mirror of
https://github.com/Bubberstation/Bubberstation.git
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Merge pull request #29601
This commit is contained in:
@@ -119,7 +119,7 @@ GLOBAL_PROTECT(admin_ranks)
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if(config.admin_legacy_system)
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var/previous_rights = 0
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//load text from file and process each line seperately
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//load text from file and process each line separately
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for(var/line in world.file2list("config/admin_ranks.txt"))
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if(!line)
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continue
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@@ -195,7 +195,7 @@ GLOBAL_PROTECT(admin_ranks)
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//load text from file
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var/list/lines = world.file2list("config/admins.txt")
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//process each line seperately
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//process each line separately
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for(var/line in lines)
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if(!length(line))
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continue
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@@ -233,7 +233,7 @@
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. -= "reverting"
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//storing these can sometimes cause sticky bans to start matching everybody
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// and isn't even needed for sticky ban matching, as the hub tracks these seperately
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// and isn't even needed for sticky ban matching, as the hub tracks these separately
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. -= "IP"
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. -= "computer_id"
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@@ -12,7 +12,7 @@
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/obj/item/weapon/paper/fluff/awaymissions/caves/work_notice
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name = "work notice"
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info = "<center><b>Survival Info For Miners</b></center><br><br><center>The caves are an unforgiving place, the only thing you'll have to traverse is the supplies in your locker and your own wit. Travel in packs when mining and try to shut down the monster dens before they overwhelm you. The job is dangerous but the haul is good, so remember this infomation and hopefully we'll all go home alive.</center>"
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info = "<center><b>Survival Info For Miners</b></center><br><br><center>The caves are an unforgiving place, the only thing you'll have to traverse is the supplies in your locker and your own wit. Travel in packs when mining and try to shut down the monster dens before they overwhelm you. The job is dangerous but the haul is good, so remember this information and hopefully we'll all go home alive.</center>"
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/obj/item/weapon/paper/fluff/awaymissions/caves/shipment_notice
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name = "shipment notice"
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@@ -207,8 +207,8 @@
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death = FALSE
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faction = "syndicate"
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outfit = /datum/outfit/snowsyndie
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flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record infomation. All intruders should be
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disposed of swirfly to assure no gathered infomation is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
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flavour_text = {"You are a syndicate operative recently awoken from cyrostatis in an underground outpost. Monitor Nanotrasen communications and record information. All intruders should be
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disposed of swirfly to assure no gathered information is stolen or lost. Try not to wander too far from the outpost as the caves can be a deadly place even for a trained operative such as yourself."}
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/datum/outfit/snowsyndie
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name = "Syndicate Snow Operative"
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@@ -6,7 +6,7 @@
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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var/up = 0 //but seperated to allow items to protect but not impair vision, like space helmets
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var/up = 0 //but separated to allow items to protect but not impair vision, like space helmets
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var/visor_flags = 0 //flags that are added/removed when an item is adjusted up/down
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var/visor_flags_inv = 0 //same as visor_flags, but for flags_inv
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var/visor_flags_cover = 0 //same as above, but for flags_cover
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@@ -246,7 +246,7 @@
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/obj/item/clothing/head/jester
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name = "jester hat"
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desc = "A hat with bells, to add some merryness to the suit."
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desc = "A hat with bells, to add some merriness to the suit."
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icon_state = "jester_hat"
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/obj/item/clothing/head/rice_hat
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@@ -296,5 +296,5 @@
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/obj/item/clothing/head/jester/alt
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name = "jester hat"
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desc = "A hat with bells, to add some merryness to the suit."
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desc = "A hat with bells, to add some merriness to the suit."
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icon_state = "jester_hat2"
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@@ -212,7 +212,7 @@
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jumping = TRUE
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playsound(src.loc, 'sound/effects/stealthoff.ogg', 50, 1, 1)
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usr.visible_message("<span class='warning'>[usr] dashes foward into the air!</span>")
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usr.visible_message("<span class='warning'>[usr] dashes forward into the air!</span>")
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usr.throw_at(target, jumpdistance, jumpspeed, spin=0, diagonals_first = 1, callback = CALLBACK(src, .proc/hop_end))
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/obj/item/clothing/shoes/bhop/proc/hop_end()
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@@ -1157,10 +1157,10 @@
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maint_panel = TRUE
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else
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maint_panel = FALSE
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usermessage("You [maint_panel? "open" : "close"] the maintainence panel.")
