Making Space Great Again (implying it ever was): Part Uno (#19085)

Adds space ruins. Balance not included.
Simple mob ghosts actually work now.
Puzzle1 ruin removed due to issues with projectiles.
This commit is contained in:
MMMiracles
2016-07-05 00:02:42 +12:00
committed by oranges
parent 4d852314e8
commit 69c676617b
30 changed files with 22041 additions and 587 deletions
+4
View File
@@ -35,6 +35,10 @@
can_flashlight = 1
dog_fashion = null
/obj/item/clothing/head/helmet/blueshirt
icon_state = "blueshift"
item_state = "blueshift"
/obj/item/clothing/head/helmet/riot
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
+4
View File
@@ -23,6 +23,10 @@
icon_state = "armor"
item_state = "armor"
/obj/item/clothing/suit/armor/vest/blueshirt
icon_state = "blueshift"
item_state = "blueshift"
/obj/item/clothing/suit/armor/hos
name = "armored greatcoat"
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
+11 -1
View File
@@ -111,4 +111,14 @@
icon_state = "wardenblueclothes"
item_state = "wardenblueclothes"
item_color = "wardenblueclothes"
alt_covers_chest = 1
alt_covers_chest = 1
/*
*Blueshirt
*/
/obj/item/clothing/under/rank/security/blueshirt
desc = "I'm a little busy right now, Calhoun."
icon_state = "blueshift"
item_state = "blueshift"
item_color = "blueshift"
+13
View File
@@ -82,6 +82,19 @@
/var/const/access_syndicate = 150//General Syndicate Access
/var/const/access_syndicate_leader = 151//Nuke Op Leader Access
//Away Missions or Ruins
/*For generic away-mission/ruin access. Why would normal crew have access to a long-abandoned derelict
or a 2000 year-old temple? */
/var/const/access_away_general = 200//General facilities.
/var/const/access_away_maint = 201//Away maintenance
/var/const/access_away_med = 202//Away medical
/var/const/access_away_sec = 203//Away security
/var/const/access_away_engine = 204//Away engineering
/var/const/access_away_generic1 = 205//Away generic access
/var/const/access_away_generic2 = 206
/var/const/access_away_generic3 = 207
/var/const/access_away_generic4 = 208
/obj/var/list/req_access = null
/obj/var/req_access_txt = "0"
/obj/var/list/req_one_access = null
@@ -40,3 +40,28 @@
projectiletype = /obj/item/projectile/beam/laser
loot = list(/obj/effect/mob_spawn/human/corpse/pirate/ranged,
/obj/item/weapon/gun/energy/laser)
/mob/living/simple_animal/hostile/pirate/space
name = "Space Pirate"
icon_state = "piratespace"
icon_living = "piratespace"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
minbodytemp = 0
speed = 1
deathmessage = "'s suit can't take anymore damage and rips apart!"
/mob/living/simple_animal/hostile/pirate/space/ranged
name = "Space Pirate Gunner"
icon_state = "piratespaceranged"
icon_living = "piratespaceranged"
projectilesound = 'sound/weapons/laser.ogg'
ranged = 1
rapid = 1
retreat_distance = 5
minimum_distance = 5
projectiletype = /obj/item/projectile/beam/laser
loot = list(/obj/effect/mob_spawn/human/corpse/pirate/ranged,
/obj/item/weapon/gun/energy/laser)
/mob/living/simple_animal/hostile/pirate/space/Process_Spacemove(movement_dir = 0)
return 1
@@ -1,4 +1,4 @@
/mob/living/simple_animal/retaliate/ghost
/mob/living/simple_animal/hostile/retaliate/ghost
name = "ghost"
desc = "A soul of the dead, spooky."
icon = 'icons/mob/mob.dmi'
@@ -38,7 +38,7 @@
var/image/ghost_facial_hair = null
var/random = TRUE //if you want random names for ghosts or not
/mob/living/simple_animal/retaliate/ghost/New()
/mob/living/simple_animal/hostile/retaliate/ghost/New()
..()
if(!random)
give_hair()
@@ -51,7 +51,7 @@
give_hair()
/mob/living/simple_animal/retaliate/ghost/proc/give_hair()
/mob/living/simple_animal/hostile/retaliate/ghost/proc/give_hair()
if(ghost_hair_style != null)
ghost_hair = image('icons/mob/human_face.dmi', "hair_[ghost_hair_style]_s")
ghost_hair.layer = -HAIR_LAYER
@@ -29,6 +29,11 @@
variance = 25
select_name = "scatter"
/obj/item/ammo_casing/energy/laser/scatter/disabler
projectile_type = /obj/item/projectile/beam/disabler
pellets = 3
variance = 15
/obj/item/ammo_casing/energy/laser/heavy
projectile_type = /obj/item/projectile/beam/laser/heavylaser
select_name = "anti-vehicle"
@@ -59,6 +59,15 @@
desc = "A laser gun equipped with a refraction kit that spreads bolts."
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
/obj/item/weapon/gun/energy/laser/scatter/shotty
name = "energy shotgun"
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "cshotgun"
item_state = "shotgun"
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
shaded_charge = 0
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter/disabler, /obj/item/ammo_casing/energy/electrode)
///Laser Cannon
/obj/item/weapon/gun/energy/lasercannon
@@ -4,12 +4,16 @@
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = 3
var/spawnwithmagazine = 1
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
/obj/item/weapon/gun/projectile/New()
..()
if(!spawnwithmagazine)
update_icon()
return
if (!magazine)
magazine = new mag_type(src)
chamber_round()
+42 -1
View File
@@ -51,4 +51,45 @@
name = "Dinner for Two"
/area/ruin/powered/authorship
name = "Authorship"
name = "Authorship"
/area/ruin/hotel
name = "Hotel"
/area/ruin/hotel/guestroom
name = "Hotel Guest Room"
icon_state = "Sleep"
/area/ruin/hotel/security
name = "Hotel Security Post"
icon_state = "security"
/area/ruin/hotel/pool
name = "Hotel Pool Room"
icon_state = "fitness"
/area/ruin/hotel/bar
name = "Hotel Bar"
icon_state = "cafeteria"
/area/ruin/hotel/power
name = "Hotel Power Room"
icon_state = "engine_smes"
/area/ruin/hotel/custodial
name = "Hotel Custodial Closet"
icon_state = "janitor"
/area/ruin/hotel/shuttle
name = "Hotel Shuttle"
icon_state = "shuttle"
requires_power = 0
/area/ruin/hotel/dock
name = "Hotel Shuttle Dock"
icon_state = "start"
/area/ruin/hotel/workroom
name = "Hotel Staff Room"
icon_state = "crew_quarters"