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* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed * Fixing conflicts * Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!) * Removing more lingering rad armor (woo) * Damnit powerarmors * Bye bye rad collectors! Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
409 lines
14 KiB
Plaintext
409 lines
14 KiB
Plaintext
/obj/item/banner
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name = "banner"
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desc = "A banner with Nanotrasen's logo on it."
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icon = 'icons/obj/banner.dmi'
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icon_state = "banner"
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inhand_icon_state = "banner"
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force = 8
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attack_verb_continuous = list("forcefully inspires", "violently encourages", "relentlessly galvanizes")
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attack_verb_simple = list("forcefully inspire", "violently encourage", "relentlessly galvanize")
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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var/inspiration_available = TRUE //If this banner can be used to inspire crew
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var/morale_time = 0
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var/morale_cooldown = 600 //How many deciseconds between uses
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/// Mobs with assigned roles whose department bitflags match these will be inspired.
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var/job_loyalties = NONE
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/// Mobs with any of these special roles will be inspired
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var/list/role_loyalties
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var/warcry
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/obj/item/banner/examine(mob/user)
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. = ..()
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if(inspiration_available)
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. += span_notice("Activate it in your hand to inspire nearby allies of this banner's allegiance!")
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/obj/item/banner/attack_self(mob/living/carbon/human/user)
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if(!inspiration_available)
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return
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if(morale_time > world.time)
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to_chat(user, span_warning("You aren't feeling inspired enough to flourish [src] again yet."))
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return
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user.visible_message("<span class='big notice'>[user] flourishes [src]!</span>", \
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span_notice("You raise [src] skywards, inspiring your allies!"))
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playsound(src, "rustle", 100, FALSE)
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if(warcry)
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user.say("[warcry]", forced="banner")
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var/old_transform = user.transform
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user.transform *= 1.2
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animate(user, transform = old_transform, time = 10)
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morale_time = world.time + morale_cooldown
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var/list/inspired = list()
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var/has_job_loyalties = job_loyalties != NONE
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var/has_role_loyalties = LAZYLEN(role_loyalties)
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inspired += user //The user is always inspired, regardless of loyalties
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for(var/mob/living/carbon/human/H in range(4, get_turf(src)))
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if(H.stat == DEAD || H == user)
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continue
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if(H.mind && (has_job_loyalties || has_role_loyalties))
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if(has_job_loyalties && (H.mind.assigned_role.departments_bitflags & job_loyalties))
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inspired += H
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else if(has_role_loyalties && (H.mind.special_role in role_loyalties))
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inspired += H
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else if(check_inspiration(H))
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inspired += H
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for(var/V in inspired)
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var/mob/living/carbon/human/H = V
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if(H != user)
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to_chat(H, span_notice("Your confidence surges as [user] flourishes [user.p_their()] [name]!"))
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inspiration(H)
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special_inspiration(H)
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/obj/item/banner/proc/check_inspiration(mob/living/carbon/human/H) //Banner-specific conditions for being eligible
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return
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/obj/item/banner/proc/inspiration(mob/living/carbon/human/H)
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H.adjustBruteLoss(-15)
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H.adjustFireLoss(-15)
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H.AdjustStun(-40)
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H.AdjustKnockdown(-40)
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H.AdjustImmobilized(-40)
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H.AdjustParalyzed(-40)
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H.AdjustUnconscious(-40)
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playsound(H, 'sound/magic/staff_healing.ogg', 25, FALSE)
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/obj/item/banner/proc/special_inspiration(mob/living/carbon/human/H) //Any banner-specific inspiration effects go here
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return
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/obj/item/banner/security
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name = "securistan banner"
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desc = "The banner of Securistan, ruling the station with an iron fist."
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icon_state = "banner_security"
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inhand_icon_state = "banner_security"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "EVERYONE DOWN ON THE GROUND!!"
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/obj/item/banner/security/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_SECURITY
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/obj/item/banner/security/mundane
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inspiration_available = FALSE
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/datum/crafting_recipe/security_banner
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name = "Securistan Banner"
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result = /obj/item/banner/security/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/security/officer = 1)
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category = CAT_MISC
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/obj/item/banner/medical
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name = "meditopia banner"
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desc = "The banner of Meditopia, generous benefactors that cure wounds and shelter the weak."