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usermessage("You [maint_panel? "open" : "close"] the maintenance panel.")
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return FALSE
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else if(!maint_panel)
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usermessage("The maintainence panel is closed!", "boldwarning")
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usermessage("The maintenance panel is closed!", "boldwarning")
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return FALSE
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else if(istype(I, /obj/item/weapon/crowbar))
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var/list/inputlist = list()
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@@ -1223,7 +1223,7 @@
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//FLIGHT HELMET----------------------------------------------------------------------------------------------------------------------------------------------------
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/obj/item/clothing/head/helmet/space/hardsuit/flightsuit
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name = "flight helmet"
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desc = "A sealed helmet attached to a flight suit for EVA usage scenerios. Its visor contains an information uplink HUD."
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desc = "A sealed helmet attached to a flight suit for EVA usage scenarios. Its visor contains an information uplink HUD."
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icon_state = "flighthelmet"
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item_state = "flighthelmet"
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item_color = "flight"
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@@ -242,7 +242,7 @@ Contains:
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/obj/item/clothing/suit/space/freedom
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name = "eagle suit"
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desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be intergrated into the suit and the wings appear to be stuck in 'freedom' mode."
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desc = "An advanced, light suit, fabricated from a mixture of synthetic feathers and space-resistant material. A gun holster appears to be integrated into the suit and the wings appear to be stuck in 'freedom' mode."
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icon_state = "freedom"
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item_state = "freedom"
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allowed = list(/obj/item/weapon/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/weapon/melee/baton, /obj/item/weapon/restraints/handcuffs, /obj/item/weapon/tank/internals)
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@@ -197,7 +197,7 @@
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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desc = "Someone seperated our Research Director from his own head!"
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desc = "Someone separated our Research Director from his own head!"
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var/tele_range = 6
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var/rad_amount= 15
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reactivearmor_cooldown_duration = 100
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@@ -210,7 +210,7 @@
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/obj/item/clothing/suit/poncho/ponchoshame
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name = "poncho of shame"
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desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally."
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desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseparable. Literally."
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icon_state = "ponchoshame"
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item_state = "ponchoshame"
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flags = NODROP
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@@ -402,7 +402,7 @@
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/obj/item/weapon/reagent_containers/food/drinks/soda_cans/thirteenloko
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name = "Thirteen Loko"
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desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsibly."
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desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkenness, or even death. Please Drink Responsibly."
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icon_state = "thirteen_loko"
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list_reagents = list("thirteenloko" = 30)
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@@ -34,7 +34,7 @@
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// The format for shots is the exact same as iconstates for the drinking glass, except you use a shot glass instead. //
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// If it's a new drink, remember to add it to Chemistry-Reagents.dm and Chemistry-Recipes.dm as well. //
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// You can only mix the ported-over drinks in shot glasses for now (they'll mix in a shaker, but the sprite won't change for glasses). //
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// This is on a case-by-case basis, and you can even make a seperate sprite for shot glasses if you want. //
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// This is on a case-by-case basis, and you can even make a separate sprite for shot glasses if you want. //
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
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name = "shot glass"
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@@ -115,7 +115,7 @@
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desc = "Tasty spacey sugar!"
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list_reagents = list("sugar" = 50)
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/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
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/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Separate from above since it's a small shaker rather then
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name = "salt shaker" // a large one.
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desc = "Salt. From space oceans, presumably."
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icon_state = "saltshakersmall"
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@@ -27,7 +27,7 @@
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delay_mod = 0.5
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/obj/machinery/computer/camera_advanced/base_construction
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name = "base contruction console"
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name = "base construction console"
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desc = "An industrial computer integrated with a camera-assisted rapid construction drone."
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networks = list("SS13")
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var/obj/item/weapon/construction/rcd/internal/RCD //Internal RCD. The computer passes user commands to this in order to avoid massive copypaste.
