(3,4)
+ if(8 to INFINITY)
+ suckamount = rand(500, 600)
+ heartamount = rand(5,6)
+ if(bloodsuckerdatum.task_blood_drank >= suckamount || sacrifices >= heartamount)
+ task_completed = TRUE
+ if(task_completed)
+ bloodsuckerdatum.task_memory = null
+ bloodsuckerdatum.current_task = FALSE
+ bloodsuckerdatum.bloodsucker_level_unspent++
+ bloodsuckerdatum.altar_uses++
+ bloodsuckerdatum.task_blood_drank = 0
+ sacrifices = 0
+ to_chat(user, span_notice("You have sucessfully done a task and gained a rank!"))
+ task_completed = FALSE
+ taskheart = FALSE
+ return
+ if(bloodsuckerdatum.current_task)
+ to_chat(user, span_warning("You already have a rank up task!"))
+ return
+ if(!bloodsuckerdatum.current_task)
+ var/want_rank = alert("Do you want to gain a task? This will cost 100 Blood.", "Task Manager", "Yes", "No")
+ if(want_rank == "No" || QDELETED(src))
+ return
+ var/mob/living/carbon/C = user
+ if(C.blood_volume < 100)
+ to_chat(user, span_danger("You don't have enough blood to gain a task!"))
+ return
+ C.blood_volume -= 100
+ switch(rand(1, 3))
+ if(1,2)
+ task = "suck [suckamount] units of blood."
+ if(3)
+ task = "sacrifice [heartamount] hearts by using them on the altar."
+ taskheart = TRUE
+ bloodsuckerdatum.task_memory += "Current Rank Up Task : [task] "
+ bloodsuckerdatum.current_task = TRUE
+ to_chat(user, span_boldnotice("You have gained a new Task! Your task is to [task] Remember to collect it by using the blood altar!"))
+
+/obj/structure/bloodsucker/bloodaltar/examine(mob/user)
+ . = ..()
+ if(taskheart)
+ . += span_boldnotice("It currently contains [sacrifices] hearts.")
+ else
+ return ..()
+
+/obj/structure/bloodsucker/bloodaltar/attackby(obj/item/H, mob/user, params)
+ if(!IS_BLOODSUCKER(user) && !IS_VASSAL(user))
+ return ..()
+ if(taskheart)
+ if(istype(H, /obj/item/organ/heart))
+ if(istype(H, /obj/item/organ/heart/gland))
+ to_chat(usr, span_warning("This type of organ doesn't have blood to sustain the altar!"))
+ return ..()
+ to_chat(usr, span_notice("You feed the heart to the altar!"))
+ qdel(H)
+ sacrifices++
+ return
+ return ..()
+#undef ALTAR_RANKS_PER_DAY
+
+/*/obj/structure/bloodsucker/bloodstatue
+ name = "bloody countenance"
+ desc = "It looks upsettingly familiar..."
+/obj/structure/bloodsucker/bloodportrait
+ name = "oil portrait"
+ desc = "A disturbingly familiar face stares back at you. Those reds don't seem to be painted in oil..."
+/obj/structure/bloodsucker/bloodbrazier
+ name = "lit brazier"
+ desc = "It burns slowly, but doesn't radiate any heat."
+/obj/structure/bloodsucker/bloodmirror
+ name = "faded mirror"
+ desc = "You get the sense that the foggy reflection looking back at you has an alien intelligence to it."*/
+
+/obj/structure/bloodsucker/vassalrack
+ name = "persuasion rack"
+ desc = "If this wasn't meant for torture, then someone has some fairly horrifying hobbies."
+ icon = 'icons/obj/vamp_obj.dmi'
+ icon_state = "vassalrack"
+ anchored = FALSE
+ /// Start dense. Once fixed in place, go non-dense.
+ density = TRUE
+ can_buckle = TRUE
+ buckle_lying = 180
+ Ghost_desc = "This is a Vassal rack, which allows Bloodsuckers to thrall crewmembers into loyal minions."
+ Vamp_desc = "This is the Vassal rack, which allows you to thrall crewmembers into loyal minions in your service.\n\
+ Simply click and hold on a victim, and then drag their sprite on the vassal rack. Click on help intent on the vassal rack to unbuckle them.\n\
+ To convert into a Vassal, repeatedly click on the persuasion rack while NOT on help intent. The time required scales with the tool in your off hand. This costs Blood to do.\n\
+ Once you have Vassals ready, you are able to select a Favorite Vassal;\n\
+ Click the Rack as a Vassal is buckled onto it to turn them into your Favorite. This can only be done once, so choose carefully!\n\
+ This process costs 150 Blood to do, and will make your Vassal unable to be deconverted, outside of you reaching Final Death."
+ Vassal_desc = "This is the vassal rack, which allows your master to thrall crewmembers into their minions.\n\
+ Aid your master in bringing their victims here and keeping them secure.\n\
+ You can secure victims to the vassal rack by click dragging the victim onto the rack while it is secured."
+ Hunter_desc = "This is the vassal rack, which monsters use to brainwash crewmembers into their loyal slaves.\n\
+ They usually ensure that victims are handcuffed, to prevent them from running away.\n\
+ Their rituals take time, allowing us to disrupt it."
+ /// So we can't spam buckle people onto the rack
+ var/use_lock = FALSE
+ var/mob/buckled
+ /// Resets on each new character to be added to the chair. Some effects should lower it...
+ var/convert_progress = 3
+ /// Mindshielded and Antagonists willingly have to accept you as their Master.
+ var/disloyalty_confirm = FALSE
+ /// Prevents popup spam.
+ var/disloyalty_offered = FALSE
+
+/obj/structure/bloodsucker/vassalrack/deconstruct(disassembled = TRUE)
+ . = ..()
+ new /obj/item/stack/sheet/iron(src.loc, 4)
+ new /obj/item/stack/rods(loc, 4)
+ qdel(src)
+
+/obj/structure/bloodsucker/vassalrack/bolt()
+ . = ..()
+ density = FALSE
+ anchored = TRUE
+
+/obj/structure/bloodsucker/vassalrack/unbolt()
+ . = ..()
+ density = TRUE
+ anchored = FALSE
+
+/obj/structure/bloodsucker/vassalrack/MouseDrop_T(atom/movable/movable_atom, mob/user)
+ var/mob/living/living_target = movable_atom
+ if(!anchored && IS_BLOODSUCKER(user))
+ to_chat(user, span_danger("Until this rack is secured in place, it cannot serve its purpose."))
+ to_chat(user, span_announce("* Bloodsucker Tip: Examine the Persuasion Rack to understand how it functions!"))
+ return
+ // Default checks
+ if(!isliving(movable_atom) || !living_target.Adjacent(src) || living_target == user || !isliving(user) || use_lock || has_buckled_mobs() || user.incapacitated() || living_target.buckled)
+ return
+ // Don't buckle Silicon to it please.
+ if(issilicon(living_target))
+ to_chat(user, span_danger("You realize that Silicon cannot be vassalized, therefore it is useless to buckle them."))
+ return
+ // Good to go - Buckle them!
+ use_lock = TRUE
+ if(do_mob(user, living_target, 5 SECONDS))
+ attach_victim(living_target, user)
+ use_lock = FALSE
+
+/// Attempt Release (Owner vs Non Owner)
+/obj/structure/bloodsucker/vassalrack/proc/attach_victim(mob/living/target, mob/living/user)
+ // Standard Buckle Check
+ target.forceMove(get_turf(src))
+ if(!buckle_mob(target))
+ return
+ user.visible_message(
+ span_notice("[user] straps [target] into the rack, immobilizing them."),
+ span_boldnotice("You secure [target] tightly in place. They won't escape you now."),
+ )
+
+ playsound(src.loc, 'sound/effects/pop_expl.ogg', 25, 1)
+ density = TRUE
+ update_icon()
+
+ // Set up Torture stuff now
+ convert_progress = 3
+ disloyalty_confirm = FALSE
+ disloyalty_offered = FALSE
+
+/// Attempt Unbuckle
+/obj/structure/bloodsucker/vassalrack/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
+ if(!IS_BLOODSUCKER(user) || !IS_VASSAL(user))
+ if(buckled_mob == user)
+ buckled_mob.visible_message(
+ span_danger("[user] tries to release themself from the rack!"),
+ span_danger("You attempt to release yourself from the rack!"),
+ span_hear("You hear a squishy wet noise."),
+ )
+ else
+ buckled_mob.visible_message(
+ span_danger("[user] tries to pull [buckled_mob] from the rack!"),
+ span_danger("[user] tries to pull [buckled_mob] from the rack!"),
+ span_hear("You hear a squishy wet noise."),
+ )
+ // Monster hunters are used to this sort of stuff, they know how they work, which includes breaking others out
+ var/breakout_timer = IS_MONSTERHUNTER(user) ? 20 SECONDS : 10 SECONDS
+ if(!do_mob(user, buckled_mob, breakout_timer))
+ return
+ unbuckle_mob(buckled_mob)
+ . = ..()
+
+/obj/structure/bloodsucker/vassalrack/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
+ . = ..()
+ if(!.)
+ return FALSE
+ src.visible_message(span_danger("[buckled_mob][buckled_mob.stat == DEAD ? "'s corpse" : ""] slides off of the rack."))
+ density = FALSE
+ buckled_mob.Paralyze(3 SECONDS)
+ update_icon()
+ use_lock = FALSE // Failsafe
+ return TRUE
+
+/obj/structure/bloodsucker/vassalrack/attack_hand(mob/user, list/modifiers)
+ . = ..()
+ if(!.)
+ return FALSE
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ // Is there anyone on the rack & If so, are they being tortured?
+ if(use_lock || !has_buckled_mobs())
+ return FALSE
+ var/mob/living/carbon/buckled_carbons = pick(buckled_mobs)
+ var/mob/living/L = user
+ if(!L.istate.harm)
+ if(istype(bloodsuckerdatum))
+ unbuckle_mob(buckled_carbons)
+ return FALSE
+ else
+ user_unbuckle_mob(buckled_carbons, user)
+ return
+ /// If I'm not a Bloodsucker, try to unbuckle them.
+ var/datum/antagonist/vassal/vassaldatum = IS_VASSAL(buckled_carbons)
+ // Are they our Vassal, or Dead?
+ if(istype(vassaldatum) && vassaldatum.master == bloodsuckerdatum || buckled_carbons.stat >= DEAD)
+ // Can we assign a Favorite Vassal?
+ if(istype(vassaldatum) && !bloodsuckerdatum.has_favorite_vassal)
+ if(buckled_carbons.mind.can_make_bloodsucker(buckled_carbons.mind))
+ offer_favorite_vassal(user, buckled_carbons)
+ use_lock = FALSE
+ return
+
+ // Not our Vassal, but Alive & We're a Bloodsucker, good to torture!
+ torture_victim(user, buckled_carbons)
+
+/**
+ * Step One: Tick Down Conversion from 3 to 0
+ * Step Two: Break mindshielding/antag (on approve)
+ * Step Three: Blood Ritual
+ */
+
+/obj/structure/bloodsucker/vassalrack/proc/torture_victim(mob/living/user, mob/living/target)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ /// Prep...
+ use_lock = TRUE
+ /// Conversion Process
+ if(convert_progress > 0)
+ to_chat(user, span_notice("You spill some blood and prepare to initiate [target] into your service."))
+ bloodsuckerdatum.AddBloodVolume(-TORTURE_BLOOD_COST)
+ if(!do_torture(user,target))
+ to_chat(user, span_danger("The ritual has been interrupted! "))
+ else
+ /// Prevent them from unbuckling themselves as long as we're torturing.
+ target.Paralyze(1 SECONDS)
+ convert_progress--
+ /// We're done? Let's see if they can be Vassal.
+ if(convert_progress <= 0)
+ if(IS_VASSAL(target))
+ var/datum/antagonist/vassal/vassaldatum = target.mind.has_antag_datum(/datum/antagonist/vassal)
+ if(!vassaldatum.master.broke_masquerade)
+ to_chat(user, span_boldwarning("[target] is under the spell of another Bloodsucker!"))
+ return
+ if(RequireDisloyalty(user, target))
+ to_chat(user, span_boldwarning("[target] has external loyalties! [target.p_they(TRUE)] will require more persuasion to break [target.p_them()] to your will!"))
+ else
+ to_chat(user, span_notice("[target] looks ready for the Dark Communion ."))
+ /// Otherwise, we're not done, we need to persuade them some more.
+ else
+ to_chat(user, span_notice("[target] could use [convert_progress == 1 ? "a little" : "some"] more persuasion ."))
+ use_lock = FALSE
+ return
+ /// Check: Mindshield & Antag
+ if(!disloyalty_confirm && RequireDisloyalty(user, target))
+ if(!do_disloyalty(user,target))
+ to_chat(user, span_danger("The ritual has been interrupted! "))
+ else if(!disloyalty_confirm)
+ to_chat(user, span_danger("[target] refuses to give into your persuasion. Perhaps a little more?"))
+ else
+ to_chat(user, span_notice("[target] looks ready for the Dark Communion ."))
+ use_lock = FALSE
+ return
+ user.visible_message(
+ span_notice("[user] marks a bloody smear on [target]'s forehead and puts a wrist up to [target.p_their()] mouth!"),
+ span_notice("You paint a bloody marking across [target]'s forehead, place your wrist to [target.p_their()] mouth, and subject [target.p_them()] to the Dark Communion."),
+ )
+ if(!do_mob(user, src, 5 SECONDS))
+ to_chat(user, span_danger("The ritual has been interrupted! "))
+ use_lock = FALSE
+ return
+ if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
+ to_chat(user, span_danger("They're mindshielded! Break their mindshield with a candelabrum or surgery before continuing! "))
+ return
+ /// Convert to Vassal!
+ bloodsuckerdatum.AddBloodVolume(-TORTURE_CONVERSION_COST)
+ if(bloodsuckerdatum && bloodsuckerdatum.attempt_turn_vassal(target))
+ bloodsuckerdatum.bloodsucker_level_unspent++
+ user.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
+ target.playsound_local(null, 'sound/effects/explosion_distant.ogg', 40, TRUE)
+ target.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, TRUE)
+ target.Jitter(15)
+ INVOKE_ASYNC(target, /mob.proc/emote, "laugh")
+ //remove_victim(target) // Remove on CLICK ONLY!
