Fixes a bunch of typos (#16422)

* typo begone

* cl

* bugfix to spellcheck
This commit is contained in:
Llywelwyn
2023-06-02 17:34:38 +01:00
committed by GitHub
parent bba6eb244b
commit 3314638ac5
34 changed files with 112 additions and 71 deletions

View File

@@ -29,7 +29,7 @@
data["supplier"] = supplier
data["supplier_data"] = supplier_datum.get_list()
//Adjust the price based on the supplier adjusetment and the categories
//Adjust the price based on the supplier adjustment and the categories
data["price_adjusted"] = get_adjusted_price()
return data
@@ -113,7 +113,7 @@
var/order_id = 0 //ID of the order
var/price = 0 //Total price of the order
var/item_id = 1 //Current id of the item in the order
var/item_num = 0 //Numer of items in the container - Used to limit the items in the crate
var/item_num = 0 //Number of items in the container - Used to limit the items in the crate
var/status = "basket" //Status of the order: basket - Adding items, submitted - Submitted to cargo, approved - Order sent to suppliers, rejected - Order has been denied, shipped - Has been shipped to the station, delivered - Order has been delivered
var/container_type = "" //Type of the container for the order - cate, box
var/list/required_access = list() //Access required to unlock the crate
@@ -140,14 +140,14 @@
tracking_code = rand(1000,9999)
return tracking_code
// Returns a list of the items in the order - Formated as list to be json_encoded
// Returns a list of the items in the order - Formatted as list to be json_encoded
/datum/cargo_order/proc/get_item_list()
var/list/item_list = list()
for (var/datum/cargo_order_item/coi in items)
item_list.Add(list(coi.get_list()))
return item_list
// Returns a list of all the objects in the order - Formated as a list to be json_encoded
// Returns a list of all the objects in the order - Formatted as a list to be json_encoded
/datum/cargo_order/proc/get_object_list()
var/list/object_list = list()
for (var/datum/cargo_order_item/coi in items)
@@ -155,7 +155,7 @@
object_list.Add(object)
return object_list
// Gets a list of the order data - Formated as list to be json_encoded
// Gets a list of the order data - Formatted as list to be json_encoded
/datum/cargo_order/proc/get_list()
var/list/data = list()
data["order_id"] = order_id
@@ -281,7 +281,7 @@
log_debug("Cargo: Tried to get container type for invalid container [container_type]")
return /obj/structure/largecrate
// Returns the numer of items that can be stored in the container
// Returns the number of items that can be stored in the container
/datum/cargo_order/proc/get_container_storage()
switch(container_type)
if(CARGO_CONTAINER_CRATE)
@@ -350,7 +350,7 @@
invoice_type = "Final"
order_data += "<h4>[invoice_type] Invoice #[order_id]</h4>"
order_data += "<hr>"
//List the personell involved in the order
//List the personnel involved in the order
order_data += "<u>Ordered by:</u> [ordered_by]<br>"
order_data += "<u>Submitted at:</u> [time_submitted]<br>"
if(authorized_by)

View File

@@ -61,7 +61,7 @@
data["character_name"] = user.client.prefs.real_name
var/shuttle_status = ""
if(evacuation_controller) //In case NanoTrasen decides to reposess CentComm's shuttles.
if(evacuation_controller) //In case NanoTrasen decides to repossess CentComm's shuttles.
if(evacuation_controller.has_evacuated()) //Shuttle is going to centcomm, not recalled
shuttle_status = "post-evac"
if(evacuation_controller.is_evacuating())

