mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 19:42:42 +00:00
Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.
Resolved Issue 333: The plastic flaps on the mining station now actually block air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333 Fix for runtime in issue 332 until getrev is fixed. https://code.google.com/p/tgstation13/issues/detail?id=332 Resolved Issue 331 https://code.google.com/p/tgstation13/issues/detail?id=331 Resolved Issue 304 https://code.google.com/p/tgstation13/issues/detail?id=304 Removed a lever I found randomly placed within the asteroid rock. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3021 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -2357,7 +2357,7 @@
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icon_state = "soysauce"
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if("frostoil")
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name = "Coldsauce"
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desc = "Leaves the tongue numb in it's passage."
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desc = "Leaves the tongue numb in its passage."
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icon_state = "coldsauce"
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if("sodiumchloride")
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name = "Salt Shaker"
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@@ -422,7 +422,7 @@
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/obj/item/weapon/reagent_containers/food/snacks/mimeburger
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name = "Mime Burger"
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desc = "It's taste defies language."
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desc = "Its taste defies language."
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icon_state = "mimeburger"
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New()
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..()
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@@ -62,7 +62,7 @@
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else
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usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
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if (src.shoes)
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usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] has a[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
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usr << "[src.shoes.blood_DNA ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
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if (src.gloves)
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@@ -9,7 +9,7 @@
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speak = list("Meow!","Esp!","Purr!","HSSSSS")
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speak_emote = list("purrs", "meows")
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emote_hear = list("meows","mews")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes its head", "shivers")
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speak_chance = 1
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turns_per_move = 5
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
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@@ -5,7 +5,7 @@
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icon_state = "armour"
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icon_living = "armour"
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icon_dead = "shade_dead"
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max_health = 300
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maxHealth = 300
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health = 300
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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@@ -1,8 +1,8 @@
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//Corgi
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/mob/living/simple_animal/corgi
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name = "corgi"
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name = "\improper corgi"
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real_name = "corgi"
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desc = "Puppy!!"
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desc = "It's a corgi."
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icon = 'mob.dmi'
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icon_state = "corgi"
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icon_living = "corgi"
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@@ -10,9 +10,9 @@
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes its head", "shivers")
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speak_chance = 1
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turns_per_move = 5
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turns_per_move = 10
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meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
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meat_amount = 3
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response_help = "pets the"
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@@ -20,7 +20,6 @@
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response_harm = "kicks the"
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var/obj/item/inventory_head
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var/obj/item/inventory_back
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var/obj/item/inventory_mouth
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/mob/living/simple_animal/corgi/update_clothing()
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overlays = list()
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@@ -70,22 +69,22 @@
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//helmet and armor = 100% protection
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if( istype(inventory_head,/obj/item/clothing/head/helmet) && istype(inventory_back,/obj/item/clothing/suit/armor) )
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if( O.force )
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usr << "\red This animal is wearing too much armor. You can't cause it any damage."
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usr << "\red This animal is wearing too much armor. You can't cause /him any damage."
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for (var/mob/M in viewers(src, null))
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M.show_message("\red \b [user] hits [src] with the [O], however [src] is too armored.")
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else
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usr << "\red This animal is wearing too much armor. You can't reach it's skin."
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usr << "\red This animal is wearing too much armor. You can't reach its skin."
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for (var/mob/M in viewers(src, null))
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M.show_message("\red [user] gently taps [src] with the [O]. ")
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if(prob(15))
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emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on it's face")
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emote("looks at [user] with [pick("an amused","an annoyed","a confused","a resentful", "a happy", "an excited")] expression on \his face")
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return
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..()
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/mob/living/simple_animal/corgi/Topic(href, href_list)
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//Removing from inventory
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if(href_list["remove_inv"])
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if(get_dist(src,usr) > 1)
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/remove_from = href_list["remove_inv"]
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switch(remove_from)
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@@ -96,36 +95,36 @@
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU")
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speak_emote = list("barks", "woofs")
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emote_hear = list("barks", "woofs", "yaps","pants")
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emote_see = list("shakes it's head", "shivers")
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emote_see = list("shakes its head", "shivers")
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desc = "It's a corgi."
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src.sd_SetLuminosity(0)
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inventory_head.loc = src.loc
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inventory_head = null
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else
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usr << "\red There is nothing on its [remove_from]."