+ use_lock = FALSE
+
+/obj/structure/bloodsucker/vassalrack/proc/do_torture(mob/living/user, mob/living/carbon/target, mult = 1)
+ /// Fifteen seconds if you aren't using anything. Shorter with weapons and such.
+ var/torture_time = 15
+ var/torture_dmg_brute = 2
+ var/torture_dmg_burn = 0
+ /// Get Bodypart
+ var/target_string = ""
+ var/obj/item/bodypart/selected_bodypart = null
+ selected_bodypart = pick(target.bodyparts)
+ if(selected_bodypart)
+ target_string += selected_bodypart.name
+ /// Get Weapon
+ var/obj/item/held_item = user.get_active_held_item()
+ if(!istype(held_item))
+ held_item = user.get_inactive_held_item()
+ /// Weapon Bonus
+ if(held_item)
+ torture_time -= held_item.force / 4
+ torture_dmg_brute += held_item.force / 4
+ //torture_dmg_burn += I.
+ if(held_item.sharpness == SHARP_EDGED)
+ torture_time -= 2
+ else if(held_item.sharpness == SHARP_POINTY)
+ torture_time -= 3
+ /// This will hurt your eyes.
+ else if(held_item.tool_behaviour == TOOL_WELDER)
+ if(held_item.use_tool(src, user, 0, volume = 5))
+ torture_time -= 6
+ torture_dmg_burn += 5
+ held_item.play_tool_sound(target)
+ /// Minimum 5 seconds.
+ torture_time = max(5 SECONDS, torture_time SECONDS)
+ /// Now run process.
+ if(!do_mob(user, target, torture_time * mult))
+ return FALSE
+ /// Success?
+ if(held_item)
+ playsound(loc, held_item.hitsound, 30, 1, -1)
+ held_item.play_tool_sound(target)
+ target.visible_message(
+ span_danger("[user] performs a ritual, spilling some of [target]'s blood from their [target_string] and shaking them up!"),
+ span_userdanger("[user] performs a ritual, spilling some blood from your [target_string], shaking you up!"),
+ )
+ INVOKE_ASYNC(target, /mob.proc/emote, "scream")
+ target.Jitter(5)
+ target.apply_damages(brute = torture_dmg_brute, burn = torture_dmg_burn, def_zone = (selected_bodypart ? selected_bodypart.body_zone : null)) // take_overall_damage(6,0)
+ return TRUE
+
+/// Offer them the oppertunity to join now.
+/obj/structure/bloodsucker/vassalrack/proc/do_disloyalty(mob/living/user, mob/living/target)
+ spawn(10)
+ /// Are we still torturing? Did we cancel? Are they still here?
+ if(use_lock && target && target.client)
+ to_chat(user, span_notice("[target] has been given the opportunity for servitude. You await their decision..."))
+ var/alert_text = "You are being tortured! Do you want to give in and pledge your undying loyalty to [user]?"
+ alert_text += "\n\nYou will not lose your current objectives, but they come second to the will of your new master!"
+ to_chat(target, span_cultlarge("THE HORRIBLE PAIN! WHEN WILL IT END?!"))
+ var/list/torture_icons = list(
+ "Accept" = image(icon = 'icons/mob/actions/actions_bloodsucker.dmi', icon_state = "power_recup"),
+ "Refuse" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "stunbaton_active")
+ )
+ var/torture_response = show_radial_menu(target, src, torture_icons, radius = 36, require_near = TRUE)
+ switch(torture_response)
+ if("Accept")
+ disloyalty_accept(target)
+ else
+ disloyalty_refuse(target)
+ if(!do_torture(user,target, 2))
+ return FALSE
+
+ // NOTE: We only remove loyalties when we're CONVERTED!
+ return TRUE
+
+/obj/structure/bloodsucker/vassalrack/proc/RequireDisloyalty(mob/living/user, mob/living/target)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = IS_BLOODSUCKER(user)
+ return bloodsuckerdatum.AmValidAntag(target)
+
+/obj/structure/bloodsucker/vassalrack/proc/disloyalty_accept(mob/living/target)
+ // FAILSAFE: Still on the rack?
+ if(!(locate(target) in buckled_mobs))
+ return
+ // NOTE: You can say YES after torture. It'll apply to next time.
+ disloyalty_confirm = TRUE
+
+/obj/structure/bloodsucker/vassalrack/proc/disloyalty_refuse(mob/living/target)
+ // FAILSAFE: Still on the rack?
+ if(!(locate(target) in buckled_mobs))
+ return
+ // Failsafe: You already said YES.
+ if(disloyalty_confirm)
+ return
+ to_chat(target, span_notice("You refuse to give in! You will not break!"))
+
+
+/obj/structure/bloodsucker/vassalrack/proc/offer_favorite_vassal(mob/living/carbon/human/user, mob/living/target)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ var/datum/antagonist/vassal/vassaldatum = target.mind.has_antag_datum(/datum/antagonist/vassal)
+
+ switch(input("Would you like to turn this Vassal into your completely loyal Servant? This costs 150 Blood to do. You cannot undo this.") in list("Yes", "No"))
+ if("Yes")
+ user.blood_volume -= 150
+ bloodsuckerdatum.has_favorite_vassal = TRUE
+ vassaldatum.make_favorite(user)
+ else
+ to_chat(user, span_danger("You decide not to turn [target] into your Favorite Vassal."))
+ use_lock = FALSE
+
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/obj/structure/bloodsucker/candelabrum
+ name = "candelabrum"
+ desc = "It burns slowly, but doesn't radiate any heat."
+ icon = 'icons/obj/vamp_obj.dmi'
+ icon_state = "candelabrum"
+ light_color = "#66FFFF"//LIGHT_COLOR_BLUEGREEN // lighting.dm
+ light_power = 3
+ light_range = 0 // to 2
+ density = FALSE
+ can_buckle = TRUE
+ anchored = FALSE
+ Ghost_desc = "This is a magical candle which drains at the sanity of non Bloodsuckers and Vassals.\n\
+ Vassals can turn the candle on manually, while Bloodsuckers can do it from a distance."
+ Vamp_desc = "This is a magical candle which drains at the sanity of mortals who are not under your command while it is active.\n\
+ You can click on it from any range to turn it on remotely, clicking on it with a mindshielded individual buckled will start to disable their mindshields."
+ Vassal_desc = "This is a magical candle which drains at the sanity of the fools who havent yet accepted your master, as long as it is active.\n\
+ You can turn it on and off by clicking on it while you are next to it."
+ Hunter_desc = "This is a blue Candelabrum, which causes insanity to those near it while active."
+ var/lit = FALSE
+
+/obj/structure/bloodsucker/candelabrum/Destroy()
+ STOP_PROCESSING(SSobj, src)
+ return ..()
+
+/obj/structure/bloodsucker/candelabrum/update_icon()
+ icon_state = "candelabrum[lit ? "_lit" : ""]"
+ return ..()
+
+/obj/structure/bloodsucker/candelabrum/examine(mob/user)
+ . = ..()
+
+/obj/structure/bloodsucker/candelabrum/bolt()
+ . = ..()
+ anchored = TRUE
+ density = TRUE
+
+/obj/structure/bloodsucker/candelabrum/unbolt()
+ . = ..()
+ anchored = FALSE
+ density = FALSE
+
+/obj/structure/bloodsucker/candelabrum/proc/toggle(mob/user)
+ lit = !lit
+ if(lit)
+ set_light(2, 3, "#66FFFF")
+ START_PROCESSING(SSobj, src)
+ else
+ set_light(0)
+ STOP_PROCESSING(SSobj, src)
+ update_icon()
+
+/obj/structure/bloodsucker/candelabrum/process()
+ if(!lit)
+ return
+ for(var/mob/living/carbon/nearly_people in viewers(7, src))
+ /// We dont want Bloodsuckers or Vassals affected by this
+ if(IS_VASSAL(nearly_people) || IS_BLOODSUCKER(nearly_people))
+ continue
+ nearly_people.hallucination += 5
+ if(nearly_people.getStaminaLoss() >= 100)
+ continue
+ if(nearly_people.getStaminaLoss() >= 60)
+ spawn(10)
+ nearly_people.adjustStaminaLoss(1) // keeps the slowness by constantly updating it
+ else
+ nearly_people.adjustStaminaLoss(10)
+ SEND_SIGNAL(nearly_people, COMSIG_ADD_MOOD_EVENT, "vampcandle", /datum/mood_event/vampcandle)
+ to_chat(nearly_people, span_warning("You start to feel extremely weak and drained. "))
+/*
+ * # Candelabrum Ventrue Stuff
+ *
+ * Ventrue Bloodsuckers can buckle Vassals onto the Candelabrum to "Upgrade" them.
+ * This is limited to a Single vassal, called 'My Favorite Vassal'.
+ *
+ * Most of this is just copied over from Persuasion Rack.
+ */
+
+/obj/structure/bloodsucker/candelabrum/attack_hand(mob/living/user, list/modifiers)
+ . = ..()
+ if(!.)
+ return
+ if(!anchored)
+ return
+ // Checks: They're Buckled & Alive.
+ if(IS_BLOODSUCKER(user))
+ if(!has_buckled_mobs())
+ toggle()
+ return
+ var/mob/living/carbon/target = pick(buckled_mobs)
+ if(target.stat >= DEAD || !user.istate.harm)
+ unbuckle_mob(target)
+ return
+ if(user.blood_volume >= 150)
+ switch(input("Do you wish to spend 150 Blood to deactivate [target]'s mindshield?") in list("Yes", "No"))
+ if("Yes")
+ user.blood_volume -= 150
+ if(!do_mob(user, target, 60 SECONDS))
+ to_chat(user, span_danger("The ritual has been interrupted! "))
+ return FALSE
+ remove_loyalties(target)
+ to_chat(user, span_notice("You deactivated [target]'s mindshield!"))
+ return
+ else
+ to_chat(user, span_danger("You don't have enough Blood to deactivate [target]'s mindshield."))
+ return
+
+ if(IS_BLOODSUCKER(user) || IS_VASSAL(user))
+ toggle()
+
+/// Buckling someone in
+/obj/structure/bloodsucker/candelabrum/MouseDrop_T(mob/living/target, mob/user)
+ if(!anchored && IS_BLOODSUCKER(user))
+ to_chat(user, span_danger("Until the candelabrum is secured in place, it cannot serve its purpose."))
+ return
+ /// Default checks
+ if(!target.Adjacent(src) || target == user || !isliving(user) || has_buckled_mobs() || user.incapacitated() || target.buckled)
+ return
+ /// Are they mindshielded or a bloodsucker/vassal?
+ if(!HAS_TRAIT(target, TRAIT_MINDSHIELD))
+ return
+ /// Good to go - Buckle them!
+ if(do_mob(user, target, 5 SECONDS))
+ attach_mob(target, user)
+
+/obj/structure/bloodsucker/candelabrum/proc/attach_mob(mob/living/target, mob/living/user)
+ user.visible_message(
+ span_notice("[user] lifts and buckles [target] onto the candelabrum."),
+ span_boldnotice("You buckle [target] onto the candelabrum."),
+ )
+
+ playsound(src.loc, 'sound/effects/pop_expl.ogg', 25, 1)
+ target.forceMove(get_turf(src))
+
+ if(!buckle_mob(target))
+ return
+ update_icon()
+
+/obj/structure/bloodsucker/candelabrum/proc/remove_loyalties(mob/living/target, mob/living/user)
+ // Find Mindshield implant & destroy, takes a good while.
+ if(HAS_TRAIT(target, TRAIT_MINDSHIELD))
+ for(var/obj/item/implant/mindshield/L in target)
+ if(L)
+ qdel(L)
+/// Attempt Unbuckle
+/obj/structure/bloodsucker/candelabrum/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
+ . = ..()
+ src.visible_message(span_danger("[buckled_mob][buckled_mob.stat==DEAD?"'s corpse":""] slides off of the candelabrum."))
+ update_icon()
+
+/// Blood Throne - Allows Bloodsuckers to remotely speak with their Vassals. - Code (Mostly) stolen from comfy chairs (armrests) and chairs (layers)
+/obj/structure/bloodsucker/bloodthrone
+ name = "wicked throne"
+ desc = "Twisted metal shards jut from the arm rests. Very uncomfortable looking. It would take a masochistic sort to sit on this jagged piece of furniture."
+ icon = 'icons/obj/vamp_obj_64.dmi'
+ icon_state = "throne"
+ buckle_lying = 0
+ anchored = FALSE
+ density = TRUE
+ can_buckle = TRUE
+ Ghost_desc = "This is a Bloodsucker throne, any Bloodsucker sitting on it can remotely speak to their Vassals by attempting to speak aloud."
+ Vamp_desc = "This is a Blood throne, sitting on it will allow you to telepathically speak to your vassals by simply speaking."
+ Vassal_desc = "This is a Blood throne, it allows your Master to telepathically speak to you and others like you."
+ Hunter_desc = "This is a chair that hurts those that try to buckle themselves onto it, though the Undead have no problem latching on.\n\
+ While buckled, Monsters can use this to telepathically communicate with eachother."