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@@ -268,7 +268,7 @@ datum/action/innate/aux_base/install_turret/Activate()
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var/turf/turret_turf = get_turf(remote_eye)
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if(is_blocked_turf(turret_turf))
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to_chat(owner, "<span class='warning'>Location is obtructed by something. Please clear the location and try again.</span>")
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to_chat(owner, "<span class='warning'>Location is obstructed by something. Please clear the location and try again.</span>")
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return
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var/obj/machinery/porta_turret/aux_base/T = new /obj/machinery/porta_turret/aux_base(turret_turf)
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@@ -792,7 +792,7 @@
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switch(random)
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if(1)
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to_chat(user, "<span class='danger'>Your appearence morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
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to_chat(user, "<span class='danger'>Your appearance morphs to that of a very small humanoid ash dragon! You get to look like a freak without the cool abilities.</span>")
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H.dna.features = list("mcolor" = "A02720", "tail_lizard" = "Dark Tiger", "tail_human" = "None", "snout" = "Sharp", "horns" = "Curled", "ears" = "None", "wings" = "None", "frills" = "None", "spines" = "Long", "body_markings" = "Dark Tiger Body", "legs" = "Digitigrade Legs")
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H.eye_color = "fee5a3"
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H.set_species(/datum/species/lizard)
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@@ -821,7 +821,7 @@
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severity = BIOHAZARD
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visibility_flags = 0
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stage1 = list("Your bones ache.")
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stage2 = list("Your skin feels scaley.")
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stage2 = list("Your skin feels scaly.")
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stage3 = list("<span class='danger'>You have an overwhelming urge to terrorize some peasants.</span>", "<span class='danger'>Your teeth feel sharper.</span>")
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stage4 = list("<span class='danger'>Your blood burns.</span>")
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stage5 = list("<span class='danger'>You're a fucking dragon. However, any previous allegiances you held still apply. It'd be incredibly rude to eat your still human friends for no reason.</span>")
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@@ -143,7 +143,7 @@
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SSblackbox.add_details("mining_equipment_bought",
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"[src.type]|[prize.equipment_path]")
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// Add src.type to keep track of free golem purchases
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// seperately.
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// separately.
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updateUsrDialog()
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return
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@@ -47,7 +47,7 @@
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/datum/map_template/shelter/beta
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name = "Shelter Beta"
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shelter_id = "shelter_beta"
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description = "An extremly luxurious shelter, containing all \
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description = "An extremely luxurious shelter, containing all \
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the amenities of home, including carpeted floors, hot and cold \
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running water, a gourmet three course meal, cooking facilities, \
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and a deluxe companion to keep you from getting lonely during \
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@@ -35,7 +35,7 @@
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return pda.owner
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return if_no_id
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
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//repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a separate proc as it'll be useful elsewhere
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/mob/living/carbon/human/get_visible_name()
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var/face_name = get_face_name("")
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var/id_name = get_id_name("")
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@@ -135,7 +135,7 @@
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//the puller can always swap with its victim if on grab intent
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if(M.pulledby == src && a_intent == INTENT_GRAB)
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mob_swap = 1
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
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//restrained people act if they were on 'help' intent to prevent a person being pulled from being separated from their puller
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else if((M.restrained() || M.a_intent == INTENT_HELP) && (restrained() || a_intent == INTENT_HELP))
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mob_swap = 1
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if(mob_swap)
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@@ -412,7 +412,7 @@
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if(client)
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to_chat(src, "[src]'s Metainfo:<br>[client.prefs.metadata]")
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else
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to_chat(src, "[src] does not have any stored infomation!")
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to_chat(src, "[src] does not have any stored information!")
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else
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to_chat(src, "OOC Metadata is not supported by this server!")
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@@ -2,5 +2,5 @@
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if(ranged_ability && client)
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ranged_ability.remove_mousepointer(client)
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..()
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if(!key && mind) //key and mind have become seperated.
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if(!key && mind) //key and mind have become separated.
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mind.active = 0 //This is to stop say, a mind.transfer_to call on a corpse causing a ghost to re-enter its body.
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@@ -1014,7 +1014,7 @@
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diag_hud_set_aishell()
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/mob/living/silicon/robot/proc/deploy_init(var/mob/living/silicon/ai/AI)
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up seperately in the shells list
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real_name = "[AI.real_name] shell [rand(100, 999)] - [designation]" //Randomizing the name so it shows up separately in the shells list
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name = real_name
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if(camera)
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camera.c_tag = real_name //update the camera name too
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@@ -2,7 +2,7 @@
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//If someone can do this in a neater way, be my guest-Kor
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//This has to be seperate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//This has to be separate from the Away Mission corpses, because New() doesn't work for those, and initialize() doesn't work for these.