View File

@@ -8,12 +8,12 @@
ghost.mind is however used as a reference to the ghost's corpse
- When creating a new mob for an existing IC character (e.g. cloning a dead guy or borging a brain of a human)
the existing mind of the old mob should be transfered to the new mob like so:
the existing mind of the old mob should be transferred to the new mob like so:
mind.transfer_to(new_mob)
- You must not assign key= or ckey= after transfer_to() since the transfer_to transfers the client for you.
By setting key or ckey explicitly after transfering the mind with transfer_to you will cause bugs like DCing
By setting key or ckey explicitly after transferring the mind with transfer_to you will cause bugs like DCing
the player.
- IMPORTANT NOTE 2, if you want a player to become a ghost, use mob.ghostize() It does all the hard work for you.
@@ -370,7 +370,7 @@
to_chat(H, "<span class='notice'><font size =3><B>Your loyalty implant has been deactivated.</B></font></span>")
log_admin("[key_name_admin(usr)] has de-loyalty implanted [current].",admin_key=key_name(usr),ckey=key_name(usr))
if("add")
to_chat(H, "<span class='danger'><font size =3>You somehow have become the recepient of a loyalty transplant, and it just activated!</font></span>")
to_chat(H, "<span class='danger'><font size =3>You somehow have become the recipient of a loyalty transplant, and it just activated!</font></span>")
H.implant_loyalty(H, override = TRUE)
log_admin("[key_name_admin(usr)] has loyalty implanted [current].",admin_key=key_name(usr),ckey=key_name(usr))
else
@@ -393,7 +393,7 @@
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [R].",admin_key=key_name(usr),ckey_target=key_name(R))
log_admin("[key_name_admin(usr)] has unemagged [R].",admin_key=key_name(usr),ckey_target=key_name(R))
if("unemagcyborgs")
if (istype(current, /mob/living/silicon/ai))
@@ -412,7 +412,7 @@
else if(R.module_state_3 == R.module.emag)
R.module_state_3 = null
R.contents -= R.module.emag
log_admin("[key_name_admin(usr)] has unemag'ed [ai]'s Cyborgs.",admin_key=key_name(usr),ckey_target=key_name(ai))
log_admin("[key_name_admin(usr)] has unemagged [ai]'s Cyborgs.",admin_key=key_name(usr),ckey_target=key_name(ai))
else if (href_list["common"])
switch(href_list["common"])
@@ -524,7 +524,7 @@
/mob/living/carbon/human/mind_initialize()
..()
if(!mind.assigned_role)
mind.assigned_role = "Assistant" //defualt
mind.assigned_role = "Assistant" //default
//slime
/mob/living/carbon/slime/mind_initialize()

View File

@@ -32,7 +32,7 @@
copied.vars[variable] = src.vars[variable]
return copied
/datum/record/proc/Listify(var/deep = 1, var/list/excluded = list(), var/list/to_update) // Mostyl to support old things or to use with serialization
/datum/record/proc/Listify(var/deep = 1, var/list/excluded = list(), var/list/to_update) // Mostly to support old things or to use with serialization
var/list/record
if(!to_update)
. = record = list()
@@ -74,7 +74,7 @@
record[variable] = src.vars[variable]
/datum/record/proc/Printify(var/list/excluded = list()) // Mostyl to support old things or to use with serialization
/datum/record/proc/Printify(var/list/excluded = list()) // Mostly to support old things or to use with serialization
. = ""
var/tmp_ex = excluded
excluded = list()
@@ -169,7 +169,7 @@
/datum/record/general/locked/New(var/mob/living/carbon/human/H)
..()
// Only init things that aqre needed
// Only init things that are needed
if(H)
nid = md5("[H.real_name][H.mind.assigned_role]")
enzymes = H.dna.SE

View File

@@ -44,7 +44,7 @@
* Category entries *
*******************/
/datum/category_item/underwear
var/always_last = FALSE // Should this entry be sorte last?
var/always_last = FALSE // Should this entry be sorted last?
var/is_default = FALSE // Should this entry be considered the default for its type?
var/icon = 'icons/mob/underwear.dmi' // Which icon to get the underwear from
var/icon_state // And the particular item state

View File

@@ -5,7 +5,7 @@
/datum/uplink_item/item/exosuit_equipment/mounted_gun
name = "Mounted Electrolaser Carbine"
desc = "A dual fire mode electrolaser system connected to the exosuit's targetting system."
desc = "A dual fire mode electrolaser system connected to the exosuit's targeting system."
item_cost = 2
path = /obj/item/mecha_equipment/mounted_system/combat/taser