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icon_state = "banner_medical"
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inhand_icon_state = "banner_medical"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "No wounds cannot be healed!"
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/obj/item/banner/medical/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_MEDICAL
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/obj/item/banner/medical/mundane
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inspiration_available = FALSE
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/obj/item/banner/medical/check_inspiration(mob/living/carbon/human/H)
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return H.stat //Meditopia is moved to help those in need
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/datum/crafting_recipe/medical_banner
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name = "Meditopia Banner"
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result = /obj/item/banner/medical/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/medical = 1)
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category = CAT_MISC
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/obj/item/banner/medical/special_inspiration(mob/living/carbon/human/H)
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H.adjustToxLoss(-15)
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H.setOxyLoss(0)
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H.reagents.add_reagent(/datum/reagent/medicine/inaprovaline, 5)
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/obj/item/banner/science
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name = "sciencia banner"
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desc = "The banner of Sciencia, bold and daring thaumaturges and researchers that take the path less traveled."
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icon_state = "banner_science"
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inhand_icon_state = "banner_science"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "For Cuban Pete!"
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/obj/item/banner/science/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_SCIENCE
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/obj/item/banner/science/mundane
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inspiration_available = FALSE
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/obj/item/banner/science/check_inspiration(mob/living/carbon/human/H)
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return H.on_fire //Sciencia is pleased by dedication to the art of Ordnance
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/datum/crafting_recipe/science_banner
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name = "Sciencia Banner"
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result = /obj/item/banner/science/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/rnd/scientist = 1)
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category = CAT_MISC
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/obj/item/banner/cargo
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name = "cargonia banner"
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desc = "The banner of the eternal Cargonia, with the mystical power of conjuring any object into existence."
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icon_state = "banner_cargo"
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inhand_icon_state = "banner_cargo"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "Hail Cargonia!"
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/obj/item/banner/cargo/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_CARGO
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/obj/item/banner/cargo/mundane
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inspiration_available = FALSE
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/datum/crafting_recipe/cargo_banner
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name = "Cargonia Banner"
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result = /obj/item/banner/cargo/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/cargo/tech = 1)
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category = CAT_MISC
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/obj/item/banner/engineering
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name = "engitopia banner"
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desc = "The banner of Engitopia, wielders of limitless power."
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icon_state = "banner_engineering"
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inhand_icon_state = "banner_engineering"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "All hail lord Singuloth!!"
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/obj/item/banner/engineering/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_ENGINEERING
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/obj/item/banner/engineering/mundane
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inspiration_available = FALSE
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/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
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qdel(H.GetComponent(/datum/component/irradiated))
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/datum/crafting_recipe/engineering_banner
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name = "Engitopia Banner"
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result = /obj/item/banner/engineering/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/engineering/engineer = 1)
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category = CAT_MISC
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/obj/item/banner/command
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name = "command banner"
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desc = "The banner of Command, a staunch and ancient line of bueraucratic kings and queens."
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//No icon state here since the default one is the NT banner
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warcry = "Hail Nanotrasen!"
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/obj/item/banner/command/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_COMMAND | DEPARTMENT_BITFLAG_CENTRAL_COMMAND //SKYRAT EDIT ADDITION
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/obj/item/banner/command/mundane
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inspiration_available = FALSE
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/obj/item/banner/command/check_inspiration(mob/living/carbon/human/H)
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return HAS_TRAIT(H, TRAIT_MINDSHIELD) //Command is stalwart but rewards their allies.
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/datum/crafting_recipe/command_banner
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name = "Command Banner"
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result = /obj/item/banner/command/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/captain/parade = 1)
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category = CAT_MISC
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/obj/item/banner/red
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name = "red banner"
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icon_state = "banner-red"
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inhand_icon_state = "banner-red"
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desc = "A banner with the logo of the red deity."
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/obj/item/banner/blue
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name = "blue banner"
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icon_state = "banner-blue"
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inhand_icon_state = "banner-blue"
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desc = "A banner with the logo of the blue deity."