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//To do: Allow corpses to appear mangled, bloody, etc. Allow customizing the bodies appearance (they're all bald and white right now).
|
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|
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@@ -5,7 +5,7 @@
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This is a basic explanation of how say() works. Read this if you don't understand something.
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The basic "flow" of say() is that a speaker says a message, which is heard by hearers. What appears on screen
|
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is constructed by each hearer seperately, and not by the speaker.
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is constructed by each hearer separately, and not by the speaker.
|
||||
|
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This rewrite was needed, but is far from perfect. Report any bugs you come across and feel free to fix things up.
|
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Radio code, while very much related to saycode, is not something I wanted to touch, so the code related to that may be messy.
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@@ -122,7 +122,7 @@ global procs
|
||||
Called right before handle_inherent_channels()
|
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|
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can_speak_vocal(message)
|
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Checks if the mob can vocalize their message. This is seperate so, for example, muzzles don't block
|
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Checks if the mob can vocalize their message. This is separate so, for example, muzzles don't block
|
||||
hivemind chat.
|
||||
Called right after handle_inherent_channels()
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
desc = "A small cabinet with drawers. This one has wheels!"
|
||||
anchored = FALSE
|
||||
|
||||
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unecessary map issues, but please don't name stuff like this in the future -Pete
|
||||
/obj/structure/filingcabinet/filingcabinet //not changing the path to avoid unnecessary map issues, but please don't name stuff like this in the future -Pete
|
||||
icon_state = "tallcabinet"
|
||||
|
||||
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -28,7 +28,7 @@
|
||||
|
||||
|
||||
// the Area Power Controller (APC), formerly Power Distribution Unit (PDU)
|
||||
// one per area, needs wire conection to power network through a terminal
|
||||
// one per area, needs wire connection to power network through a terminal
|
||||
|
||||
// controls power to devices in that area
|
||||
// may be opened to change power cell
|
||||
@@ -256,7 +256,7 @@
|
||||
O += "apco2-[environ]"
|
||||
add_overlay(O)
|
||||
|
||||
// And now, seperately for cleanness, the lighting changing
|
||||
// And now, separately for cleanness, the lighting changing
|
||||
if(update_state & UPSTATE_ALLGOOD)
|
||||
switch(charging)
|
||||
if(0)
|
||||
|
||||
@@ -582,7 +582,7 @@
|
||||
L.show_message("<span class='danger'>As \the [src] slowly stops resonating, you find your skin covered in new radiation burns.</span>", 1,\
|
||||
"<span class='danger'>The unearthly ringing subsides and you notice you have new radiation burns.</span>", 2)
|
||||
else
|
||||
L.show_message("<span class='italics'>You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
|
||||
L.show_message("<span class='italics'>You hear an unearthly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
|
||||
|
||||
// When you wanna make a supermatter shard for the dramatic effect, but
|
||||
// don't want it exploding suddenly
|
||||
|
||||
@@ -80,7 +80,7 @@ mapGeneratorModule
|
||||
Simple Workflow:
|
||||
|
||||
1. Define a/some mapGeneratorModule(s) to your liking, choosing atoms and turfs to spawn
|
||||
#Note: I chose to split Turfs and Atoms off into seperate modules, but this is NOT required.
|
||||
#Note: I chose to split Turfs and Atoms off into separate modules, but this is NOT required.
|
||||
#Note: A mapGeneratorModule may have turfs AND atoms, so long as each is in it's appropriate list
|
||||
|
||||
2. Define a mapGenerator type who's modules list contains the typepath(s) of all the module(s) you wish to use
|
||||
@@ -98,7 +98,7 @@ Simple Workflow:
|
||||
|
||||
Option Suggestions:
|
||||
|
||||
* Have seperate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
|
||||
* Have separate modules for Turfs and Atoms, this is not enforced, but it is how I have structured my nature example.
|
||||
* If your map doesn't look quite to your liking, simply jiggle with the variables on your modules and the type probabilities
|
||||
* You can mix and map premade areas with the procedural generation, for example mapping an entire flat land but having code generate just the grass tufts
|
||||
|
||||
|
||||
@@ -374,7 +374,7 @@
|
||||
|
||||
/obj/item/weapon/gun/ballistic/automatic/sniper_rifle/syndicate
|
||||
name = "syndicate sniper rifle"
|
||||
desc = "An illegally modified .50 cal sniper rifle with supression compatibility. Quickscoping still doesn't work."
|
||||
desc = "An illegally modified .50 cal sniper rifle with suppression compatibility. Quickscoping still doesn't work."
