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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
80 lines
3.2 KiB
Plaintext
80 lines
3.2 KiB
Plaintext
/mob/living/basic/trader
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name = "Trader"
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desc = "Come buy some!"
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unique_name = FALSE
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icon = 'icons/mob/simple/simple_human.dmi'
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maxHealth = 200
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health = 200
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melee_damage_lower = 10
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melee_damage_upper = 10
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attack_verb_continuous = "punches"
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attack_verb_simple = "punch"
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attack_sound = 'sound/items/weapons/punch1.ogg'
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basic_mob_flags = DEL_ON_DEATH
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unsuitable_atmos_damage = 2.5
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combat_mode = FALSE
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move_resist = MOVE_FORCE_STRONG
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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sentience_type = SENTIENCE_HUMANOID
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speed = 0
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ai_controller = /datum/ai_controller/basic_controller/trader
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///Sound used when item sold/bought
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var/sell_sound = 'sound/effects/cashregister.ogg'
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///The currency name
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var/currency_name = "credits"
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///The spawner we use to create our look
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var/spawner_path = /obj/effect/mob_spawn/corpse/human/generic_assistant
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///Our species to create our look
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var/species_path = /datum/species/human
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///The loot we drop when we die
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var/loot = list(/obj/effect/mob_spawn/corpse/human/generic_assistant)
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///Casing used to shoot during retaliation
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var/ranged_attack_casing = /obj/item/ammo_casing/shotgun/buckshot
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///Sound to make while doing a retalitory attack
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var/ranged_attack_sound = 'sound/items/weapons/gun/pistol/shot.ogg'
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///Weapon path, for visuals
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var/held_weapon_visual = /obj/item/gun/ballistic/shotgun
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///Type path for the trader datum to use for retrieving the traders wares, speech, etc
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var/trader_data_path = /datum/trader_data
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/mob/living/basic/trader/Initialize(mapload)
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. = ..()
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apply_dynamic_human_appearance(src, species_path = species_path, mob_spawn_path = spawner_path, r_hand = held_weapon_visual)
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var/datum/trader_data/trader_data = new trader_data_path
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AddComponent(/datum/component/trader, trader_data = trader_data)
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AddComponent(/datum/component/ranged_attacks, casing_type = ranged_attack_casing, projectile_sound = ranged_attack_sound, cooldown_time = 3 SECONDS)
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AddElement(/datum/element/ai_retaliate)
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AddElement(/datum/element/ai_swap_combat_mode, BB_BASIC_MOB_CURRENT_TARGET, string_list(trader_data.say_phrases[TRADER_BATTLE_START_PHRASE]), string_list(trader_data.say_phrases[TRADER_BATTLE_END_PHRASE]))
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if(LAZYLEN(loot))
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loot = string_list(loot)
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AddElement(/datum/element/death_drops, loot)
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var/datum/action/setup_shop/setup_shop = new (src, trader_data.shop_spot_type, trader_data.sign_type, trader_data.sell_sound, trader_data.say_phrases[TRADER_SHOP_OPENING_PHRASE])
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setup_shop.Grant(src)
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ai_controller.set_blackboard_key(BB_SETUP_SHOP, setup_shop)
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/mob/living/basic/trader/mrbones
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name = "Mr. Bones"
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desc = "A skeleton merchant, he seems very humerus."
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speak_emote = list("rattles")
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speech_span = SPAN_SANS
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mob_biotypes = MOB_UNDEAD|MOB_HUMANOID
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icon_state = "mrbones"
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gender = MALE
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ai_controller = /datum/ai_controller/basic_controller/trader/jumpscare
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sell_sound = 'sound/mobs/non-humanoids/hiss/hiss2.ogg'
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species_path = /datum/species/skeleton
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spawner_path = /obj/effect/mob_spawn/corpse/human/skeleton/mrbones
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loot = list(/obj/effect/decal/remains/human)
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ranged_attack_casing = /obj/item/ammo_casing/energy/bolt/halloween
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held_weapon_visual = /obj/item/gun/ballistic/revolver
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trader_data_path = /datum/trader_data/mr_bones
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