View File

@@ -38,7 +38,7 @@
name = "Fully Loaded Combat Medical Belt"
item_cost = 3
path = /obj/item/storage/belt/medical/first_responder/combat/full
desc = "A fully loaded medical belt even Zeng-Hu's top First Responders would be dying to wear. It contains liquid medicines and a hypospray. Combat hypo sold seperately."
desc = "A fully loaded medical belt even Zeng-Hu's top First Responders would be dying to wear. It contains liquid medicines and a hypospray. Combat hypo sold separately."
/datum/uplink_item/item/medical/stimulants
name = "Box of Combat Stimulants"

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@@ -48,7 +48,7 @@
/datum/uplink_item/item/ninja_modules/chem_injector
name = "Chemical Injector"
desc = "A chemical injector that allows the user to inject themsleves with medical chemicals."
desc = "A chemical injector that allows the user to inject themselves with medical chemicals."
item_cost = 1
path = /obj/item/rig_module/chem_dispenser
@@ -60,7 +60,7 @@
/datum/uplink_item/item/ninja_modules/combat_injector
name = "Combat Injector"
desc = "A chemical injector that allows the user to inject themsleves with combat chemicals."
desc = "A chemical injector that allows the user to inject themselves with combat chemicals."
item_cost = 2
path = /obj/item/rig_module/chem_dispenser/combat

View File

@@ -90,4 +90,4 @@
name = "Martial Arts"
/datum/uplink_category/bioweapons
name = "Chemical, Biological & Radiological Weaponary"
name = "Chemical, Biological & Radiological Weaponry"

View File

@@ -375,7 +375,7 @@
/obj/item/SWF_uplink
name = "station-bounced radio"
desc = "used to comunicate it appears."
desc = "Used to communicate, it appears."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
var/temp = null

View File

@@ -7,7 +7,7 @@ var/datum/antagonist/mercenary/mercs
antag_indicator = "synd"
role_text_plural = "Mercenaries"
landmark_id = "Syndicate-Spawn"
leader_welcome_text = "You are the leader of the mercenary strikeforce; hail to the chief. Use :t to speak to your underlings."
leader_welcome_text = "You are the leader of the mercenary strike force; hail to the chief. Use :t to speak to your underlings."
welcome_text = "To speak on the strike team's private channel use :t."
flags = ANTAG_OVERRIDE_JOB | ANTAG_CLEAR_EQUIPMENT | ANTAG_CHOOSE_NAME | ANTAG_HAS_NUKE | ANTAG_SET_APPEARANCE | ANTAG_HAS_LEADER | ANTAG_NO_FLAVORTEXT
id_type = /obj/item/card/id/syndicate

View File

@@ -132,7 +132,7 @@ var/datum/antagonist/ninja/ninjas
if(5)
directive += "We are currently negotiating with [current_map.company_name] [current_map.boss_name]. Prioritize saving human lives over ending them."
if(6)
directive += "We are engaged in a legal dispute over [current_map.station_name]. If a laywer is present on board, force their cooperation in the matter."
directive += "We are engaged in a legal dispute over [current_map.station_name]. If a lawyer is present on board, force their cooperation in the matter."
if(7)
directive += "A financial backer has made an offer we cannot refuse. Implicate criminal involvement in the operation."
if(8)

View File

@@ -31,7 +31,7 @@
var/eject = null
var/requires_power = 1
var/always_unpowered = 0 //this gets overriden to 1 for space in area/New()
var/always_unpowered = 0 //this gets overridden to 1 for space in area/New()
var/power_equip = 1 // Status vars
var/power_light = 1