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/obj/item/storage/backpack/bannerpack
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name = "\improper Nanotrasen banner backpack"
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desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
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icon_state = "bannerpack"
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/obj/item/storage/backpack/bannerpack/Initialize(mapload)
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.max_combined_w_class = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
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/obj/item/storage/backpack/bannerpack/red
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name = "red banner backpack"
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desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
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icon_state = "bannerpack-red"
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/obj/item/storage/backpack/bannerpack/blue
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name = "blue banner backpack"
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desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
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icon_state = "bannerpack-blue"
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//this is all part of one item set
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/obj/item/clothing/suit/armor/plate/crusader
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name = "Crusader's Armour"
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desc = "Armour that's comprised of metal and cloth."
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icon_state = "crusader"
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w_class = WEIGHT_CLASS_BULKY
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slowdown = 2.0 //gotta pretend we're balanced.
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60)
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/obj/item/clothing/suit/armor/plate/crusader/red
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icon_state = "crusader-red"
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/obj/item/clothing/suit/armor/plate/crusader/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/head/helmet/plate/crusader
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name = "Crusader's Hood"
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desc = "A brownish hood."
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icon_state = "crusader"
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w_class = WEIGHT_CLASS_NORMAL
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flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60)
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/obj/item/clothing/head/helmet/plate/crusader/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/head/helmet/plate/crusader/red
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icon_state = "crusader-red"
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//Prophet helmet
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/obj/item/clothing/head/helmet/plate/crusader/prophet
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name = "Prophet's Hat"
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desc = "A religious-looking hat."
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icon_state = null
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flags_1 = 0
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armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, FIRE = 60, ACID = 60) //religion protects you from disease, honk.
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worn_y_offset = 6
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/obj/item/clothing/head/helmet/plate/crusader/prophet/red
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icon_state = "prophet-red"
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/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
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icon_state = "prophet-blue"
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//Structure conversion staff
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/obj/item/godstaff
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name = "godstaff"
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desc = "It's a stick..?"
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icon_state = "godstaff-red"
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lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
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var/conversion_color = "#ffffff"
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var/staffcooldown = 0
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var/staffwait = 30
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/obj/item/godstaff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(staffcooldown + staffwait > world.time)
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return
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user.visible_message(span_notice("[user] chants deeply and waves [user.p_their()] staff!"))
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if(do_after(user, 2 SECONDS, src))
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target.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
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staffcooldown = world.time
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/obj/item/godstaff/red
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icon_state = "godstaff-red"
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conversion_color = "#ff0000"
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/obj/item/godstaff/blue
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icon_state = "godstaff-blue"
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conversion_color = "#0000ff"
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/obj/item/clothing/gloves/plate
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name = "Plate Gauntlets"
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icon_state = "crusader"
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desc = "They're like gloves, but made of metal."
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siemens_coefficient = 0
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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/obj/item/clothing/gloves/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/gloves/plate/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/shoes/plate
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name = "Plate Boots"
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desc = "Metal boots, they look heavy."
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icon_state = "crusader"
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w_class = WEIGHT_CLASS_NORMAL
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
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clothing_flags = NOSLIP
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cold_protection = FEET
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min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
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heat_protection = FEET
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max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
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/obj/item/clothing/shoes/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/shoes/plate/blue
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icon_state = "crusader-blue"
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/obj/item/storage/box/itemset/crusader
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name = "Crusader's Armour Set" //i can't into ck2 references
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desc = "This armour is said to be based on the armor of kings on another world thousands of years ago, who tended to assassinate, conspire, and plot against everyone who tried to do the same to them. Some things never change."
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/obj/item/storage/box/itemset/crusader/blue/PopulateContents()
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new /obj/item/clothing/suit/armor/plate/crusader/blue(src)
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new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
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new /obj/item/clothing/gloves/plate/blue(src)
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new /obj/item/clothing/shoes/plate/blue(src)
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/obj/item/storage/box/itemset/crusader/red/PopulateContents()
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new /obj/item/clothing/suit/armor/plate/crusader/red(src)
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new /obj/item/clothing/head/helmet/plate/crusader/red(src)
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new /obj/item/clothing/gloves/plate/red(src)
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new /obj/item/clothing/shoes/plate/red(src)
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/obj/item/claymore/weak
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desc = "This one is rusted."
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force = 30
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armour_penetration = 15
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/obj/item/claymore/weak/ceremonial
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desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
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force = 15
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block_chance = 30
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armour_penetration = 5
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