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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if("back")
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if(inventory_back)
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inventory_back.loc = src.loc
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inventory_back = null
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else
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usr << "\red There is nothing on its [remove_from]."
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usr << "\red There is nothing to remove from its [remove_from]."
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return
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show_inv(usr)
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//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
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//Adding things to inventory
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else if(href_list["add_inv"])
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if(get_dist(src,usr) > 1)
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return
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your active hand to put in the slot."
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if(get_dist(src,usr) > 1 || !(ishuman(usr) || ismonkey(usr) || isrobot(usr) || isalienadult(usr)))
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return
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var/add_to = href_list["add_inv"]
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if(!usr.get_active_hand())
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usr << "\red You have nothing in your hand to put on its [add_to]."
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return
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switch(add_to)
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if("head")
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if(inventory_head)
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usr << "\red The [inventory_head] is already in this slot."
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usr << "\red It's is already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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@@ -169,7 +168,7 @@
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)
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if( ! ( item_to_add.type in allowed_types ) )
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usr << "\red The corgi doesn't seem too keen on wearing that item."
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usr << "\red It doesn't seem too keen on wearing that item."
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return
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usr.drop_item()
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@@ -192,13 +191,13 @@
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desc = "It's a cute little kitty-cat! ... wait ... what the hell?"
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if(/obj/item/clothing/head/rabbitears, /obj/item/clothing/head/collectable/rabbitears)
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name = "Hoppy"
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emote_see = list("twitches his nose", "hops around a bit")
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emote_see = list("twitches its nose", "hops around a bit")
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desc = "This is hoppy. It's a corgi-...urmm... bunny rabbit"
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if(/obj/item/clothing/head/beret, /obj/item/clothing/head/collectable/beret)
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name = "Yann"
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desc = "mon dieu! C'est un chien!"
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desc = "Mon dieu! C'est un chien!"
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speak = list("le woof!", "le bark!", "JAPPE!!")
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emote_see = list("cowers in fear", "surrenders", "plays dead")
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emote_see = list("cowers in fear", "surrenders", "plays dead","looks as though there is a wall in front of /him")
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if(/obj/item/clothing/head/det_hat)
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name = "Detective [real_name]"
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desc = "[name] sees through your lies..."
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@@ -207,13 +206,13 @@
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name = "Nurse [real_name]"
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desc = "[name] needs 100cc of beef jerky...STAT!"
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if(/obj/item/clothing/head/pirate, /obj/item/clothing/head/collectable/pirate)
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name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibbles","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
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name = "'[pick("Ol'","Scurvy","Black","Rum","Gammy","Bloody","Gangrene","Death","Long-John")] [pick("kibble","leg","beard","tooth","poop-deck","Threepwood","Le Chuck","corsair","Silver","Crusoe")]'"
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desc = "Yaarghh!! Thar' be a scurvy dog!"
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emote_see = list("hunts for treasure","stares coldly...","gnashes his tiny corgi teeth")
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emote_hear = list("growls ferociously", "snarls")
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speak = list("Arrrrgh!!","Grrrrrr!")
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if(/obj/item/clothing/head/ushanka)
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name = "[pick("Comrade","Commissar")] [real_name]"
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name = "[pick("Comrade","Commissar","Glorious Leader")] [real_name]"
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desc = "A follower of Karl Barx."
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emote_see = list("contemplates the failings of the capitalist economic model", "ponders the pros and cons of vangaurdism")
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if(/obj/item/clothing/head/collectable/police)
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@@ -224,7 +223,7 @@
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name = "Grandwizard [real_name]"
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speak = list("YAP", "Woof!", "Bark!", "AUUUUUU", "EI NATH!")
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if(/obj/item/weapon/bedsheet)
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name = "The ghost"
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name = "\improper Ghost"
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speak = list("WoooOOOooo~","AUUUUUUUUUUUUUUUUUU")
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emote_see = list("stumbles around", "shivers")
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emote_hear = list("howls","groans")
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@@ -237,7 +236,7 @@
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if("back")
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if(inventory_back)
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usr << "\red The [inventory_back] is already in this slot."
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usr << "\red It's already wearing something."
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return
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else
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var/obj/item/item_to_add = usr.get_active_hand()
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@@ -253,7 +252,7 @@
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)
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if( ! ( item_to_add.type in allowed_types ) )
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usr << "\red The object cannot fit on this animal."