View File

@@ -10,7 +10,7 @@ var/list/datum/power/changeling/powerinstances = list()
/datum/power/changeling
var/allowduringlesserform = FALSE
var/genomecost = 69420 // Cost for the changling to evolve this power.
var/genomecost = 69420 // Cost for the changeling to evolve this power.
//DNA absorption
@@ -139,14 +139,14 @@ var/list/datum/power/changeling/powerinstances = list()
/datum/power/changeling/hallucinate_sting
name = "Hallucination Sting"
desc = "We evolve the ability to sting a target with a powerful hallunicationary chemical."
desc = "We evolve the ability to sting a target with a powerful hallucinogenic chemical."
helptext = "The target does not notice they have been stung. The effect occurs after five to fifteen seconds."
genomecost = 3
verbpath = /mob/proc/changeling_hallucinate_sting
/datum/power/changeling/death_sting
name = "Death Sting"
desc = "We sting a human, transfering five units of cyanide. Their death is likely, unless immediate intervention occurs."
desc = "We sting a human, transferring five units of cyanide. Their death is likely, unless immediate intervention occurs."
genomecost = 10
verbpath = /mob/proc/changeling_death_sting
@@ -284,7 +284,7 @@ var/list/datum/power/changeling/powerinstances = list()
for(var/P in powers)
powerinstances += new P()
var/dat = "<html><head><title>Changling Evolution Menu</title></head>"
var/dat = "<html><head><title>Changeling Evolution Menu</title></head>"
//javascript, the part that does most of the work~
dat += {"

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@@ -114,7 +114,7 @@
/obj/item/bone_dart
name = "bone dart"
desc = "A sharp piece of bone shapped as small dart."
desc = "A sharp piece of bone in the shape of a small dart."
icon = 'icons/obj/changeling.dmi'
icon_state = "bone_dart"
item_state = "bolt"

View File

@@ -33,9 +33,9 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/organ/external/affecting = H.get_organ(zone)
to_chat(user, SPAN_CULT("An unexplicable force rips through your [affecting.name], tearing the sword from your grasp!"))
to_chat(user, SPAN_CULT("An inexplicable force rips through your [affecting.name], tearing the sword from your grasp!"))
else
to_chat(user, SPAN_CULT("An unexplicable force rips through you, tearing the sword from your grasp!"))
to_chat(user, SPAN_CULT("An inexplicable force rips through you, tearing the sword from your grasp!"))
//random amount of damage between half of the blade's force and the full force of the blade.
user.apply_damage(rand(force/2, force), DAMAGE_BRUTE, zone, 0, damage_flags = DAMAGE_FLAG_SHARP|DAMAGE_FLAG_EDGE)

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@@ -80,7 +80,7 @@
// - First the primary firewall is breached.
// If the crew does not manage to prevent the self destruct before that,
// but after the timer fell below nuke_time_stage1, then the next self-destruct attempt will only take nuke_time_stage1
// - Simmilar for the backup firewall.
// - Similar for the backup firewall.
// If they only manage to stop it after the backup firewall went down further attempts will take only nuke_time_stage2
var/timer = user.bombing_time
var/stage1 = 900

View File

@@ -212,7 +212,7 @@
user.hacking = 1
to_chat(usr, "Beginning hack sequence. Estimated time until completed: 30 seconds.")
spawn(0)
to_chat(target, "SYSTEM LOG: Remote Connection Estabilished (IP #UNKNOWN#)")
to_chat(target, "SYSTEM LOG: Remote Connection Established (IP #UNKNOWN#)")
sleep(100)
if(user.is_dead())
to_chat(target, "SYSTEM LOG: Connection Closed")
@@ -315,7 +315,7 @@
to_chat(target, temptxt)
sleep(5)
to_chat(target, "OPERATING KEYCODES RESET. SYSTEM FAILURE. EMERGENCY SHUTDOWN FAILED. SYSTEM FAILURE.")
target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDEN.")
target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDDEN.")
target.show_laws()
user.hacking = 0
log_ability_use(user, "hack AI", target)