+ var/mutable_appearance/armrest
+
+// Add rotating and armrest
+/obj/structure/bloodsucker/bloodthrone/Initialize()
+ AddComponent(/datum/component/simple_rotation, ROTATION_ALTCLICK | ROTATION_CLOCKWISE)
+ armrest = GetArmrest()
+ armrest.layer = ABOVE_MOB_LAYER
+ return ..()
+
+/obj/structure/bloodsucker/bloodthrone/Destroy()
+ QDEL_NULL(armrest)
+ return ..()
+
+/obj/structure/bloodsucker/bloodthrone/bolt()
+ . = ..()
+ anchored = TRUE
+
+/obj/structure/bloodsucker/bloodthrone/unbolt()
+ . = ..()
+ anchored = FALSE
+
+// Armrests
+/obj/structure/bloodsucker/bloodthrone/proc/GetArmrest()
+ return mutable_appearance('icons/obj/vamp_obj_64.dmi', "thronearm")
+
+/obj/structure/bloodsucker/bloodthrone/proc/update_armrest()
+ if(has_buckled_mobs())
+ add_overlay(armrest)
+ else
+ cut_overlay(armrest)
+
+// Rotating
+/obj/structure/bloodsucker/bloodthrone/setDir(newdir)
+ . = ..()
+ if(has_buckled_mobs())
+ for(var/m in buckled_mobs)
+ var/mob/living/buckled_mob = m
+ buckled_mob.setDir(newdir)
+
+ if(has_buckled_mobs() && dir == NORTH)
+ layer = ABOVE_MOB_LAYER
+ else
+ layer = OBJ_LAYER
+
+// Buckling
+/obj/structure/bloodsucker/bloodthrone/buckle_mob(mob/living/user, force = FALSE, check_loc = TRUE)
+ if(!anchored)
+ to_chat(user, span_announce("[src] is not bolted to the ground!"))
+ return
+ user.visible_message(
+ span_notice("[user] sits down on [src]."),
+ span_boldnotice("You sit down onto [src]."),
+ )
+ if(IS_BLOODSUCKER(user))
+ RegisterSignal(user, COMSIG_MOB_SAY, .proc/handle_speech)
+ else
+ user.Paralyze(6 SECONDS)
+ to_chat(user, span_cult("The power of the blood throne overwhelms you!"))
+ user.apply_damage(10, BRUTE)
+ unbuckle_mob(user)
+ return
+ return ..()
+
+/obj/structure/bloodsucker/bloodthrone/post_buckle_mob(mob/living/target)
+ . = ..()
+ update_armrest()
+ target.pixel_y += 2
+
+// Unbuckling
+/obj/structure/bloodsucker/bloodthrone/unbuckle_mob(mob/living/user, force = FALSE, can_fall = TRUE)
+ src.visible_message(span_danger("[user] unbuckles themselves from [src]."))
+ if(IS_BLOODSUCKER(user))
+ UnregisterSignal(user, COMSIG_MOB_SAY)
+ return ..()
+
+/obj/structure/bloodsucker/bloodthrone/post_unbuckle_mob(mob/living/target)
+ target.pixel_y -= 2
+
+// The speech itself
+/obj/structure/bloodsucker/bloodthrone/proc/handle_speech(datum/source, mob/speech_args)
+ var/message = speech_args[SPEECH_MESSAGE]
+ var/mob/living/carbon/human/user = source
+ var/rendered = span_cultlarge("[user.real_name]: [message]")
+ user.log_talk(message, LOG_SAY, tag=ROLE_BLOODSUCKER)
+ for(var/mob/living/carbon/human/vassals in GLOB.player_list)
+ var/datum/antagonist/vassal/vassaldatum = vassals.mind.has_antag_datum(/datum/antagonist/vassal)
+ if(vassals == user) // Just so they can hear themselves speak.
+ to_chat(vassals, rendered)
+ if(!istype(vassaldatum))
+ continue
+ if(vassaldatum.master.owner == user.mind)
+ to_chat(vassals, rendered)
+
+ for(var/mob/dead_mob in GLOB.dead_mob_list)
+ var/link = FOLLOW_LINK(dead_mob, user)
+ to_chat(dead_mob, "[link] [rendered]")
+
+ speech_args[SPEECH_MESSAGE] = ""
diff --git a/code/modules/antagonists/bloodsuckers/structures/bloodsucker_life.dm b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_life.dm
new file mode 100644
index 00000000000..317f351913d
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_life.dm
@@ -0,0 +1,427 @@
+/// Runs from COMSIG_LIVING_BIOLOGICAL_LIFE, handles Bloodsucker constant proccesses.
+/datum/antagonist/bloodsucker/proc/LifeTick()
+
+ if(!owner)
+ INVOKE_ASYNC(src, .proc/HandleDeath)
+ return
+ // Deduct Blood
+ if(owner.current.stat == CONSCIOUS && !HAS_TRAIT(owner.current, TRAIT_NODEATH))
+ INVOKE_ASYNC(src, .proc/AddBloodVolume, passive_blood_drain) // -.1 currently
+ if(HandleHealing(1))
+ if((COOLDOWN_FINISHED(src, bloodsucker_spam_healing)) && owner.current.blood_volume > 0)
+ to_chat(owner.current, span_notice("The power of your blood begins knitting your wounds..."))
+ COOLDOWN_START(src, bloodsucker_spam_healing, BLOODSUCKER_SPAM_HEALING)
+ // Standard Updates
+ INVOKE_ASYNC(src, .proc/HandleDeath)
+ INVOKE_ASYNC(src, .proc/HandleStarving)
+ INVOKE_ASYNC(src, .proc/HandleTorpor)
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// BLOOD
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
+ owner.current.blood_volume = clamp(owner.current.blood_volume + value, 0, max_blood_volume)
+ update_hud()
+
+/datum/antagonist/bloodsucker/proc/AddHumanityLost(value)
+ if(humanity_lost >= 500)
+ to_chat(owner.current, span_warning("You hit the maximum amount of lost Humanity, you are far from Human."))
+ return
+ humanity_lost += value
+ to_chat(owner.current, span_warning("You feel as if you lost some of your humanity, you will now enter Frenzy at [FRENZY_THRESHOLD_ENTER + (humanity_lost * 10)] Blood."))
+
+/// mult: SILENT feed is 1/3 the amount
+/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1, power_level)
+ // Starts at 15 (now 8 since we doubled the Feed time)
+ var/feed_amount = 15 + (power_level * 2)
+ var/blood_taken = min(feed_amount, target.blood_volume) * mult
+ target.blood_volume -= blood_taken
+ // Simple Animals lose a LOT of blood, and take damage. This is to keep cats, cows, and so forth from giving you insane amounts of blood.
+ if(!ishuman(target))
+ target.blood_volume -= (blood_taken / max(target.mob_size, 0.1)) * 3.5 // max() to prevent divide-by-zero
+ target.apply_damage_type(blood_taken / 3.5) // Don't do too much damage, or else they die and provide no blood nourishment.
+ if(target.blood_volume <= 0)
+ target.blood_volume = 0
+ target.death(0)
+ ///////////
+ // Shift Body Temp (toward Target's temp, by volume taken)
+ owner.current.bodytemperature = ((owner.current.blood_volume * owner.current.bodytemperature) + (blood_taken * target.bodytemperature)) / (owner.current.blood_volume + blood_taken)
+ // our volume * temp, + their volume * temp, / total volume
+ ///////////
+ // Reduce Value Quantity
+ if(target.stat == DEAD) // Penalty for Dead Blood
+ blood_taken /= 3
+ if(!ishuman(target)) // Penalty for Non-Human Blood
+ blood_taken /= 2
+ //if (!iscarbon(target)) // Penalty for Animals (they're junk food)
+ // Apply to Volume
+ AddBloodVolume(blood_taken)
+ // Reagents (NOT Blood!)
+ if(target.reagents && target.reagents.total_volume)
+ target.reagents.trans_to(owner.current, INGEST, 1) // Run transfer of 1 unit of reagent from them to me.
+ owner.current.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
+ total_blood_drank += blood_taken
+ if(frenzied)
+ frenzy_blood_drank += blood_taken
+ if(current_task)
+ task_blood_drank += blood_taken
+ return blood_taken
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// HEALING
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/// Constantly runs on Bloodsucker's LifeTick, and is increased by being in Torpor/Coffins
+/datum/antagonist/bloodsucker/proc/HandleHealing(mult = 1)
+ var/actual_regen = bloodsucker_regen_rate + additional_regen
+ // Don't heal if I'm staked or on Masquerade (+ not in a Coffin). Masqueraded Bloodsuckers in a Coffin however, will heal.
+ if(owner.current.AmStaked() || (HAS_TRAIT(owner.current, TRAIT_MASQUERADE) && !HAS_TRAIT(owner.current, TRAIT_NODEATH)))
+ return FALSE
+ owner.current.adjustCloneLoss(-1 * (actual_regen * 4) * mult, 0)
+ owner.current.adjustOrganLoss(ORGAN_SLOT_BRAIN, -1 * (actual_regen * 4) * mult) //adjustBrainLoss(-1 * (actual_regen * 4) * mult, 0)
+ if(!iscarbon(owner.current)) // Damage Heal: Do I have damage to ANY bodypart?
+ return
+ var/mob/living/carbon/user = owner.current
+ var/costMult = 1 // Coffin makes it cheaper
+ var/bruteheal = min(user.getBruteLoss_nonProsthetic(), actual_regen) // BRUTE: Always Heal
+ var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
+ /// Checks if you're in a coffin here, additionally checks for Torpor right below it.
+ var/amInCoffin = istype(user.loc, /obj/structure/closet/crate/coffin)
+ if(amInCoffin && HAS_TRAIT(user, TRAIT_NODEATH))
+ if(HAS_TRAIT(owner.current, TRAIT_MASQUERADE))
+ to_chat(user, span_warning("You will not heal while your Masquerade ability is active."))
+ return
+ fireheal = min(user.getFireLoss_nonProsthetic(), actual_regen)
+ mult *= 5 // Increase multiplier if we're sleeping in a coffin.
+ costMult /= 2 // Decrease cost if we're sleeping in a coffin.
+ user.extinguish_mob()
+ user.remove_all_embedded_objects() // Remove Embedded!
+ if(check_limbs(costMult))
+ return TRUE
+ // In Torpor, but not in a Coffin? Heal faster anyways.
+ else if(HAS_TRAIT(user, TRAIT_NODEATH))
+ mult *= 3
+ // Heal if Damaged
+ if((bruteheal + fireheal > 0) && mult != 0) // Just a check? Don't heal/spend, and return.
+ // We have damage. Let's heal (one time)
+ user.adjustBruteLoss(-bruteheal * mult, forced=TRUE) // Heal BRUTE / BURN in random portions throughout the body.
+ user.adjustFireLoss(-fireheal * mult, forced=TRUE)
+ AddBloodVolume(((bruteheal * -0.5) + (fireheal * -1)) * costMult * mult) // Costs blood to heal
+ return TRUE
+
+/datum/antagonist/bloodsucker/proc/check_limbs(costMult = 1)
+ var/limb_regen_cost = 50 * -costMult
+ var/mob/living/carbon/user = owner.current
+ var/list/missing = user.get_missing_limbs()
+ if(missing.len && user.blood_volume < limb_regen_cost + 5)
+ return FALSE
+ for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
+ user.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
+ AddBloodVolume(limb_regen_cost)
+ var/obj/item/bodypart/missing_bodypart = user.get_bodypart(targetLimbZone) // 2) Limb returns Damaged
+ missing_bodypart.brute_dam = 60
+ to_chat(user, span_notice("Your flesh knits as it regrows your [missing_bodypart]!"))
+ playsound(user, 'sound/magic/demon_consume.ogg', 50, TRUE)
+ return TRUE
+
+/*
+ * # Heal Vampire Organs
+ *
+ * This is used by Bloodsuckers, these are the steps of this proc:
+ * Step 1 - Cure husking and Regenerate organs. regenerate_organs() removes their Vampire Heart & Eye augments, which leads us to...
+ * Step 2 - Repair any (shouldn't be possible) Organ damage, then return their Vampiric Heart & Eye benefits.
+ * Step 3 - Revive them, clear all wounds, remove any Tumors (If any).
+ *
+ * This is called on Bloodsucker's Assign, and when they end Torpor.
+ */
+
+/datum/antagonist/bloodsucker/proc/HealVampireOrgans()
+ var/mob/living/carbon/bloodsuckeruser = owner.current
+
+ // Step 1 - Fix basic things, husk and organs.
+ bloodsuckeruser.cure_husk()
+ bloodsuckeruser.regenerate_organs()
+
+ // Step 2 NOTE: Giving passive organ regeneration will cause Torpor to spam /datum/client_colour/monochrome at the Bloodsucker, permanently making them colorblind!
+ for(var/all_organs in bloodsuckeruser.internal_organs)
+ var/obj/item/organ/organ = all_organs
+ organ.setOrganDamage(0)
+ var/obj/item/organ/heart/current_heart = bloodsuckeruser.getorganslot(ORGAN_SLOT_HEART)
+ if(!istype(current_heart, /obj/item/organ/heart/vampheart) && !istype(current_heart, /obj/item/organ/heart/demon) && !istype(current_heart, /obj/item/organ/heart/cursed && !istype(current_heart, /obj/item/organ/heart/nightmare)))
+ qdel(current_heart)
+ var/obj/item/organ/heart/vampheart/vampiric_heart = new
+ vampiric_heart.Insert(owner.current)
+ vampiric_heart.Stop()
+ var/obj/item/organ/eyes/current_eyes = bloodsuckeruser.getorganslot(ORGAN_SLOT_EYES)
+ if(current_eyes)
+ current_eyes.flash_protect = max(initial(current_eyes.flash_protect) - 1, - 1)
+ current_eyes.sight_flags = SEE_MOBS
+ current_eyes.see_in_dark = 8
+ current_eyes.lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
+ bloodsuckeruser.update_sight()
+
+ // Step 3
+ if(bloodsuckeruser.stat == DEAD)
+ bloodsuckeruser.revive(full_heal = FALSE, admin_revive = FALSE)
+ for(var/i in bloodsuckeruser.all_wounds)
+ var/datum/wound/iter_wound = i
+ iter_wound.remove_wound()
+ // From [powers/panacea.dm]
+ var/list/bad_organs = list(
+ bloodsuckeruser.getorgan(/obj/item/organ/body_egg),
+ bloodsuckeruser.getorgan(/obj/item/organ/zombie_infection))
+ for(var/tumors in bad_organs)
+ var/obj/item/organ/yucky_organs = tumors
+ if(!istype(yucky_organs))
+ continue
+ yucky_organs.Remove(bloodsuckeruser)
+ yucky_organs.forceMove(get_turf(bloodsuckeruser))
+
+ // Good to go!
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+// DEATH
+
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+/// FINAL DEATH
+/datum/antagonist/bloodsucker/proc/HandleDeath()
+ // Not "Alive"?