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
origin_tech = "combat=7;syndicate=6"
|
||||
|
||||
|
||||
@@ -247,7 +247,7 @@
|
||||
if(!SS.transfer_soul("FORCE", user)) //Something went wrong
|
||||
qdel(SS)
|
||||
return
|
||||
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfiet!</span>")
|
||||
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
|
||||
|
||||
/////////////////////////////
|
||||
// DOUBLE BARRELED SHOTGUN //
|
||||
|
||||
@@ -427,7 +427,7 @@
|
||||
|
||||
/obj/item/borg/upgrade/modkit/bounty
|
||||
name = "death syphon"
|
||||
desc = "Killing or assisting in killing a creature permenantly increases your damage against that type of creature."
|
||||
desc = "Killing or assisting in killing a creature permanently increases your damage against that type of creature."
|
||||
denied_type = /obj/item/borg/upgrade/modkit/bounty
|
||||
modifier = 1.25
|
||||
cost = 30
|
||||
@@ -534,7 +534,7 @@
|
||||
|
||||
/obj/item/borg/upgrade/modkit/tracer/adjustable
|
||||
name = "adjustable tracer bolts"
|
||||
desc = "Causes kinetic accelerator bolts to have a adjustably-colored tracer trail and explosion. Use in-hand to change color."
|
||||
desc = "Causes kinetic accelerator bolts to have a adjustable-colored tracer trail and explosion. Use in-hand to change color."
|
||||
|
||||
/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
|
||||
bolt_color = input(user,"Choose Color") as color
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
name = "scatter shot laser rifle"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lens to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theoretically infinite use."
|
||||
origin_tech = "combat=5;materials=4;powerstorage=4"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
@@ -107,8 +107,8 @@
|
||||
transform *= 1 + ((damage/7) * 0.2)//20% larger per tile
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts that pass through multiple soft targets and heavier materials"
|
||||
name = "x-ray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated x-ray blasts that pass through multiple soft targets and heavier materials"
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/machinery/chem_master
|
||||
name = "ChemMaster 3000"
|
||||
desc = "Used to seperate chemicals and distribute them in a variety of forms."
|
||||
desc = "Used to separate chemicals and distribute them in a variety of forms."
|
||||
density = TRUE
|
||||
anchored = TRUE
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
|
||||
@@ -498,7 +498,7 @@ other types of metals and chemistry for reagents).
|
||||
|
||||
/datum/design/handdrill
|
||||
name = "Hand Drill"
|
||||
desc = "A small electric hand drill with an interchangable screwdriver and bolt bit"
|
||||
desc = "A small electric hand drill with an interchangeable screwdriver and bolt bit"
|
||||
id = "handdrill"
|
||||
req_tech = list("materials" = 4, "engineering" = 6)
|
||||
build_type = PROTOLATHE
|
||||
@@ -508,7 +508,7 @@ other types of metals and chemistry for reagents).
|
||||
|
||||
/datum/design/jawsoflife
|
||||
name = "Jaws of Life"
|
||||
desc = "A small, compact Jaws of Life with an interchangable pry jaws and cutting jaws"
|
||||
desc = "A small, compact Jaws of Life with an interchangeable pry jaws and cutting jaws"
|
||||
id = "jawsoflife"
|
||||
req_tech = list("materials" = 4, "engineering" = 6, "magnets" = 6) // added one more requirment since the Jaws of Life are a bit OP
|
||||
build_path = /obj/item/weapon/crowbar/power
|
||||
|
||||
@@ -653,7 +653,7 @@
|
||||
warn_admins(user, "Flash")
|
||||
|
||||
/obj/item/weapon/relic/proc/petSpray(mob/user)
|
||||
var/message = "<span class='danger'>[src] begans to shake, and in the distance the sound of rampaging animals arises!</span>"
|
||||
var/message = "<span class='danger'>[src] begins to shake, and in the distance the sound of rampaging animals arises!</span>"
|
||||
visible_message(message)
|
||||
to_chat(user, message)
|
||||
var/animals = rand(1,25)
|
||||
|
||||
@@ -219,13 +219,13 @@ research holder datum.