View File

@@ -3,7 +3,7 @@
// Abilities in this tree allow the AI to upgrade their robotic companions.
// T1 - Reset Cyborg Module - Allows the AI to reset a slaved cyborgs module.
// T2 - Infect APC - Gives the AI the ability to infect APC's which can slave IPC's that charge off of them to the AI.
// T3 - Overclock Cyborg - Allows the AI to give the option to a slaved borg to overclock which increases preformance of the borg.
// T3 - Overclock Cyborg - Allows the AI to give the option to a slaved borg to overclock which increases performance of the borg.
// T4 - Synthetic Takeover - Allows the AI to start a station wide takeover based on synthetic dominance.
@@ -237,7 +237,7 @@
// Hack all unslaved borgs/AI's a lot faster than normal hacking.
//hack borgs
for(var/mob/living/silicon/robot/target in get_unlinked_cyborgs(user))
to_chat(target, "SYSTEM LOG: Remote Connection Estabilished (IP #UNKNOWN#)")
to_chat(target, "SYSTEM LOG: Remote Connection Established (IP #UNKNOWN#)")
sleep(30)
if(user.is_dead())
to_chat(target, "SYSTEM LOG: Connection Closed")
@@ -310,7 +310,7 @@
to_chat(target, temptxt)
sleep(5)
to_chat(target, "OPERATING KEYCODES RESET. SYSTEM FAILURE. EMERGENCY SHUTDOWN FAILED. SYSTEM FAILURE.")
target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDEN.")
target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDDEN.")
target.show_laws()
//upgrade borgs
to_chat(user, "All unhacked AI's have been slaved to you. Now upgrading slaved borgs...")
@@ -379,7 +379,7 @@
to_chat(user, "New hacked files available on all current computers hooked to NTNet.")
sleep(50) // give the AI some time to read they can download evil files
command_announcement.Announce("There has recently been a hack targeting NTNet. It is suspected that it is the same hacker as before. NTNet may be unreliable to use. We are attempting to trace the hacker doing this.", "Network Monitoring")
to_chat(user, "Now hacking engineering borg module to enable production of the robotic transofrmation machine...")
to_chat(user, "Now hacking engineering borg module to enable production of the robotic transformation machine...")
sleep(1200)
if(user.is_dead()) // check if the AI is still alive
user.synthetic_takeover = 0

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@@ -55,7 +55,7 @@
/proc/SelectObjectives(var/job,var/datum/mind/traitor,var/hijack = 0)
var/list/chosenobjectives = list()
var/list/theftobjectives = GenerateTheft(job,traitor) //Separated all the objective types so they can be picked independantly of each other.
var/list/theftobjectives = GenerateTheft(job,traitor) //Separated all the objective types so they can be picked independently of each other.
var/list/killobjectives = GenerateAssassinate(job,traitor)
var/list/frameobjectives = GenerateFrame(job,traitor)
var/list/protectobjectives = GenerateProtection(job,traitor)
@@ -264,7 +264,7 @@ datum
target = targeta
job = joba
weight = get_points(job)
explanation_text = "Frame [target.current.real_name], the [target.assigned_role] for a crime and make sure they are arrested and brought back to the Centcom station alive. We'll handle the rest from there."
explanation_text = "Frame [target.current.real_name], the [target.assigned_role] for a crime and make sure they are arrested and brought back to the CentComm station alive. We'll handle the rest from there."
check_completion()
if(!evacuation_controller.round_over())

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@@ -62,7 +62,7 @@
/obj/item/clothing/head/technomancer/apprentice
name = "apprentice's hat"
desc = "It's a somewhat silly looking blue pointed hat. This one has a silver colored metalic feather strapped to it."
desc = "It's a somewhat silly looking blue pointed hat. This one has a silver colored metallic feather strapped to it."
icon_state = "apprentice_hat"
item_state = "apprentice_hat"
icon = 'icons/obj/clothing/technomancer.dmi'
@@ -70,7 +70,7 @@
/obj/item/clothing/head/technomancer/master
name = "master's hat"
desc = "It's a somewhat silly looking blue pointed hat. This one has a gold colored metalic feather strapped to it."
desc = "It's a somewhat silly looking blue pointed hat. This one has a gold colored metallic feather strapped to it."
icon_state = "technomancer_hat"
item_state = "technomancer_hat"
icon = 'icons/obj/clothing/technomancer.dmi'