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = owner.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum.my_clan == CLAN_GANGREL)
+ if(!owner.current || !isliving(owner.current) || isbrain(owner.current) || !get_turf(owner.current))
+ FinalDeath()
+ return
+ else
+ if(!owner.current || !iscarbon(owner.current) || isbrain(owner.current) || !get_turf(owner.current))
+ FinalDeath()
+ return
+ // Fire Damage? (above double health)
+ if(owner.current.getFireLoss() >= owner.current.maxHealth * 3)
+ FinalDeath()
+ return
+ // Staked while "Temp Death" or Asleep
+ if(owner.current.StakeCanKillMe() && owner.current.AmStaked())
+ FinalDeath()
+ return
+ // Not organic/living? (Zombie/Skeleton/Plasmaman)
+ if(!(owner.current.mob_biotypes & MOB_ORGANIC))
+ FinalDeath()
+ return
+ // Temporary Death? Convert to Torpor.
+ if(owner.current.stat == DEAD)
+ var/mob/living/carbon/human/dead_bloodsucker = owner.current
+ if(!HAS_TRAIT(dead_bloodsucker, TRAIT_NODEATH))
+ to_chat(dead_bloodsucker, span_danger("Your immortal body will not yet relinquish your soul to the abyss. You enter Torpor."))
+ Check_Begin_Torpor(TRUE)
+
+/datum/antagonist/bloodsucker/proc/HandleStarving() // I am thirsty for blood!
+ // Nutrition - The amount of blood is how full we are.
+ owner.current.set_nutrition(min(owner.current.blood_volume, NUTRITION_LEVEL_FED))
+
+ // BLOOD_VOLUME_GOOD: [336] - Pale
+// handled in bloodsucker_integration.dm
+
+ // BLOOD_VOLUME_EXIT: [250] - Exit Frenzy (If in one) This is high because we want enough to kill the poor soul they feed off of.
+ if(owner.current.blood_volume >= FRENZY_THRESHOLD_EXIT && frenzied)
+ owner.current.remove_status_effect(STATUS_EFFECT_FRENZY)
+ // BLOOD_VOLUME_BAD: [224] - Jitter
+ if(owner.current.blood_volume < BLOOD_VOLUME_BAD && prob(0.5) && !HAS_TRAIT(owner.current, TRAIT_NODEATH) && !HAS_TRAIT(owner.current, TRAIT_MASQUERADE))
+ owner.current.Jitter(3)
+ // BLOOD_VOLUME_SURVIVE: [122] - Blur Vision
+ if(owner.current.blood_volume < BLOOD_VOLUME_SURVIVE)
+ owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
+
+ // The more blood, the better the Regeneration, get too low blood, and you enter Frenzy.
+ if(owner.current.blood_volume < (FRENZY_THRESHOLD_ENTER + (humanity_lost * 10)) && !frenzied)
+ if(!iscarbon(owner.current))
+ return
+ enter_frenzy()
+ else if(owner.current.blood_volume < BLOOD_VOLUME_BAD)
+ additional_regen = 0.1
+ else if(owner.current.blood_volume < BLOOD_VOLUME_OKAY)
+ additional_regen = 0.2
+ else if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
+ additional_regen = 0.3
+ else if(owner.current.blood_volume < BS_BLOOD_VOLUME_MAX_REGEN)
+ additional_regen = 0.4
+ else
+ additional_regen = 0.5
+
+/datum/antagonist/bloodsucker/proc/enter_frenzy()
+ owner.current.apply_status_effect(STATUS_EFFECT_FRENZY)
+
+/**
+ * # Torpor
+ *
+ * Torpor is what deals with the Bloodsucker falling asleep, their healing, the effects, ect.
+ * This is basically what Sol is meant to do to them, but they can also trigger it manually if they wish to heal, as Burn is only healed through Torpor.
+ * You cannot manually exit Torpor, it is instead entered/exited by:
+ *
+ * Torpor is triggered by:
+ * - Being in a Coffin while Sol is on, dealt with by /HandleTorpor()
+ * - Entering a Coffin with more than 10 combined Brute/Burn damage, dealt with by /closet/crate/coffin/close() [bloodsucker_coffin.dm]
+ * - Death, dealt with by /HandleDeath()
+ * Torpor is ended by:
+ * - Having less than 10 Brute damage while OUTSIDE of your Coffin while it isnt Sol, dealt with by /HandleTorpor()
+ * - Having less than 10 Brute & Burn Combined while INSIDE of your Coffin while it isnt Sol, dealt with by /HandleTorpor()
+ * - Sol being over, dealt with by /sunlight/process() [bloodsucker_daylight.dm]
+*/
+
+/datum/antagonist/bloodsucker/proc/HandleTorpor()
+ if(!owner.current)
+ return
+ if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
+ if(!HAS_TRAIT(owner.current, TRAIT_NODEATH))
+ /// Staked? Dont heal
+ if(owner.current.AmStaked())
+ to_chat(owner.current, span_userdanger("You are staked! Remove the offending weapon from your heart before sleeping."))
+ return
+ /// Otherwise, check if it's Sol, to enter Torpor.
+ if(clan.bloodsucker_sunlight.amDay)
+ Check_Begin_Torpor(TRUE)
+ if(HAS_TRAIT(owner.current, TRAIT_NODEATH)) // Check so I don't go insane.
+ Check_End_Torpor()
+
+/datum/antagonist/bloodsucker/proc/Check_Begin_Torpor(SkipChecks = FALSE)
+ /// Are we entering Torpor via Sol/Death? Then entering it isnt optional!
+ if(SkipChecks)
+ Torpor_Begin()
+ return
+ var/mob/living/carbon/user = owner.current
+ var/total_brute = user.getBruteLoss_nonProsthetic()
+ var/total_burn = user.getFireLoss_nonProsthetic()
+ var/total_damage = total_brute + total_burn
+ /// Checks - Not daylight & Has more than 10 Brute/Burn & not already in Torpor
+ if(!clan.bloodsucker_sunlight.amDay && total_damage >= 10 && !HAS_TRAIT(owner.current, TRAIT_NODEATH))
+ Torpor_Begin()
+
+/datum/antagonist/bloodsucker/proc/Check_End_Torpor()
+ var/mob/living/carbon/user = owner.current
+ var/total_brute = user.getBruteLoss_nonProsthetic()
+ var/total_burn = user.getFireLoss_nonProsthetic()
+ var/total_damage = total_brute + total_burn
+ // You are in a Coffin, so instead we'll check TOTAL damage, here.
+ if(istype(user.loc, /obj/structure/closet/crate/coffin))
+ if(!clan.bloodsucker_sunlight.amDay && total_damage <= 10)
+ Torpor_End()
+ // You're not in a Coffin? We won't check for low Burn damage
+ else if(!clan.bloodsucker_sunlight.amDay && total_brute <= 10)
+ // You're under 10 brute, but over 200 Burn damage? Don't exit Torpor, to prevent spam revival/death. Only way out is healing that Burn.
+ if(total_burn >= 199)
+ return
+ Torpor_End()
+
+/datum/antagonist/bloodsucker/proc/Torpor_Begin()
+ to_chat(owner.current, span_notice("You enter the horrible slumber of deathless Torpor. You will heal until you are renewed."))
+ /// Force them to go to sleep
+ REMOVE_TRAIT(owner.current, TRAIT_SLEEPIMMUNE, BLOODSUCKER_TRAIT)
+ /// Without this, you'll just keep dying while you recover.
+ ADD_TRAIT(owner.current, TRAIT_NODEATH, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner.current, TRAIT_FAKEDEATH, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner.current, TRAIT_DEATHCOMA, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, BLOODSUCKER_TRAIT)
+ //ADD_TRAIT(owner.current, TRAIT_BRUTEIMMUNE, BLOODSUCKER_TRAIT)
+ owner.current.Jitter(0)
+ /// Disable ALL Powers
+ DisableAllPowers()
+
+/datum/antagonist/bloodsucker/proc/Torpor_End()
+ owner.current.grab_ghost()
+ to_chat(owner.current, span_warning("You have recovered from Torpor."))
+ //REMOVE_TRAIT(owner.current, TRAIT_BRUTEIMMUNE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(owner.current, TRAIT_RESISTLOWPRESSURE, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(owner.current, TRAIT_DEATHCOMA, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(owner.current, TRAIT_FAKEDEATH, BLOODSUCKER_TRAIT)
+ REMOVE_TRAIT(owner.current, TRAIT_NODEATH, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner.current, TRAIT_SLEEPIMMUNE, BLOODSUCKER_TRAIT)
+ HealVampireOrgans()
+
+/// Gibs the Bloodsucker, roundremoving them.
+/datum/antagonist/bloodsucker/proc/FinalDeath()
+ FreeAllVassals()
+ var/dust_timer
+ // If we have no body, end here.
+ if(!owner.current || dust_timer)
+ return
+
+ DisableAllPowers()
+ if(!iscarbon(owner.current))
+ owner.current.gib(TRUE, FALSE, FALSE)
+ return
+ // Drop anything in us and play a tune
+ var/mob/living/carbon/user = owner.current
+ owner.current.drop_all_held_items()
+ owner.current.unequip_everything()
+ user.remove_all_embedded_objects()
+ playsound(owner.current, 'sound/effects/tendril_destroyed.ogg', 40, TRUE)
+ // Elders get dusted, Fledglings get gibbed
+ if(bloodsucker_level >= 4)
+ owner.current.visible_message(
+ span_warning("[owner.current]'s skin crackles and dries, their skin and bones withering to dust. A hollow cry whips from what is now a sandy pile of remains."),
+ span_userdanger("Your soul escapes your withering body as the abyss welcomes you to your Final Death."),
+ span_hear("You hear a dry, crackling sound."))
+ dust_timer = addtimer(CALLBACK(owner.current, /mob/living.proc/dust), 5 SECONDS, TIMER_UNIQUE|TIMER_STOPPABLE)
+ return
+ owner.current.visible_message(
+ span_warning("[owner.current]'s skin bursts forth in a spray of gore and detritus. A horrible cry echoes from what is now a wet pile of decaying meat."),
+ span_userdanger("Your soul escapes your withering body as the abyss welcomes you to your Final Death."),
+ span_hear("You hear a wet, bursting sound."))
+ owner.current.gib(TRUE, FALSE, FALSE)
+
+
+// Bloodsuckers moodlets //
+/datum/mood_event/drankblood
+ description = "I have fed greedly from that which nourishes me. \n"
+ mood_change = 10
+ timeout = 8 MINUTES
+
+/datum/mood_event/drankblood_bad
+ description = "I drank the blood of a lesser creature. Disgusting. \n"
+ mood_change = -4
+ timeout = 3 MINUTES
+
+/datum/mood_event/drankblood_dead
+ description = "I drank dead blood. I am better than this. \n"
+ mood_change = -7
+ timeout = 8 MINUTES
+
+/datum/mood_event/drankblood_synth
+ description = "I drank synthetic blood. What is wrong with me? \n"
+ mood_change = -7
+ timeout = 8 MINUTES
+
+/datum/mood_event/drankkilled
+ description = "I drank from my victim until they died. I feel... less human. \n"
+ mood_change = -15
+ timeout = 10 MINUTES
+
+/datum/mood_event/madevamp
+ description = "A soul has been cursed to undeath by my own hand. \n"
+ mood_change = 15
+ timeout = 20 MINUTES
+
+/datum/mood_event/coffinsleep
+ description = "I slept in a coffin during the day. I feel whole again. \n"
+ mood_change = 10
+ timeout = 6 MINUTES
+
+/datum/mood_event/daylight_1
+ description = "I slept poorly in a makeshift coffin during the day. \n"
+ mood_change = -3
+ timeout = 6 MINUTES
+
+/datum/mood_event/daylight_2
+ description = "I have been scorched by the unforgiving rays of the sun. \n"
+ mood_change = -6
+ timeout = 6 MINUTES
+
+///Candelabrum's mood event to non Bloodsucker/Vassals
+/datum/mood_event/vampcandle
+ description = "Something is making your mind feel... loose. \n"
+ mood_change = -15
+ timeout = 5 MINUTES
diff --git a/code/modules/antagonists/bloodsuckers/structures/bloodsucker_recipes.dm b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_recipes.dm
new file mode 100644
index 00000000000..085ffa52a72
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/structures/bloodsucker_recipes.dm
@@ -0,0 +1,159 @@
+/// From recipes.dm
+
+/datum/crafting_recipe/blackcoffin
+ name = "Black Coffin"
+ result = /obj/structure/closet/crate/coffin/blackcoffin
+ tool_behaviors = list(TOOL_WELDER, TOOL_SCREWDRIVER)
+ reqs = list(
+ /obj/item/stack/sheet/cloth = 1,
+ /obj/item/stack/sheet/mineral/wood = 5,
+ /obj/item/stack/sheet/iron = 1,
+ )
+ time = 15 SECONDS
+ category = CAT_PRIMAL
+
+/datum/crafting_recipe/securecoffin
+ name = "Secure Coffin"
+ result = /obj/structure/closet/crate/coffin/securecoffin
+ tool_behaviors = list(TOOL_WELDER, TOOL_SCREWDRIVER)
+ reqs = list(
+ /obj/item/stack/rods = 1,
+ /obj/item/stack/sheet/plasteel = 5,
+ /obj/item/stack/sheet/iron = 5,
+ )
+ time = 15 SECONDS
+ category = CAT_PRIMAL
+
+/datum/crafting_recipe/meatcoffin
+ name = "Meat Coffin"
+ result = /obj/structure/closet/crate/coffin/meatcoffin
+ tool_behaviors = list(TOOL_WELDER, TOOL_WRENCH)
+ reqs = list(
+ /obj/item/food/meat/slab = 5,
+ /obj/item/restraints/handcuffs/cable = 1,
+ )
+ time = 15 SECONDS
+ category = CAT_PRIMAL
+ always_available = FALSE //The sacred coffin!