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usr << "\red This object won't fit."
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return
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usr.drop_item()
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@@ -269,6 +268,7 @@
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/mob/living/simple_animal/corgi/Ian
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name = "Ian"
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real_name = "Ian" //Intended to hold the name without altering it.
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gender = "male"
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desc = "It's a corgi."
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var/turns_since_scan = 0
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var/obj/movement_target
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@@ -321,7 +321,7 @@
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emote("stares at the [movement_target] that [movement_target.loc] has with a sad puppy-face")
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if(prob(1))
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emote("dances around")
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emote(pick("dances around","chases its tail"))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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dir = i
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@@ -2,7 +2,7 @@
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name = "animal"
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var/icon_living = ""
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var/icon_dead = ""
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var/max_health = 20
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maxHealth = 20
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var/alive = 1
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var/list/speak = list()
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var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
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@@ -77,8 +77,8 @@
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density = 0
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return
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if(health > max_health)
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health = max_health
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if(health > maxHealth)
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health = maxHealth
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//Movement
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if(!ckey && !stop_automated_movement)
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@@ -201,6 +201,7 @@
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/mob/living/simple_animal/emote(var/act)
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if(act)
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if(act == "scream") act = "makes a loud and pained whimper" //ugly hack to stop animals screaming when crushed :P
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for (var/mob/O in viewers(src, null))
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O.show_message("<B>[src]</B> [act].")
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@@ -267,9 +268,9 @@
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if(istype(O, /obj/item/stack/medical))
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if(alive)
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var/obj/item/stack/medical/MED = O
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if(health < max_health)
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if(health < maxHealth)
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if(MED.amount >= 1)
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health = min(max_health, health + MED.heal_brute)
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health = min(maxHealth, health + MED.heal_brute)
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MED.amount -= 1
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if(MED.amount <= 0)
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del(MED)
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@@ -5,7 +5,7 @@
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icon_state = "shade"
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icon_living = "shade"
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icon_dead = "shade_dead"
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max_health = 50
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maxHealth = 50
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health = 50
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speak_emote = list("hisses")
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emote_hear = list("wails","screeches")
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@@ -161,9 +161,9 @@
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else
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if (stat & MAINT)
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usr << "The cover is closed. Something wrong with it: it's doesn't work."
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usr << "The cover is closed. Something wrong with it: it doesn't work."
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else if (malfhack)
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usr << "The cover is broken. It's may be hard to force it open."
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usr << "The cover is broken. It may be hard to force it open."
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else
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usr << "The cover is closed."
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@@ -366,7 +366,7 @@
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// called when area power state changes
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/obj/machinery/light/power_change()
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spawn(rand(0,15))
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spawn(0) //rand(0,15)
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var/area/A = src.loc.loc
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A = A.master
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seton(A.lightswitch && A.power_light)
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@@ -188,7 +188,7 @@ display round(lastgen) and plasmatank amount
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, text2path(coin_path)))
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if(coins >= max_coins)
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user << "\red The generator already has it's maximum amount of fuel!"
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user << "\red The generator already has its maximum amount of fuel!"
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return
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coins++
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user.drop_item()
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@@ -217,7 +217,7 @@
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temp_server.id_with_download += num
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else if(href_list["reset_tech"])
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var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to it's default data? Data lost cannot be recovered.", "Continue", "Cancel")
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var/choice = alert("Technology Data Rest", "Are you sure you want to reset this technology to its default data? Data lost cannot be recovered.", "Continue", "Cancel")
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if(choice == "Continue")
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for(var/datum/tech/T in temp_server.files.known_tech)
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if(T.id == href_list["reset_tech"])
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@@ -226,7 +226,7 @@
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temp_server.files.RefreshResearch()
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else if(href_list["reset_design"])
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var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to it's base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
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var/choice = alert("Design Data Deletion", "Are you sure you want to delete this design? If you still have the prerequisites for the design, it'll reset to its base reliability. Data lost cannot be recovered.", "Continue", "Cancel")
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if(choice == "Continue")
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for(var/datum/design/D in temp_server.files.known_designs)
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if(D.id == href_list["reset_design"])
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||||
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||||
Reference in New Issue
Block a user