This commit is contained in:
paprka
2014-07-29 16:50:21 -07:00
parent 23a8609d99
commit eea9ae50ad
23 changed files with 60 additions and 60 deletions
+1 -1
View File
@@ -133,7 +133,7 @@ var/global/floorIsLava = 0
body += "<A href='?_src_=holder;simplemake=coffee;mob=\ref[M]'>Coffee</A> | "
//body += "<A href='?_src_=holder;simplemake=parrot;mob=\ref[M]'>Parrot</A> | "
//body += "<A href='?_src_=holder;simplemake=polyparrot;mob=\ref[M]'>Poly</A> | "
body += "\[ Construct: <A href='?_src_=holder;simplemake=constructarmoured;mob=\ref[M]'>Armoured</A> , "
body += "\[ Construct: <A href='?_src_=holder;simplemake=constructarmored;mob=\ref[M]'>Armoured</A> , "
body += "<A href='?_src_=holder;simplemake=constructbuilder;mob=\ref[M]'>Builder</A> , "
body += "<A href='?_src_=holder;simplemake=constructwraith;mob=\ref[M]'>Wraith</A> \] "
body += "<A href='?_src_=holder;simplemake=shade;mob=\ref[M]'>Shade</A>"
+2 -2
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@@ -229,7 +229,7 @@
if("coffee") M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob )
if("parrot") M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob )
if("polyparrot") M.change_mob_type( /mob/living/simple_animal/parrot/Poly , null, null, delmob )
if("constructarmoured") M.change_mob_type( /mob/living/simple_animal/construct/armoured , null, null, delmob )
if("constructarmored") M.change_mob_type( /mob/living/simple_animal/construct/armored , null, null, delmob )
if("constructbuilder") M.change_mob_type( /mob/living/simple_animal/construct/builder , null, null, delmob )
if("constructwraith") M.change_mob_type( /mob/living/simple_animal/construct/wraith , null, null, delmob )
if("shade") M.change_mob_type( /mob/living/simple_animal/shade , null, null, delmob )
@@ -971,7 +971,7 @@
speech = sanitize(speech) // Nah, we don't trust them
log_admin("[key_name(usr)] forced [key_name(M)] to say: [speech]")
message_admins("\blue [key_name_admin(usr)] forced [key_name_admin(M)] to say: [speech]")
else if(href_list["sendtoprison"])
if(!check_rights(R_ADMIN)) return
+1 -1
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@@ -27,7 +27,7 @@
/obj/item/clothing/suit/armor/vest/warden
name = "warden's jacket"
desc = "An armoured jacket with silver rank pips and livery."
desc = "An armored jacket with silver rank pips and livery."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS
+2 -2
View File
@@ -9,7 +9,7 @@
* Lasertag
*/
/obj/item/clothing/suit/bluetag
name = "blue laser tag armour"
name = "blue laser tag armor"
desc = "Blue Pride, Station Wide"
icon_state = "bluetag"
item_state = "bluetag"
@@ -18,7 +18,7 @@
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
/obj/item/clothing/suit/redtag
name = "red laser tag armour"
name = "red laser tag armor"
desc = "Pew pew pew"
icon_state = "redtag"
item_state = "redtag"
+2 -2
View File
@@ -59,13 +59,13 @@
/obj/item/clothing/suit/wizrobe/magusblue
name = "\improper Magus robe"
desc = "A set of armoured robes that seem to radiate a dark power"
desc = "A set of armored robes that seem to radiate a dark power"
icon_state = "magusblue"
item_state = "magusblue"
/obj/item/clothing/suit/wizrobe/magusred
name = "\improper Magus robe"
desc = "A set of armoured robes that seem to radiate a dark power"
desc = "A set of armored robes that seem to radiate a dark power"
icon_state = "magusred"
item_state = "magusred"
@@ -45,20 +45,20 @@
var/obj/item/organ/limb/affecting = user.zone_sel.selecting //Find what the player is aiming at
var/armor_block = 0 //Get the target's armour values for normal attack damage.
var/armor_block = 0 //Get the target's armor values for normal attack damage.
var/armor_duration = 0 //The more force the bottle has, the longer the duration.
//Calculating duration and calculating damage.
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/headarmor = 0 // Target's head armour
var/headarmor = 0 // Target's head armor
armor_block = H.run_armor_check(affecting, "melee") // For normal attack damage
//If they have a hat/helmet and the user is targeting their head.
if(istype(H.head, /obj/item/clothing/head) && affecting == "head")
// If their head has an armour value, assign headarmor to it, else give it 0.
// If their head has an armor value, assign headarmor to it, else give it 0.
if(H.head.armor["melee"])
headarmor = H.head.armor["melee"]
else
@@ -70,7 +70,7 @@
armor_duration = (duration - headarmor) + force
else
//Only humans can have armour, right?
//Only humans can have armor, right?
armor_block = target.run_armor_check(affecting, "melee")
if(affecting == "head")
armor_duration = duration + force
@@ -62,14 +62,14 @@
else
msg += "[t_He] [t_is] wearing \icon[head] \a [head] on [t_his] head.\n"
//suit/armour
//suit/armor
if(wear_suit)
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] blood-stained [wear_suit.name]!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[wear_suit] \a [wear_suit].\n"
//suit/armour storage
//suit/armor storage
if(s_store)
if(s_store.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] blood-stained [s_store.name] on [t_his] [wear_suit.name]!</span>\n"
@@ -144,7 +144,7 @@ emp_act
else
return 0
var/armor = run_armor_check(affecting, "melee", "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened a hit to your [hit_area].</span>")
var/armor = run_armor_check(affecting, "melee", "<span class='warning'>Your armor has protected your [hit_area].</span>", "<span class='warning'>Your armor has softened a hit to your [hit_area].</span>")
if(armor >= 100) return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
@@ -836,7 +836,7 @@
else
return 0
var/armor = H.run_armor_check(affecting, "melee", "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened a hit to your [hit_area].</span>")
var/armor = H.run_armor_check(affecting, "melee", "<span class='warning'>Your armor has protected your [hit_area].</span>", "<span class='warning'>Your armor has softened a hit to your [hit_area].</span>")
if(armor >= 100) return 0
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
@@ -117,10 +117,10 @@
/mob/living/simple_animal/construct/armoured
/mob/living/simple_animal/construct/armored
name = "Juggernaut"
real_name = "Juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead."
desc = "A possessed suit of armor driven by the will of the restless dead."
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
@@ -129,7 +129,7 @@
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
attacktext = "smashes their armoured gauntlet into"
attacktext = "smashes their armored gauntlet into"
speed = 3
environment_smash = 2
attack_sound = 'sound/weapons/punch3.ogg'
@@ -139,7 +139,7 @@
playstyle_string = "<B>You are a Juggernaut. Though slow, your shell can withstand extreme punishment, \
create shield walls and even deflect energy weapons, and rip apart enemies and walls alike.</B>"
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
/mob/living/simple_animal/construct/armored/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))