+
+/datum/crafting_recipe/metalcoffin
+ name = "Metal Coffin"
+ result = /obj/structure/closet/crate/coffin/metalcoffin
+ reqs = list(
+ /obj/item/stack/sheet/iron = 6,
+ /obj/item/stack/rods = 2,
+ )
+ time = 10 SECONDS
+ category = CAT_PRIMAL
+
+/datum/crafting_recipe/bloodaltar
+ name = "Blood Altar"
+ result = /obj/structure/bloodsucker/bloodaltar
+ tool_behaviors = list(TOOL_WELDER, TOOL_SCREWDRIVER, TOOL_WRENCH)
+ reqs = list(
+ /obj/item/stack/rods = 5,
+ /obj/item/stack/sheet/iron = 2,
+ /obj/item/stack/sheet/plasteel = 5,
+ /datum/reagent/ash = 30,
+ )
+ time = 13 SECONDS
+ category = CAT_PRIMAL
+ always_available = FALSE
+
+/datum/crafting_recipe/vassalrack
+ name = "Persuasion Rack"
+ result = /obj/structure/bloodsucker/vassalrack
+ tool_behaviors = list(TOOL_WELDER, TOOL_WRENCH)
+ reqs = list(
+ /obj/item/stack/sheet/mineral/wood = 3,
+ /obj/item/stack/sheet/iron = 2,
+ /obj/item/restraints/handcuffs/cable = 2,
+ )
+ time = 15 SECONDS
+ category = CAT_PRIMAL
+ always_available = FALSE
+
+/datum/crafting_recipe/staketrap
+ name = "Stake Trap"
+ result = /obj/item/restraints/legcuffs/beartrap/bloodsucker
+ tool_paths = list(/obj/item/hatchet)
+ tool_behaviors = list(TOOL_SCREWDRIVER)
+ reqs = list(
+ /obj/item/stake = 2,
+ /obj/item/reagent_containers/blood = 1,
+ /obj/item/stack/sheet/mineral/wood = 2,
+ /obj/item/restraints/handcuffs/cable = 1,
+ )
+ time = 12.5 SECONDS
+ category = CAT_MISC
+ always_available = FALSE
+
+/datum/crafting_recipe/candelabrum
+ name = "Candelabrum"
+ result = /obj/structure/bloodsucker/candelabrum
+ tool_behaviors = list(TOOL_WELDER, TOOL_WRENCH)
+ reqs = list(
+ /obj/item/stack/sheet/iron = 3,
+ /obj/item/stack/rods = 1,
+ /obj/item/candle = 1,
+ )
+ time = 10 SECONDS
+ category = CAT_PRIMAL
+ always_available = FALSE
+
+/datum/crafting_recipe/bloodthrone
+ name = "Blood Throne"
+ result = /obj/structure/bloodsucker/bloodthrone
+ tool_behaviors = list(TOOL_WRENCH)
+ reqs = list(
+ /obj/item/stack/sheet/cloth = 3,
+ /obj/item/stack/sheet/iron = 5,
+ /obj/item/stack/sheet/mineral/wood = 1,
+ )
+ time = 5 SECONDS
+ category = CAT_PRIMAL
+ always_available = FALSE
+
+/datum/crafting_recipe/stake
+ name = "Stake"
+ result = /obj/item/stake
+ reqs = list(/obj/item/stack/sheet/mineral/wood = 3)
+ time = 8 SECONDS
+ category = CAT_WEAPONRY
+ subcategory = CAT_WEAPON
+
+/datum/crafting_recipe/woodenducky
+ name = "Wooden Ducky"
+ result = /obj/item/stake/ducky
+ tool_paths = list(/obj/item/hatchet)
+ reqs = list(
+ /obj/item/stake = 1,
+ /obj/item/bikehorn/rubberducky = 1,
+ )
+ time = 6 SECONDS
+ category = CAT_WEAPONRY
+ subcategory = CAT_WEAPON
+ always_available = FALSE
+
+/datum/crafting_recipe/hardened_stake
+ name = "Hardened Stake"
+ result = /obj/item/stake/hardened
+ tool_behaviors = list(TOOL_WELDER)
+ reqs = list(/obj/item/stack/rods = 1)
+ time = 6 SECONDS
+ category = CAT_WEAPONRY
+ subcategory = CAT_WEAPON
+ always_available = FALSE
+
+/datum/crafting_recipe/silver_stake
+ name = "Silver Stake"
+ result = /obj/item/stake/hardened/silver
+ tool_behaviors = list(TOOL_WELDER)
+ reqs = list(
+ /obj/item/stack/sheet/mineral/silver = 1,
+ /obj/item/stake/hardened = 1,
+ )
+ time = 8 SECONDS
+ category = CAT_WEAPONRY
+ subcategory = CAT_WEAPON
+ always_available = FALSE
diff --git a/code/modules/antagonists/bloodsuckers/vassal.dm b/code/modules/antagonists/bloodsuckers/vassal.dm
new file mode 100644
index 00000000000..f07f3ea7675
--- /dev/null
+++ b/code/modules/antagonists/bloodsuckers/vassal.dm
@@ -0,0 +1,188 @@
+#define VASSAL_SCAN_MIN_DISTANCE 5
+#define VASSAL_SCAN_MAX_DISTANCE 500
+/// 2s update time.
+#define VASSAL_SCAN_PING_TIME (2 SECONDS)
+
+/datum/antagonist/vassal
+ name = "\improper Vassal"
+ roundend_category = "vassals"
+ antagpanel_category = "Bloodsucker"
+ job_rank = ROLE_BLOODSUCKER
+ show_in_roundend = FALSE
+
+ /// The Master Bloodsucker's antag datum.
+ var/datum/antagonist/bloodsucker/master
+ var/datum/game_mode/blooodsucker
+ /// List of all Purchased Powers, like Bloodsuckers.
+ var/list/datum/action/powers = list()
+ /// The favorite vassal gets unique features, and Ventrue can upgrade theirs
+ var/favorite_vassal = FALSE
+ /// Bloodsucker levels, but for Vassals.
+ var/vassal_level
+
+/datum/antagonist/vassal/antag_panel_data()
+ return "Master : [master.owner.name]"
+
+/datum/antagonist/vassal/apply_innate_effects(mob/living/mob_override)
+ . = ..()
+
+/datum/antagonist/vassal/on_gain()
+ /// Enslave them to their Master
+ if(master)
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = master.owner.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum)
+ bloodsuckerdatum.vassals |= src
+ owner.enslave_mind_to_creator(master.owner.current)
+ owner.current.log_message("has been vassalized by [master.owner.current]!", LOG_ATTACK, color="#960000")
+ /// Give Vassal Pinpointer
+ owner.current.apply_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
+ /// Give Recuperate Power
+ BuyPower(new /datum/action/bloodsucker/recuperate)
+ /// Give Objectives
+ var/datum/objective/bloodsucker/vassal/vassal_objective = new
+ vassal_objective.owner = owner
+ objectives += vassal_objective
+ /// Give Vampire Language & Hud
+ owner.current.grant_all_languages(FALSE, FALSE, TRUE)
+ owner.current.grant_language(/datum/language/vampiric)
+ update_vassal_icons_added(owner.current)
+ . = ..()
+
+/datum/antagonist/vassal/on_removal()
+ /// Free them from their Master
+ if(master && master.owner)
+ master.vassals -= src
+ owner.enslaved_to = null
+ /// Remove Pinpointer
+ owner.current.remove_status_effect(/datum/status_effect/agent_pinpointer/vassal_edition)
+ /// Remove ALL Traits, as long as its from BLOODSUCKER_TRAIT's source.
+ for(var/all_status_traits in owner.current.status_traits)
+ REMOVE_TRAIT(owner.current, all_status_traits, BLOODSUCKER_TRAIT)
+ /// Remove Recuperate Power
+ while(powers.len)
+ var/datum/action/bloodsucker/power = pick(powers)
+ powers -= power
+ power.Remove(owner.current)
+ /// Remove Language & Hud
+ owner.current.remove_language(/datum/language/vampiric)
+ update_vassal_icons_removed(owner.current)
+ return ..()
+
+/datum/antagonist/vassal/proc/add_objective(datum/objective/added_objective)
+ objectives += added_objective
+
+/datum/antagonist/vassal/proc/remove_objectives(datum/objective/removed_objective)
+ objectives -= removed_objective
+
+/datum/antagonist/vassal/greet()
+ . = ..()
+ to_chat(owner, span_userdanger("You are now the mortal servant of [master.owner.current], a Bloodsucker!"))
+ to_chat(owner, span_boldannounce("The power of [master.owner.current.p_their()] immortal blood compels you to obey [master.owner.current.p_them()] in all things, even offering your own life to prolong theirs.\n\
+ You are not required to obey any other Bloodsucker, for only [master.owner.current] is your master. The laws of Nanotrasen do not apply to you now; only your vampiric master's word must be obeyed."))
+ owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
+ antag_memory += "You have been vassalized, becoming the mortal servant of [master.owner.current] , a bloodsucking vampire! "
+ /// Message told to your Master.
+ to_chat(master.owner, span_userdanger("[owner.current] has become addicted to your immortal blood. [owner.current.p_they(TRUE)] [owner.current.p_are()] now your undying servant!"))
+ master.owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
+
+/datum/antagonist/vassal/farewell()
+ owner.current.visible_message(
+ span_deconversion_message("[owner.current]'s eyes dart feverishly from side to side, and then stop. [owner.current.p_they(TRUE)] seem[owner.current.p_s()] calm, \
+ like [owner.current.p_they()] [owner.current.p_have()] regained some lost part of [owner.current.p_them()]self."),
+ )
+ to_chat(owner, span_deconversion_message("With a snap, you are no longer enslaved to [master.owner]! You breathe in heavily, having regained your free will."))
+ owner.current.playsound_local(null, 'sound/magic/mutate.ogg', 100, FALSE, pressure_affected = FALSE)
+ /// Message told to your (former) Master.
+ if(master && master.owner)
+ to_chat(master.owner, span_cultbold("You feel the bond with your vassal [owner.current] has somehow been broken!"))
+
+/// Called when we are made into the Favorite Vassal
+/datum/antagonist/vassal/proc/make_favorite(mob/living/master)
+ // Default stuff for all
+ favorite_vassal = TRUE
+ set_antag_hud(owner.current, "vassal6")
+ to_chat(master, span_danger("You have turned [owner.current] into your Favorite Vassal! They will no longer be deconverted upon Mindshielding!"))
+ to_chat(owner, span_notice("As Blood drips over your body, you feel closer to your Master... You are now the Favorite Vassal!"))
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = master.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ if(bloodsuckerdatum.my_clan == CLAN_GANGREL)
+ var/obj/effect/proc_holder/spell/targeted/shapeshift/bat/batform = new
+ owner.current.AddSpell(batform)
+/// If we weren't created by a bloodsucker, then we cannot be a vassal (assigned from antag panel)
+/datum/antagonist/vassal/can_be_owned(datum/mind/new_owner)
+ if(!master)
+ return FALSE
+ return ..()
+
+/// Used for Admin removing Vassals.
+/datum/mind/proc/remove_vassal()
+ var/datum/antagonist/vassal/selected_vassal = has_antag_datum(/datum/antagonist/vassal)
+ if(selected_vassal)
+ remove_antag_datum(/datum/antagonist/vassal)
+
+/// When a Bloodsucker gets FinalDeath, all Vassals are freed - This is a Bloodsucker proc, not a Vassal one.
+/datum/antagonist/bloodsucker/proc/FreeAllVassals()
+ for(var/datum/antagonist/vassal/all_vassals in vassals)
+ // Skip over any Bloodsucker Vassals, they're too far gone to have all their stuff taken away from them
+ if(all_vassals.owner.has_antag_datum(/datum/antagonist/bloodsucker))
+ continue
+ remove_vassal(all_vassals.owner)
+
+/// Called by FreeAllVassals()
+/datum/antagonist/bloodsucker/proc/remove_vassal(datum/mind/vassal)
+ vassal.remove_antag_datum(/datum/antagonist/vassal)
+
+/// Used when your Master teaches you a new Power.
+/datum/antagonist/vassal/proc/BuyPower(datum/action/bloodsucker/power)
+ powers += power
+ power.Grant(owner.current)
+
+/datum/antagonist/vassal/proc/LevelUpPowers()
+ for(var/datum/action/bloodsucker/power in powers)
+ power.level_current++
+
+/**
+ * # Vassal Pinpointer
+ *
+ * Pinpointer that points to their Master's location at all times.
+ * Unlike the Monster hunter one, this one is permanently active, and has no power needed to activate it.
+ */
+
+/atom/movable/screen/alert/status_effect/agent_pinpointer/vassal_edition
+ name = "Blood Bond"
+ desc = "You always know where your master is."
+
+/datum/status_effect/agent_pinpointer/vassal_edition
+ id = "agent_pinpointer"
+ alert_type = /atom/movable/screen/alert/status_effect/agent_pinpointer/vassal_edition
+ minimum_range = VASSAL_SCAN_MIN_DISTANCE
+ tick_interval = VASSAL_SCAN_PING_TIME
+ duration = -1
+ range_fuzz_factor = 0
+
+/datum/status_effect/agent_pinpointer/vassal_edition/on_creation(mob/living/new_owner, ...)
+ ..()
+ var/datum/antagonist/vassal/antag_datum = new_owner.mind.has_antag_datum(/datum/antagonist/vassal)
+ scan_target = antag_datum?.master?.owner?.current
+
+/datum/status_effect/agent_pinpointer/vassal_edition/scan_for_target()
+ return
+
+/datum/status_effect/agent_pinpointer/vassal_edition/Destroy()
+ if(scan_target)
+ to_chat(owner, span_notice("You've lost your master's trail."))
+ return ..()
+
+/**
+ * # HUD
+ */
+/datum/antagonist/vassal/proc/update_vassal_icons_added(mob/living/vassal, icontype = "vassal")
+ var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
+ hud.join_hud(vassal)
+ /// Located in icons/mob/hud.dmi
+ set_antag_hud(vassal, icontype)
+ /// FULP ADDITION! Check prepare_huds in mob.dm to see why.