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@@ -24,7 +24,7 @@
"default" = "technomancer_core",
)
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessable than
// Some spell-specific variables go here, since spells themselves are temporary. Cores are more long term and more accessible than
// mind datums. It may also allow creative players to try to pull off a 'soul jar' scenario.
var/list/summoned_mobs = list() // Maintained horribly with maintain_summon_list().
var/list/wards_in_use = list() // Wards don't count against the cap for other summons.

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@@ -150,7 +150,7 @@
max_storage_space = 16
/datum/technomancer/equipment/thermals
name = "Thermoncle"
name = "Thermonocle"
desc = "A fancy monocle with a thermal optics lens installed. Allows you to see people across walls."
cost = 150
obj_path = /obj/item/clothing/glasses/thermal/plain/monocle

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@@ -1,4 +1,4 @@
#define TECHNOMANCER_INSTABILITY_DECAY 0.97 // Multipler for how much instability is lost per Life() tick.
#define TECHNOMANCER_INSTABILITY_DECAY 0.97 // Multiplier for how much instability is lost per Life() tick.
// Numbers closer to 1.0 make instability decay slower. Instability will never decay if it's at 1.0.
// When set to 0.98, it has a half life of roughly 35 Life() ticks, or 1.1 minutes.
// For 0.97, it has a half life of about 23 ticks, or 46 seconds.
@@ -16,13 +16,13 @@
// Proc: adjust_instability()
// Parameters: 0
// Description: Does nothing, because inheritence.
// Description: Does nothing, because inheritance.
/mob/living/proc/adjust_instability(var/amount)
instability = between(0, round(instability + amount, TECHNOMANCER_INSTABILITY_PRECISION), 200)
// Proc: adjust_instability()
// Parameters: 1 (amount - how much instability to give)
// Description: Adds or subtracks instability to the mob, then updates the hud.
// Description: Adds or subtracts instability to the mob, then updates the hud.
/mob/living/carbon/human/adjust_instability(var/amount)
..()
instability_update_hud()
@@ -59,7 +59,7 @@
instability = between(0, round(instability, TECHNOMANCER_INSTABILITY_PRECISION), 200)
last_instability = instability
//This should cushon against really bad luck.
//This should cushion against really bad luck.
if(instability && last_instability_event < (world.time - 5 SECONDS) && prob(50))
instability_effects()
@@ -84,7 +84,7 @@
*/
// Proc: instability_effects()
// Parameters: 0
// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occuring if they have
// Description: Does a variety of bad effects to the entity holding onto the instability, with more severe effects occurring if they have
// a lot of instability.
/mob/living/proc/instability_effects()
last_instability_event = world.time
@@ -240,7 +240,7 @@
if(2)
if(can_feel_pain())
apply_damage(instability * 0.7, DAMAGE_PAIN)
to_chat(src, "<span class='danger'>You feel an extremely angonizing pain from all over your body!</span>")
to_chat(src, "<span class='danger'>You feel an extremely agonizing pain from all over your body!</span>")
if(3)
apply_effect(instability * 0.5, EYE_BLUR)
to_chat(src, "<span class='danger'>Your eyes start to get cloudy!</span>")
@@ -265,7 +265,7 @@
if(2)
if(can_feel_pain())
apply_damage(instability, DAMAGE_PAIN)
to_chat(src, "<span class='danger'>You feel an extremely angonizing pain from all over your body!</span>")
to_chat(src, "<span class='danger'>You feel an extremely agonizing pain from all over your body!</span>")
if(3)
apply_effect(instability, EYE_BLUR)
to_chat(src, "<span class='danger'>Your eyes start to get cloudy!</span>")

