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