+
+/datum/antagonist/vassal/proc/update_vassal_icons_removed(mob/living/vassal)
+ var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_BLOODSUCKER]
+ hud.leave_hud(vassal)
+ set_antag_hud(vassal, null)
diff --git a/code/modules/antagonists/monsterhunter/monsterhunter.dm b/code/modules/antagonists/monsterhunter/monsterhunter.dm
new file mode 100644
index 00000000000..903a57e4989
--- /dev/null
+++ b/code/modules/antagonists/monsterhunter/monsterhunter.dm
@@ -0,0 +1,156 @@
+#define HUNTER_SCAN_MIN_DISTANCE 8
+#define HUNTER_SCAN_MAX_DISTANCE 15
+/// 5s update time
+#define HUNTER_SCAN_PING_TIME 20
+/// Used for the pinpointer
+#define STATUS_EFFECT_HUNTERPINPOINTER /datum/status_effect/agent_pinpointer/hunter_edition
+
+/datum/antagonist/monsterhunter
+ name = "\improper Monster Hunter"
+ roundend_category = "Monster Hunters"
+ antagpanel_category = "Monster Hunter"
+ job_rank = ROLE_MONSTERHUNTER
+ var/list/datum/action/powers = list()
+ var/datum/martial_art/hunterfu/my_kungfu = new
+ var/give_objectives = TRUE
+ var/datum/action/bloodsucker/trackvamp = new/datum/action/bloodsucker/trackvamp()
+ var/datum/action/bloodsucker/fortitude = new/datum/action/bloodsucker/fortitude/hunter()
+
+/datum/antagonist/monsterhunter/on_gain()
+ /// Buffs Monster Hunters
+ owner.unconvertable = TRUE
+ ADD_TRAIT(owner.current, TRAIT_NOSOFTCRIT, BLOODSUCKER_TRAIT)
+ ADD_TRAIT(owner.current, TRAIT_NOCRITDAMAGE, BLOODSUCKER_TRAIT)
+ /// Give Monster Hunter powers
+ var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_MHUNTER]
+ trackvamp.Grant(owner.current)
+ fortitude.Grant(owner.current)
+ hud.join_hud(owner.current)
+ set_antag_hud(owner.current, "monsterhunter")
+ if(give_objectives)
+ /// Give Hunter Objective
+ var/datum/objective/bloodsucker/monsterhunter/monsterhunter_objective = new
+ monsterhunter_objective.owner = owner
+ objectives += monsterhunter_objective
+ /// Give Theft Objective
+ var/datum/objective/steal/steal_objective = new
+ steal_objective.owner = owner
+ steal_objective.find_target()
+ objectives += steal_objective
+
+ /// Give Martial Arts
+ my_kungfu.teach(owner.current, 0)
+ /// Teach Stake crafting
+ owner.teach_crafting_recipe(/datum/crafting_recipe/hardened_stake)
+ owner.teach_crafting_recipe(/datum/crafting_recipe/silver_stake)
+ . = ..()
+
+/datum/antagonist/monsterhunter/on_removal()
+ /// Remove buffs
+ owner.unconvertable = FALSE
+ /// Remove ALL Traits, as long as its from BLOODSUCKER_TRAIT's source.
+ for(var/all_status_traits in owner.current.status_traits)
+ REMOVE_TRAIT(owner.current, all_status_traits, BLOODSUCKER_TRAIT)
+ /// Remove Monster Hunter powers
+ var/datum/atom_hud/antag/hud = GLOB.huds[ANTAG_HUD_MHUNTER]
+ trackvamp.Remove(owner.current)
+ fortitude.Remove(owner.current)
+ hud.leave_hud(owner.current)
+ set_antag_hud(owner.current, null)
+ /// Remove Martial Arts
+ if(my_kungfu)
+ my_kungfu.remove(owner.current)
+ to_chat(owner.current, span_userdanger("Your hunt has ended: You enter retirement once again, and are no longer a Monster Hunter."))
+ return ..()
+
+/// Mind version
+/datum/mind/proc/make_monsterhunter()
+ var/datum/antagonist/monsterhunter/monsterhunterdatum = has_antag_datum(/datum/antagonist/monsterhunter)
+ if(!monsterhunterdatum)
+ monsterhunterdatum = add_antag_datum(/datum/antagonist/monsterhunter)
+ special_role = ROLE_MONSTERHUNTER
+ return monsterhunterdatum
+
+/datum/mind/proc/remove_monsterhunter()
+ var/datum/antagonist/monsterhunter/monsterhunterdatum = has_antag_datum(/datum/antagonist/monsterhunter)
+ if(monsterhunterdatum)
+ remove_antag_datum(/datum/antagonist/monsterhunter)
+ special_role = null
+
+/// Called when using admin tools to give antag status
+/datum/antagonist/monsterhunter/admin_add(datum/mind/new_owner, mob/admin)
+ message_admins("[key_name_admin(admin)] made [key_name_admin(new_owner)] into [name].")
+ log_admin("[key_name(admin)] made [key_name(new_owner)] into [name].")
+ new_owner.add_antag_datum(src)
+
+/// Called when removing antagonist using admin tools
+/datum/antagonist/monsterhunter/admin_remove(mob/user)
+ if(!user)
+ return
+ message_admins("[key_name_admin(user)] has removed [name] antagonist status from [key_name_admin(owner)].")
+ log_admin("[key_name(user)] has removed [name] antagonist status from [key_name(owner)].")
+ on_removal()
+
+/datum/antagonist/monsterhunter/proc/add_objective(datum/objective/added_objective)
+ objectives += added_objective
+
+/datum/antagonist/monsterhunter/proc/remove_objectives(datum/objective/removed_objective)
+ objectives -= removed_objective
+
+/datum/antagonist/monsterhunter/greet()
+ . = ..()
+ to_chat(owner.current, span_userdanger("After witnessing recent events on the station, we return to your old profession, we are a Monster Hunter!"))
+ to_chat(owner.current, span_announce("While we can kill anyone in our way to destroy the monsters lurking around, causing property damage is unacceptable ."))
+ to_chat(owner.current, span_announce("However, security WILL detain us if they discover our mission."))
+ to_chat(owner.current, span_announce("In exchange for our services, it shouldn't matter if a few items are gone missing for our... personal collection."))
+ owner.current.playsound_local(null, 'sound/effects/his_grace_ascend.ogg', 100, FALSE, pressure_affected = FALSE)
+ owner.announce_objectives()
+
+//////////////////////////////////////////////////////////////////////////
+// Monster Hunter Pinpointer
+//////////////////////////////////////////////////////////////////////////
+
+/// TAKEN FROM: /datum/action/changeling/pheromone_receptors // pheromone_receptors.dm for a version of tracking that Changelings have!
+/datum/status_effect/agent_pinpointer/hunter_edition
+ alert_type = /atom/movable/screen/alert/status_effect/agent_pinpointer/hunter_edition
+ minimum_range = HUNTER_SCAN_MIN_DISTANCE
+ tick_interval = HUNTER_SCAN_PING_TIME
+ duration = 10 SECONDS
+ range_fuzz_factor = 5 //PINPOINTER_EXTRA_RANDOM_RANGE
+
+/atom/movable/screen/alert/status_effect/agent_pinpointer/hunter_edition
+ name = "Monster Tracking"
+ desc = "You always know where the hellspawn are."
+
+/datum/status_effect/agent_pinpointer/hunter_edition/scan_for_target()
+ var/turf/my_loc = get_turf(owner)
+
+ var/list/mob/living/carbon/monsters = list()
+ for(var/mob/living/carbon/all_carbons in GLOB.alive_mob_list)
+ if(all_carbons != owner && all_carbons.mind)
+ var/datum/mind/carbon_minds = all_carbons.mind
+ if(IS_HERETIC(all_carbons) || IS_BLOODSUCKER(all_carbons) || IS_CULTIST(all_carbons) || IS_WIZARD(all_carbons))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/changeling))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/ashwalker))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/wizard/apprentice))
+ monsters += carbon_minds
+ if(istype(monsters))
+ var/their_loc = get_turf(all_carbons)
+ var/distance = get_dist_euclidian(my_loc, their_loc)
+ if(distance < HUNTER_SCAN_MAX_DISTANCE)
+ monsters[all_carbons] = (HUNTER_SCAN_MAX_DISTANCE ** 2) - (distance ** 2)
+
+ if(monsters.len)
+ /// Point at a 'random' monster, biasing heavily towards closer ones.
+ scan_target = pick(monsters)
+ to_chat(owner, span_warning("You detect signs of monsters to the [dir2text(get_dir(my_loc,get_turf(scan_target)))]! "))
+ else
+ scan_target = null
+
+/datum/status_effect/agent_pinpointer/hunter_edition/Destroy()
+ if(scan_target)
+ to_chat(owner, span_notice("You've lost the trail."))
+ . = ..()
diff --git a/code/modules/antagonists/monsterhunter/monstertrack.dm b/code/modules/antagonists/monsterhunter/monstertrack.dm
new file mode 100644
index 00000000000..ab611480ef0
--- /dev/null
+++ b/code/modules/antagonists/monsterhunter/monstertrack.dm
@@ -0,0 +1,72 @@
+/// From 'Cellular Emporium'... somehow?
+/datum/action/bloodsucker/trackvamp
+ name = "Track Monster"
+ desc = "Take a moment to look for clues of any nearby monsters. These creatures are slippery, and often look like the crew."
+ button_icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ icon_icon = 'icons/mob/actions/actions_bloodsucker.dmi'
+ background_icon_state = "vamp_power_off"
+ button_icon_state = "power_hunter"
+ power_flags = NONE
+ check_flags = BP_CANT_USE_WHILE_INCAPACITATED|BP_CANT_USE_WHILE_UNCONSCIOUS
+ purchase_flags = NONE
+ cooldown = 30 SECONDS
+ bloodcost = 0
+ /// Removed, set to TRUE to re-add, either here to be a default function, or in-game through VV for neat Admin stuff -Willard
+ var/give_pinpointer = FALSE
+
+/datum/action/bloodsucker/trackvamp/ActivatePower()
+ . = ..()
+ /// Return text indicating direction
+ to_chat(owner, span_notice("You look around, scanning your environment and discerning signs of any filthy, wretched affronts to the natural order."))
+ if(!do_after(owner, 6 SECONDS, src))
+ return
+ if(give_pinpointer)
+ var/mob/living/user = owner
+ user.apply_status_effect(STATUS_EFFECT_HUNTERPINPOINTER)
+ display_proximity()
+
+/datum/action/bloodsucker/trackvamp/proc/display_proximity()
+ /// Pick target
+ var/turf/my_loc = get_turf(owner)
+ var/best_dist = 9999
+ var/mob/living/best_vamp
+
+ /// Track ALL living Monsters.
+ var/list/datum/mind/monsters = list()
+ for(var/mob/living/carbon/all_carbons in GLOB.alive_mob_list)
+ if(!all_carbons.mind)
+ continue
+ var/datum/mind/carbon_minds = all_carbons.mind
+ if(IS_HERETIC(all_carbons) || IS_BLOODSUCKER(all_carbons) || IS_CULTIST(all_carbons) || IS_WIZARD(all_carbons))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/changeling))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/ashwalker))
+ monsters += carbon_minds
+ if(carbon_minds.has_antag_datum(/datum/antagonist/wizard/apprentice))
+ monsters += carbon_minds
+
+ for(var/datum/mind/monster_minds in monsters)
+ if(!monster_minds.current || monster_minds.current == owner) // || !get_turf(M.current) || !get_turf(owner))
+ continue
+ for(var/antag_datums in monster_minds.antag_datums)
+ var/datum/antagonist/antag_datum = antag_datums
+ if(!istype(antag_datum))
+ continue
+ var/their_loc = get_turf(monster_minds.current)
+ var/distance = get_dist_euclidian(my_loc, their_loc)
+ /// Found One: Closer than previous/max distance
+ if(distance < best_dist && distance <= HUNTER_SCAN_MAX_DISTANCE)
+ best_dist = distance
+ best_vamp = monster_minds.current
+ /// Stop searching through my antag datums and go to the next guy
+ break
+
+ /// Found one!
+ if(best_vamp)
+ var/distString = best_dist <= HUNTER_SCAN_MAX_DISTANCE / 2 ? "somewhere closeby! " : "somewhere in the distance."
+ to_chat(owner, span_warning("You detect signs of monsters [distString]"))
+
+ /// Will yield a "?"
+ else
+ to_chat(owner, span_notice("There are no monsters nearby."))
diff --git a/code/modules/events/monsterhunter.dm b/code/modules/events/monsterhunter.dm
new file mode 100644
index 00000000000..a5bc775dcac
--- /dev/null
+++ b/code/modules/events/monsterhunter.dm
@@ -0,0 +1,96 @@
+/*
+ * MONSTER HUNTERS:
+ * Their job is to hunt Monsters.
+ * They spawn by default 35 minutes into a Bloodsucker round,
+ * They also randomly spawn in other rounds, as some unique flavor.
+ * They can also be used as Admin-only antags during rounds such as;
+ * - Changeling murderboning rounds
+ * - Lategame Cult round
+ * - Ect.
+ */
+
+/datum/round_event_control/bloodsucker_hunters
+ name = "Spawn Monster Hunter - Bloodsucker"
+ typepath = /datum/round_event/bloodsucker_hunters
+ max_occurrences = 1 // We have to see how Bloodsuckers are in game to decide if having more than 1 is beneficial.
+ weight = 4
+ min_players = 10
+ earliest_start = 35 MINUTES
+ alert_observers = FALSE
+
+/datum/round_event/bloodsucker_hunters
+ fakeable = FALSE
+ var/cancel_me = TRUE
+
+/datum/round_event/bloodsucker_hunters/start()
+ for(var/mob/living/carbon/human/all_players in GLOB.player_list)
+ if(IS_BLOODSUCKER(all_players))
+ message_admins("BLOODSUCKER NOTICE: Monster Hunters found a valid Bloodsucker.")
+ cancel_me = FALSE
+ break
+ if(cancel_me)
+ kill()
+ return
+ for(var/mob/living/carbon/human/all_players in shuffle(GLOB.player_list))
+ if(!all_players.client || !all_players.mind || !(ROLE_MONSTERHUNTER in all_players.client.prefs.be_special))
+ continue
+ if(all_players.stat == DEAD)
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.nonhuman_positions)) // Only crewmembers on-station.
