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* Starting on the rework * Reworks the Ark * Work on Reebe * More Ark stuff * this too * Removes ark silliness, remaps Reebe a tad * Spawning mechanics * Work on gamemode code * Finishes up ark stuff * Removes Judgement, and lots of other changes * New Ark activation sounds, Ratvar text * Spawn protection! * Adds the abscondence bijou * Bijou stuff * well, this is it * somewhat absentminded coder * Remaps the Reebe z * replica fabricators now work! * Guide paper! * Now they're clockwork floors * Infirmary, tweaks, numbers * A new thing! * this is ok for now * I was gonna whine but it's actually necessary * Adds damage scaling to ocular wardens * I missed a thing * you can go back too * New clockwork armor sprites * Weapons, scripture, oh my! * no! shoo! * hey, I forgot about you! * this looks much better, I'll give you that * no teleporting into the void! * we have no need of you anymore * Conflicteroos * AUTOMATIC SPINNING CHAIRS * how many times do we have to teach you this LESSON OLD MAN * flagged! * last time, meesa promise * Conflicts 1 * wood filling * Kindle is a projectile, and other stuff * Chameleon jumpsuit, some small changes * 150 hours of testing * Curious is the trapmaker's art * Conflicts 1 * naaah * Fixes an ark sound * Removes the prolonging prism * Adds a delay to warping in * First steps towards changing the power system * Removes power from sigils, moves to global * Conflicts 1 * zoom zoom * Adds the stargazer, re-adds conversion * conflicts? more like CLOCK-flicts * get it? clockflicts? * Daemon tuning * Scraps components, 1/? * A grace period, among other things * You can't get to reebe from space no stop bad * Adds some cogscarab shells to Reebe - yes, I get the sounds * FUCK * Chairs are very important. * Clock golems, sound improvement, intercoms * Sounds, floor fixes, conflicts * Fixes the conflicts * Prevents intercom use during non-clock rounds * Wiki, HUD timer, tweaks, golems * Components, removes unused structures, rep. fab power * go-time * Ending the round is not a good idea * whoops, forgot about you * ssh is ok * this works too
134 lines
6.0 KiB
Plaintext
134 lines
6.0 KiB
Plaintext
//If you're looking for spawners like ash walker eggs, check ghost_role_spawners.dm
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/obj/structure/fans/tiny/invisible //For blocking air in ruin doorways
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invisibility = INVISIBILITY_ABSTRACT
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//lavaland_surface_seed_vault.dmm
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//Seed Vault
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/obj/effect/spawner/lootdrop/seed_vault
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name = "seed vault seeds"
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lootcount = 1
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loot = list(/obj/item/seeds/gatfruit = 10,
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/obj/item/seeds/cherry/bomb = 10,
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/obj/item/seeds/berry/glow = 10,
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/obj/item/seeds/sunflower/moonflower = 8
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)
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//Free Golems
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/obj/item/disk/design_disk/golem_shell
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name = "Golem Creation Disk"
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desc = "A gift from the Liberator."
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icon_state = "datadisk1"
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max_blueprints = 1
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/obj/item/disk/design_disk/golem_shell/Initialize()
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. = ..()
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var/datum/design/golem_shell/G = new
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blueprints[1] = G
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/datum/design/golem_shell
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name = "Golem Shell Construction"
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desc = "Allows for the construction of a Golem Shell."
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id = "golem"
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req_tech = list("materials" = 12)
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build_type = AUTOLATHE
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materials = list(MAT_METAL = 40000)
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build_path = /obj/item/golem_shell
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category = list("Imported")
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/obj/item/golem_shell
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name = "incomplete free golem shell"
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icon = 'icons/obj/wizard.dmi'
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icon_state = "construct"
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desc = "The incomplete body of a golem. Add ten sheets of any mineral to finish."