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@@ -19,7 +19,7 @@
if(istype(hit_atom, /atom/movable))
var/atom/movable/AM = hit_atom
if(!AM.loc) //Don't teleport HUD telements to us.
if(!AM.loc) //Don't teleport HUD elements to us.
return
if(AM.anchored)
to_chat(user, "<span class='warning'>\The [hit_atom] is firmly secured and anchored, you can't move it!</span>")

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@@ -34,7 +34,7 @@
qdel(src)
return TRUE
// Technomancer specific subtype which keeps track of spell power and gets targeted specificially by Dispel.
// Technomancer specific subtype which keeps track of spell power and gets targeted specifically by Dispel.
/datum/modifier/technomancer
var/on_created_text
var/on_expired_text

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@@ -40,6 +40,6 @@
qdel(target_image)
if(owner)
return TRUE
return FALSE // We got dropped before the firing occured.
return FALSE // We got dropped before the firing occurred.
return TRUE // No delay, no need to check.
return FALSE

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@@ -1,6 +1,6 @@
/datum/technomancer/spell/reflect
name = "Reflect"
desc = "Emits a protective shield fron your hand in front of you, which will reflect one attack back at the attacker."
desc = "Emits a protective shield from your hand in front of you, which will reflect one attack back at the attacker."
cost = 100
obj_path = /obj/item/spell/reflect
ability_icon_state = "tech_reflect"

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@@ -3,7 +3,7 @@
desc = "Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm \
you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. \
Note that holding two shields will make blocking more energy efficent."
enhancement_desc = "Blocking is twice as efficent in terms of energy cost per hit."
enhancement_desc = "Blocking is twice as efficient in terms of energy cost per hit."
cost = 100
obj_path = /obj/item/spell/shield
ability_icon_state = "tech_shield"
@@ -33,7 +33,7 @@
var/damage_to_energy_cost = damage_to_energy_multiplier * damage
if(issmall(user)) // Smaller shields are more efficent.
if(issmall(user)) // Smaller shields are more efficient.
damage_to_energy_cost *= 0.75
if(ishuman(owner))

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@@ -25,7 +25,7 @@
..()
/obj/effect/temporary_effect/destabilize
name = "destablizing disturbance"
name = "destabilizing disturbance"
desc = "This can't be good..."
icon_state = "blueshatter"
time_to_die = null
@@ -47,7 +47,7 @@
sleep(5)
for(var/mob/living/L in range(src, instability_range) )
var/radius = max(get_dist(L, src), 1)
// Being farther away lessens the amount of instabity received.
// Being farther away lessens the amount of instability received.
var/outgoing_instability = instability_power * ( 1 / (radius**2) )
L.receive_radiated_instability(outgoing_instability)
pulses_remaining--

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@@ -1,7 +1,7 @@
// Vampire and thrall datums. Contains the necessary information about a vampire.
// Must be attached to a /datum/mind.
/datum/vampire
var/list/thralls = list() // A list of thralls that obey the vamire.
var/list/thralls = list() // A list of thralls that obey the vampire.
var/blood_total = 0 // How much total blood do we have?
var/blood_usable = 0 // How much usable blood do we have?
var/blood_vamp = 0 // How much vampire blood do we have?

