mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-24 08:31:54 +00:00
## 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 /🆑
131 lines
4.2 KiB
Plaintext
131 lines
4.2 KiB
Plaintext
/*
|
|
Slimecrossing Weapons
|
|
Weapons added by the slimecrossing system.
|
|
Collected here for clarity.
|
|
*/
|
|
|
|
//Boneblade - Burning Green
|
|
/obj/item/melee/arm_blade/slime
|
|
name = "slimy boneblade"
|
|
desc = "What remains of the bones in your arm. Incredibly sharp, and painful for both you and your opponents."
|
|
force = 15
|
|
force_string = "painful"
|
|
|
|
/obj/item/melee/arm_blade/slime/attack(mob/living/L, mob/user)
|
|
. = ..()
|
|
if(prob(20))
|
|
user.emote("scream")
|
|
|
|
//Rainbow knife - Burning Rainbow
|
|
/obj/item/knife/rainbowknife
|
|
name = "rainbow knife"
|
|
desc = "A strange, transparent knife which constantly shifts color. It hums slightly when moved."
|
|
icon = 'icons/obj/weapons/stabby.dmi'
|
|
icon_state = "rainbowknife"
|
|
inhand_icon_state = "rainbowknife"
|
|
force = 15
|
|
throwforce = 15
|
|
damtype = BRUTE
|
|
|
|
/obj/item/knife/rainbowknife/afterattack(atom/target, mob/user, params)
|
|
if(isliving(target))
|
|
damtype = pick(BRUTE, BURN, TOX, OXY)
|
|
switch(damtype)
|
|
if(BRUTE)
|
|
hitsound = 'sound/items/weapons/bladeslice.ogg'
|
|
attack_verb_continuous = string_list(list("slashes", "slices", "cuts"))
|
|
attack_verb_simple = string_list(list("slash", "slice", "cut"))
|
|
if(BURN)
|
|
hitsound = 'sound/items/weapons/sear.ogg'
|
|
attack_verb_continuous = string_list(list("burns", "singes", "heats"))
|
|
attack_verb_simple = string_list(list("burn", "singe", "heat"))
|
|
if(TOX)
|
|
hitsound = 'sound/items/weapons/pierce.ogg'
|
|
attack_verb_continuous = string_list(list("poisons", "doses", "toxifies"))
|
|
attack_verb_simple = string_list(list("poison", "dose", "toxify"))
|
|
if(OXY)
|
|
hitsound = 'sound/effects/space_wind.ogg'
|
|
attack_verb_continuous = string_list(list("suffocates", "winds", "vacuums"))
|
|
attack_verb_simple = string_list(list("suffocate", "wind", "vacuum"))
|
|
|
|
//Adamantine shield - Chilling Adamantine
|
|
/obj/item/shield/adamantineshield
|
|
name = "adamantine shield"
|
|
desc = "A gigantic shield made of solid adamantium."
|
|
icon = 'icons/obj/weapons/shields.dmi'
|
|
icon_state = "adamshield"
|
|
inhand_icon_state = "adamshield"
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
armor_type = /datum/armor/shield_adamantineshield
|
|
slot_flags = ITEM_SLOT_BACK
|
|
block_chance = 75
|
|
force = 0
|
|
throw_range = 1 //How far do you think you're gonna throw a solid crystalline shield...?
|
|
throw_speed = 2
|
|
attack_verb_continuous = list("bashes", "pounds", "slams")
|
|
attack_verb_simple = list("bash", "pound", "slam")
|
|
item_flags = SLOWS_WHILE_IN_HAND
|
|
breakable_by_damage = FALSE
|
|
shield_bash_sound = 'sound/effects/glass/glassknock.ogg'
|
|
|
|
/datum/armor/shield_adamantineshield
|
|
melee = 50
|
|
bullet = 50
|
|
laser = 50
|
|
bomb = 30
|
|
fire = 80
|
|
acid = 70
|
|
|
|
/obj/item/shield/adamantineshield/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_wielded=15)
|
|
|
|
//Bloodchiller - Chilling Green
|
|
/obj/item/gun/magic/bloodchill
|
|
name = "blood chiller"
|
|
desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech."
|
|
icon = 'icons/obj/science/slimecrossing.dmi'
|
|
icon_state = "bloodgun"
|
|
inhand_icon_state = "bloodgun"
|
|
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
|
|
item_flags = ABSTRACT | DROPDEL
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
slot_flags = NONE
|
|
antimagic_flags = NONE
|
|
force = 5
|
|
max_charges = 1 //Recharging costs blood.
|
|
recharge_rate = 1
|
|
ammo_type = /obj/item/ammo_casing/magic/bloodchill
|
|
fire_sound = 'sound/effects/blob/attackblob.ogg'
|
|
|
|
/obj/item/gun/magic/bloodchill/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
|
|
|
|
/obj/item/gun/magic/bloodchill/process(seconds_per_tick)
|
|
charge_timer += seconds_per_tick
|
|
if(charge_timer < recharge_rate || charges >= max_charges)
|
|
return FALSE
|
|
charge_timer = 0
|
|
var/mob/living/M = loc
|
|
if(istype(M) && M.blood_volume >= 20)
|
|
charges++
|
|
M.blood_volume -= 20
|
|
if(charges == 1)
|
|
recharge_newshot()
|
|
return TRUE
|
|
|
|
/obj/item/ammo_casing/magic/bloodchill
|
|
projectile_type = /obj/projectile/magic/bloodchill
|
|
|
|
/obj/projectile/magic/bloodchill
|
|
name = "blood ball"
|
|
icon_state = "pulse0_bl"
|
|
hitsound = 'sound/effects/splat.ogg'
|
|
|
|
/obj/projectile/magic/bloodchill/on_hit(mob/living/target, blocked = 0, pierce_hit)
|
|
. = ..()
|
|
if(isliving(target))
|
|
target.apply_status_effect(/datum/status_effect/bloodchill)
|