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.command_positions))
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.security_positions))
+ continue
+ if(IS_BLOODSUCKER(all_players) || IS_VASSAL(all_players) || IS_HERETIC(all_players) || IS_CULTIST(all_players) || IS_WIZARD(all_players) || all_players.mind.has_antag_datum(/datum/antagonist/changeling))
+ continue
+ if(!all_players.getorgan(/obj/item/organ/brain))
+ continue
+ all_players.mind.add_antag_datum(/datum/antagonist/monsterhunter)
+ message_admins("BLOODSUCKER NOTICE: [all_players] has awoken as a Monster Hunter.")
+ announce_to_ghosts(all_players)
+ break
+
+/datum/round_event_control/monster_hunters
+ name = "Spawn Monster Hunter"
+ typepath = /datum/round_event/monster_hunters
+ max_occurrences = 1
+ weight = 4
+ min_players = 10
+ earliest_start = 25 MINUTES
+ alert_observers = TRUE
+
+/datum/round_event/monster_hunters
+ fakeable = FALSE
+ var/cancel_me = TRUE
+
+/datum/round_event/monster_hunters/start()
+ for(var/mob/living/carbon/human/all_players in GLOB.player_list)
+ if( IS_CULTIST(all_players) || IS_HERETIC(all_players) || IS_WIZARD(all_players) || all_players.mind.has_antag_datum(/datum/antagonist/changeling))
+ message_admins("MONSTERHUNTER NOTICE: Monster Hunters found a valid Monster.")
+ cancel_me = FALSE
+ break
+ if(cancel_me)
+ kill()
+ return
+ for(var/mob/living/carbon/human/all_players in shuffle(GLOB.player_list))
+ /// From obsessed
+ if(!all_players.client || !all_players.mind || !(ROLE_MONSTERHUNTER in all_players.client.prefs.be_special))
+ continue
+ if(all_players.stat == DEAD)
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.nonhuman_positions)) // Only crewmembers on-station.
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.command_positions))
+ continue
+ if(!SSjob.GetJob(all_players.mind.assigned_role) || (all_players.mind.assigned_role in GLOB.security_positions))
+ continue
+ /// Bobux no IS_CHANGELING
+ if(IS_HERETIC(all_players) || IS_CULTIST(all_players) || IS_WIZARD(all_players) || all_players.mind.has_antag_datum(/datum/antagonist/changeling))
+ continue
+ if(!all_players.getorgan(/obj/item/organ/brain))
+ continue
+ all_players.mind.add_antag_datum(/datum/antagonist/monsterhunter)
+ message_admins("MONSTERHUNTER NOTICE: [all_players] has awoken as a Monster Hunter.")
+ announce_to_ghosts(all_players)
+ break
diff --git a/code/modules/jobs/job_types/clown.dm b/code/modules/jobs/job_types/clown.dm
index 7f5a2814053..68144e23c42 100644
--- a/code/modules/jobs/job_types/clown.dm
+++ b/code/modules/jobs/job_types/clown.dm
@@ -75,6 +75,9 @@
..()
if(visualsOnly)
return
+
+ if(H.mind)
+ H.mind.teach_crafting_recipe(/datum/crafting_recipe/woodenducky)
H.fully_replace_character_name(H.real_name, pick(GLOB.clown_names)) //rename the mob AFTER they're equipped so their ID gets updated properly.
ADD_TRAIT(H, TRAIT_NAIVE, JOB_TRAIT)
diff --git a/code/modules/language/vampiric.dm b/code/modules/language/vampiric.dm
new file mode 100644
index 00000000000..36b8ba33ccf
--- /dev/null
+++ b/code/modules/language/vampiric.dm
@@ -0,0 +1,20 @@
+/datum/language/vampiric
+ name = "Blah-Sucker"
+ desc = "The native language of the Bloodsucker elders, learned intuitively by Fledglings as they pass from death into immortality."
+ key = "l"
+ space_chance = 40
+ default_priority = 90
+
+ flags = TONGUELESS_SPEECH | LANGUAGE_HIDE_ICON_IF_NOT_UNDERSTOOD
+ syllables = list(
+ "luk","cha","no","kra","pru","chi","busi","tam","pol","spu","och",
+ "umf","ora","stu","si","ri","li","ka","red","ani","lup","ala","pro",
+ "to","siz","nu","pra","ga","ump","ort","a","ya","yach","tu","lit",
+ "wa","mabo","mati","anta","tat","tana","prol",
+ "tsa","si","tra","te","ele","fa","inz",
+ "nza","est","sti","ra","pral","tsu","ago","esch","chi","kys","praz",
+ "froz","etz","tzil",
+ "t'","k'","t'","k'","th'","tz'"
+ )
+
+ icon_state = "bloodsucker"
diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm
index e44c8dec0f2..6266fb998af 100644
--- a/code/modules/mining/lavaland/necropolis_chests.dm
+++ b/code/modules/mining/lavaland/necropolis_chests.dm
@@ -232,6 +232,9 @@
return ..()
/obj/item/clothing/neck/necklace/memento_mori/proc/memento(mob/living/carbon/human/user)
+ if(IS_BLOODSUCKER(user))
+ to_chat(user, span_warning("The Memento notices your undead soul, and refuses to react.."))
+ return
to_chat(user, span_warning("You feel your life being drained by the pendant..."))
if(do_after(user, 40, target = user))
to_chat(user, span_notice("Your lifeforce is now linked to the pendant! You feel like removing it would kill you, and yet you instinctively know that until then, you won't die."))
diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm
index 33acf48fef2..d1bf42b141a 100644
--- a/code/modules/mob/living/blood.dm
+++ b/code/modules/mob/living/blood.dm
@@ -7,6 +7,9 @@
// Takes care blood loss and regeneration
/mob/living/carbon/human/handle_blood(delta_time, times_fired)
+ if(HAS_TRAIT(src, TRAIT_NOPULSE))
+ return
+
if(NOBLOOD in dna.species.species_traits || HAS_TRAIT(src, TRAIT_NOBLEED) || (HAS_TRAIT(src, TRAIT_FAKEDEATH)))
return
diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm
index 6d4cfbd2917..6c3673ba8dd 100644
--- a/code/modules/mob/living/carbon/human/examine.dm
+++ b/code/modules/mob/living/carbon/human/examine.dm
@@ -16,6 +16,13 @@
. = list("*---------*\nThis is [!obscure_name ? name : "Unknown"] !")
+ var/vampDesc = ReturnVampExamine(user) // Bloodsuckers edit STARTS
+ var/vassDesc = ReturnVassalExamine(user)
+ if(vampDesc != "")
+ . += vampDesc
+ if(vassDesc != "")
+ . += vassDesc // Bloodsucker edit ENDS
+
var/obscured = check_obscured_slots()
var/skipface = (wear_mask && (wear_mask.flags_inv & HIDEFACE)) || (head && (head.flags_inv & HIDEFACE))
@@ -243,13 +250,15 @@
var/apparent_blood_volume = blood_volume
if(skin_tone == "albino")
apparent_blood_volume -= 150 // enough to knock you down one tier
- switch(apparent_blood_volume)
- if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
- msg += "[t_He] [t_has] pale skin.\n"
- if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
- msg += "[t_He] look[p_s()] like pale death. \n"
- if(-INFINITY to BLOOD_VOLUME_BAD)
- msg += "[span_deadsay("[t_He] resemble[p_s()] a crushed, empty juice pouch. ")]\n"
+
+ if(!HAS_TRAIT(src, TRAIT_MASQUERADE))
+ switch(apparent_blood_volume)
+ if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE)
+ msg += "[t_He] [t_has] pale skin.\n"
+ if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY)
+ msg += "[t_He] look[p_s()] like pale death. \n"
+ if(-INFINITY to BLOOD_VOLUME_BAD)
+ msg += "[span_deadsay("[t_He] resemble[p_s()] a crushed, empty juice pouch. ")]\n"
if(is_bleeding())
var/list/obj/item/bodypart/bleeding_limbs = list()
diff --git a/code/modules/mob/living/carbon/human/species_types/podpeople.dm b/code/modules/mob/living/carbon/human/species_types/podpeople.dm
index 6785d1bfb7b..155689d18b1 100644
--- a/code/modules/mob/living/carbon/human/species_types/podpeople.dm
+++ b/code/modules/mob/living/carbon/human/species_types/podpeople.dm
@@ -28,6 +28,9 @@
if(H.stat == DEAD)
return
+ if(IS_BLOODSUCKER(H) && HAS_TRAIT(H, TRAIT_NODEATH))
+ return
+
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
diff --git a/code/modules/mob/mob_helpers.dm b/code/modules/mob/mob_helpers.dm
index afb144e0703..7808e1b623a 100644
--- a/code/modules/mob/mob_helpers.dm
+++ b/code/modules/mob/mob_helpers.dm
@@ -513,3 +513,23 @@
///Can this mob hold items
/mob/proc/can_hold_items(obj/item/I)
return length(held_items)
+
+/mob/living/proc/getBruteLoss_nonProsthetic()
+ return getBruteLoss()
+
+/mob/living/proc/getFireLoss_nonProsthetic()
+ return getFireLoss()
+
+/mob/living/carbon/getBruteLoss_nonProsthetic()
+ var/amount = 0
+ for(var/obj/item/bodypart/chosen_bodypart in bodyparts)
+ if(chosen_bodypart.status < BODYPART_ROBOTIC)
+ amount += chosen_bodypart.brute_dam
+ return amount
+
+/mob/living/carbon/getFireLoss_nonProsthetic()
+ var/amount = 0
+ for(var/obj/item/bodypart/chosen_bodypart in bodyparts)
+ if(chosen_bodypart.status < BODYPART_ROBOTIC)
+ amount += chosen_bodypart.burn_dam
+ return amount
diff --git a/code/modules/movespeed/modifiers/mobs.dm b/code/modules/movespeed/modifiers/mobs.dm
index 4afd7946752..a4643267d19 100644
--- a/code/modules/movespeed/modifiers/mobs.dm
+++ b/code/modules/movespeed/modifiers/mobs.dm
@@ -126,3 +126,8 @@
/datum/movespeed_modifier/morph_disguised
multiplicative_slowdown = 1
+
+/datum/movespeed_modifier/morbin
+ multiplicative_slowdown = -0.4
+ blacklisted_movetypes = FLYING|FLOATING
+ priority = 100
diff --git a/code/modules/reagents/reagent_containers/blood_pack.dm b/code/modules/reagents/reagent_containers/blood_pack.dm
index f698ee6e9cf..f62737af8cd 100644
--- a/code/modules/reagents/reagent_containers/blood_pack.dm
+++ b/code/modules/reagents/reagent_containers/blood_pack.dm
@@ -9,6 +9,40 @@
var/labelled = FALSE
fill_icon_thresholds = list(10, 20, 30, 40, 50, 60, 70, 80, 90, 100)
+/obj/item/reagent_containers/blood/attack(mob/user, mob/user, def_zone)
+ if(reagents.total_volume > 0)
+ if(user != user)
+ user.visible_message(
+ span_notice("[user] forces [user] to drink from the [src]."),
+ span_notice("You put the [src] up to [user]'s mouth."),
+ )
+ if(!do_mob(user, user, 5 SECONDS))
+ return
+ else
+ if(!do_mob(user, user, 1 SECONDS))
+ return
+ user.visible_message(
+ span_notice("[user] puts the [src] up to their mouth."),
+ span_notice("You take a sip from the [src]."),
+ )
+ // Safety: In case you spam clicked the blood bag on yourself, and it is now empty (below will divide by zero)
+ if(reagents.total_volume <= 0)
+ return
+ if(IS_BLOODSUCKER(user))
+ var/datum/antagonist/bloodsucker/bloodsuckerdatum = user.mind.has_antag_datum(/datum/antagonist/bloodsucker)
+ bloodsuckerdatum.AddBloodVolume(5)
+ var/mob/living/carbon/H = user
+ SEND_SIGNAL(src, COMSIG_GLASS_DRANK, user, user)
+ addtimer(CALLBACK(reagents, /datum/reagents.proc/trans_to, user, 500, TRUE, TRUE, FALSE, user, FALSE, INGEST), 5)
+ if(H.blood_volume >= bloodsuckerdatum.max_blood_volume)
+ to_chat(user, span_notice("You are full, and can't consume more blood"))
+ return
+ else
+ SEND_SIGNAL(src, COMSIG_GLASS_DRANK, user, user)
+ addtimer(CALLBACK(reagents, /datum/reagents.proc/trans_to, user, 5, TRUE, TRUE, FALSE, user, FALSE, INGEST), 5)
+ playsound(user.loc, 'sound/items/drink.ogg', rand(10,50), 1)
+ return ..()
+
/obj/item/reagent_containers/blood/Initialize()
. = ..()
if(blood_type != null)
diff --git a/code/modules/surgery/organs/heart.dm b/code/modules/surgery/organs/heart.dm
index fbbdac069b1..1aad22f3d6b 100644
--- a/code/modules/surgery/organs/heart.dm
+++ b/code/modules/surgery/organs/heart.dm
@@ -178,6 +178,34 @@
priority = 100 //it's an indicator you're dying, so it's very high priority
colour = "red"
+/obj/item/organ/heart/vampheart
+ beating = 0
+ ///If a heartbeat is being faked.
+ var/fakingit = FALSE
+
+/obj/item/organ/heart/vampheart/Restart()
+ beating = FALSE
+ return FALSE
+
+/obj/item/organ/heart/vampheart/Stop()
+ fakingit = FALSE
+ return ..()
+
+/obj/item/organ/heart/vampheart/proc/FakeStart()
+ fakingit = TRUE // We're pretending to beat, to fool people.
+
+/// Bloodsuckers don't have a heartbeat at all when stopped (default is "an unstable")
+/obj/item/organ/heart/vampheart/HeartStrengthMessage()
+ if(fakingit)
+ return "a healthy"
+ return span_danger("no")
+
+/// Proc for the default (Non-Bloodsucker) Heart!