|
||||
|
||||
/datum/tech/plasmatech
|
||||
name = "Plasma Research"
|
||||
desc = "Research into the mysterious substance colloqually known as \"plasma\"."
|
||||
desc = "Research into the mysterious substance colloquially known as \"plasma\"."
|
||||
id = "plasmatech"
|
||||
rare = 3
|
||||
|
||||
/datum/tech/powerstorage
|
||||
name = "Power Manipulation Technology"
|
||||
desc = "The various technologies behind the storage and generation of electicity."
|
||||
desc = "The various technologies behind the storage and generation of electricity."
|
||||
id = "powerstorage"
|
||||
|
||||
/datum/tech/bluespace
|
||||
@@ -256,7 +256,7 @@ research holder datum.
|
||||
|
||||
/datum/tech/syndicate
|
||||
name = "Illegal Technologies Research"
|
||||
desc = "The study of technologies that violate Nanotrassen regulations."
|
||||
desc = "The study of technologies that violate Nanotrasen regulations."
|
||||
id = "syndicate"
|
||||
rare = 4
|
||||
|
||||
|
||||
@@ -425,7 +425,7 @@
|
||||
|
||||
/obj/item/clothing/suit/golem
|
||||
name = "adamantine shell"
|
||||
desc = "a golem's thick outter shell"
|
||||
desc = "a golem's thick outer shell"
|
||||
icon_state = "golem"
|
||||
item_state = "golem"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
@@ -11,5 +11,5 @@
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/crashedship/old_diary
|
||||
name = "Old Diary"
|
||||
info = "DEAR DAIRY: So we was doing our typpical route when the captain says we've been picking up weird signals on some backwatter planet. Madsen wanted to stay on course but he ain't the captain, so we went out of the way to check it out. There was lots of rocks on the way, but we got to the planet fine. Found a big fancy camp with nobody around and this big metal donut thing with NT stamps all over it right in the middle. Case of beer too. Captain reckons we can pass it off to some buyer in the Syndicate. Ingram says it's bad luck and that someone is going to come look for it but it sounds like better money than selling bad meat to jerky companies."
|
||||
info = "DEAR DAIRY: So we was doing our typical route when the captain says we've been picking up weird signals on some backwater planet. Madsen wanted to stay on course but he ain't the captain, so we went out of the way to check it out. There was lots of rocks on the way, but we got to the planet fine. Found a big fancy camp with nobody around and this big metal donut thing with NT stamps all over it right in the middle. Case of beer too. Captain reckons we can pass it off to some buyer in the Syndicate. Ingram says it's bad luck and that someone is going to come look for it but it sounds like better money than selling bad meat to jerky companies."
|
||||
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/listeningstation/reports/june
|
||||
name = "june report"
|
||||
info = "Nanotrasen communications have been noticably less frequent recently. The pirate radio station I found last month has been transmitting pro-Nanotrasen propaganda. I will continue to monitor it."
|
||||
info = "Nanotrasen communications have been noticeably less frequent recently. The pirate radio station I found last month has been transmitting pro-Nanotrasen propaganda. I will continue to monitor it."
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/listeningstation/reports/may
|
||||
name = "may report"
|
||||
@@ -36,7 +36,7 @@
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/listeningstation/odd_report
|
||||
name = "odd report"
|
||||
info = "I wonder how much longer they will accept my empty reports. They will cancel the case soon without results. When the pickup comes, I will tell them I have lost faith in our cause, and beg them to consider a diplomatic solution. How many nuclear teams have been dispatched with those nukes? I must try and prevent more from ever being sent. If they will not listen to reason, I will detonate the warehouse myself. Maybe some day in the immediate future, space will be peaceful, though I don't intend to live to see it. And that is why I write this down- it is my sacrifice that stabilised your worlds, traveller. Spare a thought for me, and please attempt to prevent nuclear proliferation, should it ever rear it's ugly head again. -Donk Co. Operative #451"
|
||||
info = "I wonder how much longer they will accept my empty reports. They will cancel the case soon without results. When the pickup comes, I will tell them I have lost faith in our cause, and beg them to consider a diplomatic solution. How many nuclear teams have been dispatched with those nukes? I must try and prevent more from ever being sent. If they will not listen to reason, I will detonate the warehouse myself. Maybe some day in the immediate future, space will be peaceful, though I don't intend to live to see it. And that is why I write this down- it is my sacrifice that stabilized your worlds, traveller. Spare a thought for me, and please attempt to prevent nuclear proliferation, should it ever rear it's ugly head again. -Donk Co. Operative #451"
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/listeningstation/briefing
|
||||
name = "mission briefing"
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/oldstation/protohealth
|
||||
name = "Health Analyser Report"
|
||||
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld varient of a health analyser. Years of research have concluded with this device which is \
|
||||
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld variant of a health analyser. Years of research have concluded with this device which is \
|
||||
capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in a easy to understand format that even a non-trained health professional \
|
||||
can understand.<br><br>The health analyser is expected to go into full production as standard issue medical kit."