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var/shell_type = /obj/effect/mob_spawn/human/golem
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var/has_owner = FALSE //if the resulting golem obeys someone
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/golem_shell/attackby(obj/item/I, mob/user, params)
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..()
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var/static/list/golem_shell_species_types = list(
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/obj/item/stack/sheet/metal = /datum/species/golem,
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/obj/item/stack/sheet/glass = /datum/species/golem/glass,
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/obj/item/stack/sheet/plasteel = /datum/species/golem/plasteel,
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/obj/item/stack/sheet/mineral/sandstone = /datum/species/golem/sand,
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/obj/item/stack/sheet/mineral/plasma = /datum/species/golem/plasma,
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/obj/item/stack/sheet/mineral/diamond = /datum/species/golem/diamond,
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/obj/item/stack/sheet/mineral/gold = /datum/species/golem/gold,
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/obj/item/stack/sheet/mineral/silver = /datum/species/golem/silver,
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/obj/item/stack/sheet/mineral/uranium = /datum/species/golem/uranium,
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/obj/item/stack/sheet/mineral/bananium = /datum/species/golem/bananium,
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/obj/item/stack/sheet/mineral/titanium = /datum/species/golem/titanium,
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/obj/item/stack/sheet/mineral/plastitanium = /datum/species/golem/plastitanium,
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/obj/item/stack/sheet/mineral/abductor = /datum/species/golem/alloy,
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/obj/item/stack/sheet/mineral/wood = /datum/species/golem/wood,
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/obj/item/stack/sheet/bluespace_crystal = /datum/species/golem/bluespace,
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/obj/item/stack/sheet/runed_metal = /datum/species/golem/runic,
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/obj/item/stack/medical/gauze = /datum/species/golem/cloth,
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/obj/item/stack/sheet/cloth = /datum/species/golem/cloth,
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/obj/item/stack/sheet/mineral/adamantine = /datum/species/golem/adamantine,
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/obj/item/stack/sheet/plastic = /datum/species/golem/plastic,
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/obj/item/stack/tile/brass = /datum/species/golem/clockwork)
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if(istype(I, /obj/item/stack))
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var/obj/item/stack/O = I
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var/species = golem_shell_species_types[O.merge_type]
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if(species)
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if(O.use(10))
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to_chat(user, "You finish up the golem shell with ten sheets of [O].")
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new shell_type(get_turf(src), species, user)
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qdel(src)
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else
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to_chat(user, "You need at least ten sheets to finish a golem.")
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else
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to_chat(user, "You can't build a golem out of this kind of material.")
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//made with xenobiology, the golem obeys its creator
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/obj/item/golem_shell/servant
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name = "incomplete servant golem shell"
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shell_type = /obj/effect/mob_spawn/human/golem/servant
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///Syndicate Listening Post
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/obj/effect/mob_spawn/human/lavaland_syndicate
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name = "Syndicate Bioweapon Scientist"
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roundstart = FALSE
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death = FALSE
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper_s"
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flavour_text = "<font size=3>You are a syndicate agent, employed in a top secret research facility developing biological weapons. Unfortunately, your hated enemy, Nanotrasen, has begun mining in this sector. <b>Continue your research as best you can, and try to keep a low profile. <font size=6><b>DON'T</b></font> abandon the base without good cause.</b> The base is rigged with explosives should the worst happen, do not let the base fall into enemy hands!</b>"
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id_access_list = list(ACCESS_SYNDICATE)
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outfit = /datum/outfit/lavaland_syndicate
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assignedrole = "Lavaland Syndicate"
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/datum/outfit/lavaland_syndicate
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name = "Lavaland Syndicate Agent"
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r_hand = /obj/item/gun/ballistic/automatic/sniper_rifle
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uniform = /obj/item/clothing/under/syndicate
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suit = /obj/item/clothing/suit/toggle/labcoat
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shoes = /obj/item/clothing/shoes/combat
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gloves = /obj/item/clothing/gloves/combat
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ears = /obj/item/device/radio/headset/syndicate/alt
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back = /obj/item/storage/backpack
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r_pocket = /obj/item/gun/ballistic/automatic/pistol
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id = /obj/item/card/id
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implants = list(/obj/item/implant/weapons_auth)
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/datum/outfit/lavaland_syndicate/post_equip(mob/living/carbon/human/H)
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H.faction |= "syndicate"
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/obj/effect/mob_spawn/human/lavaland_syndicate/comms
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name = "Syndicate Comms Agent"
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flavour_text = "<font size=3>You are a syndicate agent, employed in a top secret research facility developing biological weapons. Unfortunately, your hated enemy, Nanotrasen, has begun mining in this sector. <b>Monitor enemy activity as best you can, and try to keep a low profile. <font size=6><b>DON'T</b></font> abandon the base without good cause.</b> Use the communication equipment to provide support to any field agents, and sow disinformation to throw Nanotrasen off your trail. Do not let the base fall into enemy hands!</b>"
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outfit = /datum/outfit/lavaland_syndicate/comms
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/datum/outfit/lavaland_syndicate/comms
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name = "Lavaland Syndicate Comms Agent"
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r_hand = /obj/item/melee/transforming/energy/sword/saber
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mask = /obj/item/clothing/mask/chameleon
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suit = /obj/item/clothing/suit/armor/vest
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l_pocket = /obj/item/card/id/syndicate/anyone
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