mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-20 20:45:28 +01:00
Addition Ratvar conversion effects and related changes
This commit is contained in:
@@ -23,6 +23,13 @@
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else
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take_damage(rand(5,10), BRUTE, 0)
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/obj/structure/grille/ratvar_act()
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if(destroyed)
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new /obj/structure/grille/ratvar/broken(src.loc)
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else
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new /obj/structure/grille/ratvar(src.loc)
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qdel(src)
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/obj/structure/grille/blob_act(obj/effect/blob/B)
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qdel(src)
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@@ -113,7 +120,7 @@
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..()
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/obj/structure/grille/proc/Break()
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icon_state = "brokengrille"
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icon_state = "broken[initial(icon_state)]"
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density = 0
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destroyed = 1
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stored.amount = 1
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@@ -143,7 +150,7 @@
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health = 10
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density = 1
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destroyed = 0
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icon_state = "grille"
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icon_state = initial(icon_state)
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R.use(1)
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return
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@@ -260,11 +267,43 @@
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return 0
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/obj/structure/grille/broken // Pre-broken grilles for map placement
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icon_state = "brokengrille"
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density = 0
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health = 0
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destroyed = 1
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/obj/structure/grille/broken/New()
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..()
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stored.amount = 1
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stored.amount = 1
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icon_state = "brokengrille"
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/obj/structure/grille/ratvar
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icon_state = "ratvargrille"
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desc = "A strangely-shaped grille."
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/obj/structure/grille/ratvar/New()
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..()
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if(destroyed)
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PoolOrNew(/obj/effect/overlay/temp/ratvar/grille/broken, get_turf(src))
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else
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PoolOrNew(/obj/effect/overlay/temp/ratvar/grille, get_turf(src))
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PoolOrNew(/obj/effect/overlay/temp/ratvar/beam/grille, get_turf(src))
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/obj/structure/grille/ratvar/narsie_act()
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take_damage(rand(2, 7), BURN)
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if(src)
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/grille/ratvar/ratvar_act()
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return
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/obj/structure/grille/ratvar/broken
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density = 0
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health = 0
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destroyed = 1
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/obj/structure/grille/ratvar/broken/New()
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..()
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stored.amount = 1
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icon_state = "brokenratvargrille"
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@@ -73,6 +73,16 @@
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else
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return ..()
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/obj/structure/table_frame/narsie_act()
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if(prob(20))
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new /obj/structure/table_frame/wood(src.loc)
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qdel(src)
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/obj/structure/table_frame/ratvar_act()
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if(prob(20))
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new /obj/structure/table_frame/brass(src.loc)
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qdel(src)
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/*
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* Wooden Frames
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*/
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@@ -109,3 +119,16 @@
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qdel(src)
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else
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return ..()
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/obj/structure/table_frame/brass
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name = "brass table frame"
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desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch."
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icon_state = "brass_frame"
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framestackamount = 0
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/obj/structure/table_frame/brass/narsie_act()
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..()
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if(src) //do we still exist?
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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@@ -61,6 +61,10 @@
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if(prob(20))
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new /obj/structure/table/wood(src.loc)
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/obj/structure/table/ratvar_act()
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if(prob(20))
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new /obj/structure/table/reinforced/brass(src.loc)
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/obj/structure/table/mech_melee_attack(obj/mecha/M)
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playsound(src.loc, 'sound/weapons/punch4.ogg', 50, 1)
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visible_message("<span class='danger'>[M.name] smashes [src]!</span>")
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@@ -366,6 +370,27 @@
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else
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return ..()
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/obj/structure/table/reinforced/brass
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name = "brass table"
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desc = "A solid, slightly beveled brass table."
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icon = 'icons/obj/smooth_structures/brass_table.dmi'
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icon_state = "brass_table"
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frame = /obj/structure/table_frame/brass
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canSmoothWith = list(/obj/structure/table/reinforced/brass)
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/obj/structure/table/reinforced/brass/table_destroy()
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qdel(src)
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/obj/structure/table/reinforced/brass/narsie_act()
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..()
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if(src) //do we still exist?
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/table/reinforced/brass/ratvar_act()
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health = initial(health)
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return
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/*
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* Surgery Tables
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@@ -73,6 +73,13 @@
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for(var/obj/item/weapon/shard/shard in debris)
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shard.color = NARSIE_WINDOW_COLOUR
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/obj/structure/window/ratvar_act()
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if(!fulltile)
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new/obj/structure/window/reinforced/clockwork(get_turf(src), dir)
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else
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new/obj/structure/window/reinforced/clockwork/fulltile(get_turf(src))
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qdel(src)
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/obj/structure/window/singularity_pull(S, current_size)
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if(current_size >= STAGE_FIVE)
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shatter()
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@@ -492,10 +499,11 @@
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opacity = TRUE
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/obj/structure/window/reinforced/clockwork
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name = "ratvarian window"
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name = "brass window"
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desc = "A paper-thin pane of translucent yet reinforced brass."
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icon = 'icons/obj/clockwork_objects.dmi'
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icon = 'icons/obj/smooth_structures/clockwork_window.dmi'
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icon_state = "clockwork_window_single"
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maxhealth = 100
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/obj/structure/window/reinforced/clockwork/New(loc, direct)
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..()
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@@ -511,9 +519,22 @@
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qdel(I)
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debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
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/obj/structure/window/reinforced/clockwork/ratvar_act()
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health = maxhealth
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update_icon()
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return 0
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/obj/structure/window/reinforced/clockwork/narsie_act()
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take_damage(rand(15, 45), BURN)
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if(src)
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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/obj/structure/window/reinforced/clockwork/fulltile
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icon_state = "clockwork_window"
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smooth = SMOOTH_TRUE
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canSmoothWith = null
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fulltile = 1
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dir = 5
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maxhealth = 150
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