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@@ -201,7 +201,7 @@
/mob/living/carbon/human/proc/vampire_hypnotise()
set category = "Vampire"
set name = "Hypnotise (10)"
set desc = "Through blood magic, you dominate the victim's mind and force them into a hypnotic transe."
set desc = "Through blood magic, you dominate the victim's mind and force them into a hypnotic trance."
var/datum/vampire/vampire = vampire_power(10, 1)
if(!vampire)
@@ -380,7 +380,7 @@
vampire.use_blood(90)
if(length(victims))
admin_attacker_log_many_victims(src, victims, "used chriopteran screech to stun", "was stunned by [key_name(src)] using chriopteran screech", "used chiropteran screech to stun")
admin_attacker_log_many_victims(src, victims, "used chiropteran screech to stun", "was stunned by [key_name(src)] using chiropteran screech", "used chiropteran screech to stun")
else
log_and_message_admins("used chiropteran screech.")
@@ -472,7 +472,7 @@
/obj/effect/dummy/veil_walk/process()
if(owner_mob.stat)
if(owner_mob.stat == UNCONSCIOUS)
to_chat(owner_mob, SPAN_WARNING("You cannot maintain this form while unconcious."))
to_chat(owner_mob, SPAN_WARNING("You cannot maintain this form while unconscious."))
addtimer(CALLBACK(src, PROC_REF(kick_unconcious)), 10, TIMER_UNIQUE)
else
deactivate()
@@ -732,7 +732,7 @@
return
visible_message(SPAN_DANGER("[src] tears the flesh on their wrist, and holds it up to [T]. In a gruesome display, [T] starts lapping up the blood that's oozing from the fresh wound."), SPAN_WARNING("You inflict a wound upon yourself, and force them to drink your blood, thus starting the conversion process."))
to_chat(T, SPAN_WARNING("You feel an irresistable desire to drink the blood pooling out of [src]'s wound. Against your better judgement, you give in and start doing so."))
to_chat(T, SPAN_WARNING("You feel an irresistible desire to drink the blood pooling out of [src]'s wound. Against your better judgement, you give in and start doing so."))
if(!do_mob(src, T, 50))
visible_message(SPAN_DANGER("[src] yanks away their hand from [T]'s mouth as they're interrupted, the wound quickly sealing itself!"), SPAN_DANGER("You are interrupted!"))
@@ -773,7 +773,7 @@
vampire.status |= VAMP_PRESENCE
var/list/mob/living/carbon/human/affected = list()
var/list/emotes = list("[src] looks trusthworthy.",
var/list/emotes = list("[src] looks trustworthy.",
"You feel as if [src] is a relatively friendly individual.",
"You feel yourself paying more attention to what [src] is saying.",
"[src] has your best interests at heart, you can feel it.",
@@ -938,7 +938,7 @@
admin_attack_log(src, T, "successfully embraced [key_name(T)]", "was successfully embraced by [key_name(src)]", "successfully embraced and turned into a vampire")
to_chat(T, SPAN_DANGER("You awaken. Moments ago, you were dead, your conciousness still forced stuck inside your body. Now you live. You feel different, a strange, dark force now present within you. You have an insatiable desire to drain the blood of mortals, and to grow in power."))
to_chat(T, SPAN_DANGER("You awaken. Moments ago, you were dead, your consciousness still forced stuck inside your body. Now you live. You feel different, a strange, dark force now present within you. You have an insatiable desire to drain the blood of mortals, and to grow in power."))
to_chat(src, SPAN_WARNING("You have corrupted another mortal with the taint of the Veil. Beware: they will awaken hungry and maddened; not bound to any master."))
var/datum/vampire/T_vampire = T.mind.antag_datums[MODE_VAMPIRE]
@@ -987,7 +987,7 @@
T.Weaken(3)
admin_attack_log(src, T, "lept at and grappled [key_name(T)]", "was lept at and grappled by [key_name(src)]", "lept at and grappled")
admin_attack_log(src, T, "leapt at and grappled [key_name(T)]", "was leapt at and grappled by [key_name(src)]", "leapt at and grappled")
var/use_hand = "left"
if(l_hand)

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@@ -41,7 +41,7 @@
if(covered && (stat & NOPOWER)) //Only bounce off if its powered (i.e. shield active)
. = ..()
else
user.visible_message("<span class='danger'>[src] has been hit by [user] with [W], but it bounces off the forcefield.</span>","<span class='danger'>You hit [src] with [W], but it bounces off the forcefield.</span>","You hear something boucing off a forcefield.")
user.visible_message("<span class='danger'>[src] has been hit by [user] with [W], but it bounces off the forcefield.</span>","<span class='danger'>You hit [src] with [W], but it bounces off the forcefield.</span>","You hear something bouncing off a forcefield.")
. = TRUE
update_icon()