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
info = "<b>*K14-Multiphase Energy Gun*</b><br><br>The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \
|
||||
than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.<br><br>The weapon still suffers several drawbacks, its alternative, \
|
||||
non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \
|
||||
will form the backbone of our Energy weapon cataloge.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
|
||||
will form the backbone of our Energy weapon catalogue.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
|
||||
'disable' setting in a attempt to bypass the ammo issues."
|
||||
|
||||
/obj/item/weapon/paper/fluff/ruins/oldstation/protosing
|
||||
@@ -44,6 +44,6 @@
|
||||
/obj/item/weapon/paper/fluff/ruins/oldstation/report
|
||||
name = "Crew Reawakening Report"
|
||||
info = "Artifical Program's report to surviving crewmembers.<br><br>Crew were placed into cryostasis on March 10th, 2445.<br><br>Crew were awoken from cryostasis around June, 2557.<br><br> \
|
||||
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radioation detectors showed no residual \
|
||||
radioation on station. Deduction, primariy detector was malfunctioning and was producing a radioation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
|
||||
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radiation detectors showed no residual \
|
||||
radiation on station. Deduction, primarily detector was malfunctioning and was producing a radiation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
|
||||
Station was recieved, this data burst contained research data that has been uploaded to our RnD labs.<br><br>3: Unknown invasion force has occupied Delta station."
|
||||
|
||||
@@ -7,6 +7,6 @@
|
||||
|
||||
/obj/item/weapon/paper/pamphlet/ruin/spacehotel
|
||||
name = "hotel pamphlet"
|
||||
info = "<center><b>The Twin Nexus Hotel</center></b><br><center><i>A place of Sanctuary</i></center><br><br><center>Welcome to The Twin-Nexus Hotel, \[insert name here]! The loyal staff stride to their best effort to cater for the best possible experience for all space(wo)men! If you have any questions or comments, please ask one of our on-board staff for more infomation.</center>"
|
||||
info = "<center><b>The Twin Nexus Hotel</center></b><br><center><i>A place of Sanctuary</i></center><br><br><center>Welcome to The Twin-Nexus Hotel, \[insert name here]! The loyal staff stride to their best effort to cater for the best possible experience for all space(wo)men! If you have any questions or comments, please ask one of our on-board staff for more information.</center>"
|
||||
|
||||
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
var/obj/item/bodypart/part = X
|
||||
if(item_to_retrieve in part.embedded_objects)
|
||||
part.embedded_objects -= item_to_retrieve
|
||||
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has myseriously vanished. How fortunate!</span>")
|
||||
to_chat(C, "<span class='warning'>The [item_to_retrieve] that was embedded in your [L] has mysteriously vanished. How fortunate!</span>")
|
||||
if(!C.has_embedded_objects())
|
||||
C.clear_alert("embeddedobject")
|
||||
break
|
||||
|
||||
@@ -64,7 +64,7 @@
|
||||
|
||||
/obj/machinery/bsa/middle
|
||||
name = "Bluespace Artillery Fusor"
|
||||
desc = "Contents classifed by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
|
||||
desc = "Contents classified by Nanotrasen Naval Command. Needs to be linked with the other BSA parts using multitool."