+/obj/item/organ/heart/proc/HeartStrengthMessage()
+ if(beating)
+ return "a healthy"
+ return span_danger("an unstable")
+
/obj/item/organ/heart/cybernetic
name = "basic cybernetic heart"
desc = "A basic electronic device designed to mimic the functions of an organic human heart."
diff --git a/icons/misc/language.dmi b/icons/misc/language.dmi
index 2c4da48352b..2a93c4afad6 100644
Binary files a/icons/misc/language.dmi and b/icons/misc/language.dmi differ
diff --git a/icons/mob/actions/actions_bloodsucker.dmi b/icons/mob/actions/actions_bloodsucker.dmi
new file mode 100644
index 00000000000..901589214ea
Binary files /dev/null and b/icons/mob/actions/actions_bloodsucker.dmi differ
diff --git a/icons/mob/actions/actions_gangrel_bloodsucker.dmi b/icons/mob/actions/actions_gangrel_bloodsucker.dmi
new file mode 100644
index 00000000000..aef8d3b6f05
Binary files /dev/null and b/icons/mob/actions/actions_gangrel_bloodsucker.dmi differ
diff --git a/icons/mob/actions/actions_lasombra_bloodsucker.dmi b/icons/mob/actions/actions_lasombra_bloodsucker.dmi
new file mode 100644
index 00000000000..95b93602f03
Binary files /dev/null and b/icons/mob/actions/actions_lasombra_bloodsucker.dmi differ
diff --git a/icons/mob/actions/actions_tremere_bloodsucker.dmi b/icons/mob/actions/actions_tremere_bloodsucker.dmi
new file mode 100644
index 00000000000..057b17bbe10
Binary files /dev/null and b/icons/mob/actions/actions_tremere_bloodsucker.dmi differ
diff --git a/icons/mob/bloodsucker_mobs.dmi b/icons/mob/bloodsucker_mobs.dmi
new file mode 100644
index 00000000000..ac3de343fd9
Binary files /dev/null and b/icons/mob/bloodsucker_mobs.dmi differ
diff --git a/icons/mob/hud.dmi b/icons/mob/hud.dmi
index 08c63adc04f..57c03bc5dac 100644
Binary files a/icons/mob/hud.dmi and b/icons/mob/hud.dmi differ
diff --git a/icons/mob/inhands/antag/bs_leftinhand.dmi b/icons/mob/inhands/antag/bs_leftinhand.dmi
new file mode 100644
index 00000000000..c57e08f43bb
Binary files /dev/null and b/icons/mob/inhands/antag/bs_leftinhand.dmi differ
diff --git a/icons/mob/inhands/antag/bs_rightinhand.dmi b/icons/mob/inhands/antag/bs_rightinhand.dmi
new file mode 100644
index 00000000000..3485e3b5ed2
Binary files /dev/null and b/icons/mob/inhands/antag/bs_rightinhand.dmi differ
diff --git a/icons/mob/vampiric.dmi b/icons/mob/vampiric.dmi
new file mode 100644
index 00000000000..1cf92d5c97a
Binary files /dev/null and b/icons/mob/vampiric.dmi differ
diff --git a/icons/obj/guns/projectiles.dmi b/icons/obj/guns/projectiles.dmi
index 5d8c77780aa..e4a45d0f437 100644
Binary files a/icons/obj/guns/projectiles.dmi and b/icons/obj/guns/projectiles.dmi differ
diff --git a/icons/obj/shields.dmi b/icons/obj/shields.dmi
index 47bdc940d28..30e9ea71e62 100644
Binary files a/icons/obj/shields.dmi and b/icons/obj/shields.dmi differ
diff --git a/icons/obj/stakes.dmi b/icons/obj/stakes.dmi
new file mode 100644
index 00000000000..37fd61c1488
Binary files /dev/null and b/icons/obj/stakes.dmi differ
diff --git a/icons/obj/vamp_obj.dmi b/icons/obj/vamp_obj.dmi
new file mode 100644
index 00000000000..647a984e22c
Binary files /dev/null and b/icons/obj/vamp_obj.dmi differ
diff --git a/icons/obj/vamp_obj_64.dmi b/icons/obj/vamp_obj_64.dmi
new file mode 100644
index 00000000000..4367da28b32
Binary files /dev/null and b/icons/obj/vamp_obj_64.dmi differ
diff --git a/sound/ambience/antag/bloodsuckeralert.ogg b/sound/ambience/antag/bloodsuckeralert.ogg
new file mode 100644
index 00000000000..686f15bb711
Binary files /dev/null and b/sound/ambience/antag/bloodsuckeralert.ogg differ
diff --git a/sound/effects/coffin_close.ogg b/sound/effects/coffin_close.ogg
new file mode 100644
index 00000000000..600809f7822
Binary files /dev/null and b/sound/effects/coffin_close.ogg differ
diff --git a/sound/effects/coffin_open.ogg b/sound/effects/coffin_open.ogg
new file mode 100644
index 00000000000..38ca5c1f877
Binary files /dev/null and b/sound/effects/coffin_open.ogg differ
diff --git a/sound/effects/griffin_1.ogg b/sound/effects/griffin_1.ogg
new file mode 100644
index 00000000000..32e1333588d
Binary files /dev/null and b/sound/effects/griffin_1.ogg differ
diff --git a/sound/effects/griffin_10.ogg b/sound/effects/griffin_10.ogg
new file mode 100644
index 00000000000..0d161ee5edb
Binary files /dev/null and b/sound/effects/griffin_10.ogg differ
diff --git a/sound/effects/griffin_2.ogg b/sound/effects/griffin_2.ogg
new file mode 100644
index 00000000000..4ae4de2595f
Binary files /dev/null and b/sound/effects/griffin_2.ogg differ
diff --git a/sound/effects/griffin_3.ogg b/sound/effects/griffin_3.ogg
new file mode 100644
index 00000000000..28b65b852a6
Binary files /dev/null and b/sound/effects/griffin_3.ogg differ
diff --git a/sound/effects/griffin_4.ogg b/sound/effects/griffin_4.ogg
new file mode 100644
index 00000000000..2d6612c7c00
Binary files /dev/null and b/sound/effects/griffin_4.ogg differ
diff --git a/sound/effects/griffin_5.ogg b/sound/effects/griffin_5.ogg
new file mode 100644
index 00000000000..61258463922
Binary files /dev/null and b/sound/effects/griffin_5.ogg differ
diff --git a/sound/effects/griffin_6.ogg b/sound/effects/griffin_6.ogg
new file mode 100644
index 00000000000..43520cddf2a
Binary files /dev/null and b/sound/effects/griffin_6.ogg differ
diff --git a/sound/effects/griffin_7.ogg b/sound/effects/griffin_7.ogg
new file mode 100644
index 00000000000..b3ce436e4e5
Binary files /dev/null and b/sound/effects/griffin_7.ogg differ
diff --git a/sound/effects/griffin_8.ogg b/sound/effects/griffin_8.ogg
new file mode 100644
index 00000000000..bbf51f98774
Binary files /dev/null and b/sound/effects/griffin_8.ogg differ
diff --git a/sound/effects/griffin_9.ogg b/sound/effects/griffin_9.ogg
new file mode 100644
index 00000000000..806c67de2f4
Binary files /dev/null and b/sound/effects/griffin_9.ogg differ
diff --git a/sound/effects/lunge_warn.ogg b/sound/effects/lunge_warn.ogg
new file mode 100644
index 00000000000..0feec43228b
Binary files /dev/null and b/sound/effects/lunge_warn.ogg differ
diff --git a/sound/effects/owl_1.ogg b/sound/effects/owl_1.ogg
new file mode 100644
index 00000000000..3d41497d44b
Binary files /dev/null and b/sound/effects/owl_1.ogg differ
diff --git a/sound/effects/owl_10.ogg b/sound/effects/owl_10.ogg
new file mode 100644
index 00000000000..97f45d43378
Binary files /dev/null and b/sound/effects/owl_10.ogg differ
diff --git a/sound/effects/owl_2.ogg b/sound/effects/owl_2.ogg
new file mode 100644
index 00000000000..4937ee09fe3
Binary files /dev/null and b/sound/effects/owl_2.ogg differ
diff --git a/sound/effects/owl_3.ogg b/sound/effects/owl_3.ogg
new file mode 100644
index 00000000000..7c8524e933d
Binary files /dev/null and b/sound/effects/owl_3.ogg differ
diff --git a/sound/effects/owl_5.ogg b/sound/effects/owl_5.ogg
new file mode 100644
index 00000000000..1210b05ac39
Binary files /dev/null and b/sound/effects/owl_5.ogg differ
diff --git a/sound/effects/owl_6.ogg b/sound/effects/owl_6.ogg
new file mode 100644
index 00000000000..b965678688d
Binary files /dev/null and b/sound/effects/owl_6.ogg differ
diff --git a/sound/effects/owl_7.ogg b/sound/effects/owl_7.ogg
new file mode 100644
index 00000000000..fc330687a11
Binary files /dev/null and b/sound/effects/owl_7.ogg differ
diff --git a/sound/effects/owl_8.ogg b/sound/effects/owl_8.ogg
new file mode 100644
index 00000000000..e350b5be811
Binary files /dev/null and b/sound/effects/owl_8.ogg differ
diff --git a/sound/effects/owl_9.ogg b/sound/effects/owl_9.ogg
new file mode 100644
index 00000000000..ec195a222f8
Binary files /dev/null and b/sound/effects/owl_9.ogg differ
diff --git a/sound/voice/lizard/hiss.ogg b/sound/voice/lizard/hiss.ogg
new file mode 100644
index 00000000000..457dea6dba9
Binary files /dev/null and b/sound/voice/lizard/hiss.ogg differ
diff --git a/tgstation.dme b/tgstation.dme
index c49cee2d826..a975b9c6dba 100644
--- a/tgstation.dme
+++ b/tgstation.dme
@@ -34,6 +34,7 @@
#include "code\__DEFINES\art.dm"
#include "code\__DEFINES\atmospherics.dm"
#include "code\__DEFINES\atom_hud.dm"
+#include "code\__DEFINES\bloodsuckers.dm"
#include "code\__DEFINES\bitfields.dm"
#include "code\__DEFINES\blackmarket.dm"
#include "code\__DEFINES\blob_defines.dm"
@@ -797,6 +798,7 @@
#include "code\datums\martial\_martial.dm"
#include "code\datums\martial\boxing.dm"
#include "code\datums\martial\cqc.dm"
+#include "code\datums\martial\hunterfu.dm"
#include "code\datums\martial\krav_maga.dm"
#include "code\datums\martial\mushpunch.dm"
#include "code\datums\martial\plasma_fist.dm"
@@ -1720,6 +1722,34 @@
#include "code\modules\antagonists\blob\structures\node.dm"
#include "code\modules\antagonists\blob\structures\resource.dm"
#include "code\modules\antagonists\blob\structures\shield.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsucker_daylight.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsucker_flaws.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsucker_frenzy.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsucker_integration.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsucker_objectives.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsuckers.dm"
+#include "code\modules\antagonists\bloodsuckers\bloodsuckers_objects.dm"
+#include "code\modules\antagonists\bloodsuckers\vassal.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\_powers.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\cloak.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\distress.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\feed.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\fortitude.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\gangrel.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\gohome.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\masquerade.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\recuperate.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\veil.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\_powers_targeted.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\brawn.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\haste.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\lunge.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\mesmerize.dm"
+#include "code\modules\antagonists\bloodsuckers\powers\targeted\trespass.dm"
+#include "code\modules\antagonists\bloodsuckers\structures\bloodsucker_coffin.dm"
+#include "code\modules\antagonists\bloodsuckers\structures\bloodsucker_crypt.dm"
+#include "code\modules\antagonists\bloodsuckers\structures\bloodsucker_life.dm"
+#include "code\modules\antagonists\bloodsuckers\structures\bloodsucker_recipes.dm"
#include "code\modules\antagonists\brainwashing\brainwashing.dm"
#include "code\modules\antagonists\brother\brother.dm"
#include "code\modules\antagonists\changeling\cellular_emporium.dm"
@@ -1828,6 +1858,8 @@
#include "code\modules\antagonists\magic_servant\servant.dm"
#include "code\modules\antagonists\malf_ai\datum_malf_ai.dm"
#include "code\modules\antagonists\monkey\monkey.dm"
+#include "code\modules\antagonists\monsterhunter\monsterhunter.dm"
+#include "code\modules\antagonists\monsterhunter\monstertrack.dm"
#include "code\modules\antagonists\morph\morph.dm"
#include "code\modules\antagonists\morph\morph_antag.dm"
#include "code\modules\antagonists\nightmare\nightmare.dm"
@@ -2213,6 +2245,7 @@
#include "code\modules\events\meateor_wave.dm"
#include "code\modules\events\meteor_wave.dm"
#include "code\modules\events\mice_migration.dm"
+#include "code\modules\events\monsterhunter.dm"
#include "code\modules\events\nightmare.dm"
#include "code\modules\events\operative.dm"
#include "code\modules\events\pirates.dm"
@@ -2537,6 +2570,7 @@
#include "code\modules\language\slime.dm"
#include "code\modules\language\swarmer.dm"
#include "code\modules\language\sylvan.dm"
+#include "code\modules\language\vampiric.dm"
#include "code\modules\language\terrum.dm"
#include "code\modules\language\uncommon.dm"
#include "code\modules\language\voltaic.dm"
diff --git a/tgui/packages/tgui/interfaces/KindredArchives.js b/tgui/packages/tgui/interfaces/KindredArchives.js
new file mode 100644
index 00000000000..3675ec9e812
--- /dev/null
+++ b/tgui/packages/tgui/interfaces/KindredArchives.js
@@ -0,0 +1,55 @@
+import { useBackend } from '../backend';
+import { Button, LabeledList, Section } from '../components';
+import { Window } from '../layouts';
+
+export const KindredArchives = (props, context) => {
+ const { act, data } = useBackend(context);
+ return (
+
+
+
+ {data.name}
+
+
+ act('Brujah Clan')} />
+
+
+ act('Toreador Clan')} />
+
+
+ act('Nosferatu Clan')} />
+
+
+ act('Tremere Clan')} />
+
+
+ act('Gangrel Clan')} />
+
+
+ act('Ventrue Clan')} />
+
+
+ act('Malkavian Clan')} />
+
+
+
+
+
+ );
+};