|
||||
icon_state = "fuel_chamber"
|
||||
var/obj/machinery/bsa/back/back
|
||||
var/obj/machinery/bsa/front/front
|
||||
|
||||
@@ -87,7 +87,7 @@
|
||||
if(!H.myseed)
|
||||
return
|
||||
if(!H.harvest)// So it's bit harder.
|
||||
to_chat(user, "<span clas='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
|
||||
to_chat(user, "<span class='warning'>Plant needs to be ready to harvest to perform full data scan.</span>") //Because space dna is actually magic
|
||||
return
|
||||
if(plants[H.myseed.type])
|
||||
to_chat(user, "<span class='notice'>Plant data already present in local storage.<span>")
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
var/name = "event"
|
||||
var/next_phase = 0
|
||||
var/datum/stock/company = null
|
||||
var/current_title = "A company holding an pangalactic conference in the Seattle Conference Center, Seattle, Earth"
|
||||
var/current_title = "A company holding a pangalactic conference in the Seattle Conference Center, Seattle, Earth"
|
||||
var/current_desc = "We will continue to monitor their stocks as the situation unfolds."
|
||||
var/phase_id = 0
|
||||
var/hidden = 0
|
||||
|
||||
@@ -78,7 +78,7 @@
|
||||
current_type = "extract"
|
||||
var/list/organs = target.getorganszone(target_zone)
|
||||
if(!organs.len)
|
||||
to_chat(user, "<span class='notice'>There are no removeable organs in [target]'s [parse_zone(target_zone)]!</span>")
|
||||
to_chat(user, "<span class='notice'>There are no removable organs in [target]'s [parse_zone(target_zone)]!</span>")
|
||||
return -1
|
||||
else
|
||||
for(var/obj/item/organ/O in organs)
|
||||
|
||||
@@ -173,7 +173,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/arm/toolset
|
||||
name = "integrated toolset implant"
|
||||
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all neccessary tools."
|
||||
desc = "A stripped-down version of engineering cyborg toolset, designed to be installed on subject's arm. Contains all necessary tools."
|
||||
origin_tech = "materials=3;engineering=4;biotech=3;powerstorage=4"
|
||||
contents = newlist(/obj/item/weapon/screwdriver/cyborg, /obj/item/weapon/wrench/cyborg, /obj/item/weapon/weldingtool/largetank/cyborg,
|
||||
/obj/item/weapon/crowbar/cyborg, /obj/item/weapon/wirecutters/cyborg, /obj/item/device/multitool/cyborg)
|
||||
@@ -190,7 +190,7 @@
|
||||
|
||||
/obj/item/organ/cyberimp/arm/esword
|
||||
name = "arm-mounted energy blade"
|
||||
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated enregy."
|
||||
desc = "An illegal, and highly dangerous cybernetic implant that can project a deadly blade of concentrated energy."
|
||||
contents = newlist(/obj/item/weapon/melee/transforming/energy/blade/hardlight)
|
||||
origin_tech = "materials=4;combat=5;biotech=3;powerstorage=2;syndicate=5"
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@
|
||||
/obj/item/organ/cyberimp/chest/thrusters
|
||||
name = "implantable thrusters set"
|
||||
desc = "An implantable set of thruster ports. They use the gas from environment or subject's internals for propulsion in zero-gravity areas. \
|
||||
Unlike regular jetpack, this device has no stablilzation system."
|
||||
Unlike regular jetpack, this device has no stabilization system."
|
||||
slot = "thrusters"
|
||||
icon_state = "imp_jetpack"
|
||||
origin_tech = "materials=4;magnets=4;biotech=4;engineering=5"
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
H.clear_alert("embeddedobject")
|
||||
|
||||
if(objects > 0)
|
||||
user.visible_message("[user] sucessfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
|
||||
user.visible_message("[user] successfully removes [objects] objects from [H]'s [L]!", "<span class='notice'>You successfully remove [objects] objects from [H]'s [L.name].</span>")
|
||||
else
|
||||
to_chat(user, "<span class='warning'>You find no objects embedded in [H]'s [L]!</span>")
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/organ/zombie_infection
|
||||
name = "festering ooze"
|
||||
desc = "A black web of pus and vicera."
|
||||
desc = "A black web of pus and viscera."
|
||||
zone = "head"
|
||||
slot = "zombie_infection"
|
||||
icon_state = "blacktumor"
|
||||
|
||||
Reference in New Issue
Block a user