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## About The Pull Request Completing a combat bitrunning domain grants 0.8 score bonus per player that escaped without being hit ## Why It's Good For The Game I figured it be a fun challenge to try to nohit these things, especially the megafauna ones. For a bonus. ## Changelog 🆑 Melbert add: Nohitting a combat bitrunning domain rewards a higher score. /🆑
105 lines
3.1 KiB
Plaintext
105 lines
3.1 KiB
Plaintext
/datum/lazy_template/virtual_domain/pipedream
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name = "Disposal Pipe Factory"
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cost = BITRUNNER_COST_LOW
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desc = "An abandoned and infested factory manufacturing disposal pipes."
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difficulty = BITRUNNER_DIFFICULTY_LOW
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completion_loot = list(/obj/item/stack/pipe_cleaner_coil/random/five = 1)
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help_text = "Not long ago, this place was thriving with activity. The workers \
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seemed to have left in a hurry, and now productivity is in the bin. Something \
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must have trashed the place, but what?"
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is_modular = TRUE
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key = "pipedream"
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map_name = "pipedream"
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mob_modules = list(
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/datum/modular_mob_segment/hivebots,
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/datum/modular_mob_segment/hivebots_strong
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)
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reward_points = BITRUNNER_REWARD_LOW
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// ID Trims
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/datum/id_trim/factory
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assignment = "Factory Worker"
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trim_state = "trim_cargotechnician"
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department_color = COLOR_CARGO_BROWN
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subdepartment_color = COLOR_CARGO_BROWN
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sechud_icon_state = SECHUD_CARGO_TECHNICIAN
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access = list(
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ACCESS_AWAY_SUPPLY
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)
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/datum/id_trim/factory/qm
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assignment = "Factory Quartermaster"
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trim_state = "trim_quartermaster"
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department_color = COLOR_COMMAND_BLUE
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subdepartment_color = COLOR_CARGO_BROWN
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department_state = "departmenthead"
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sechud_icon_state = SECHUD_QUARTERMASTER
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access = list(
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ACCESS_AWAY_SUPPLY,
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ACCESS_AWAY_COMMAND
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)
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// ID Cards
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/obj/item/card/id/advanced/factory
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name = "factory worker ID"
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trim = /datum/id_trim/factory
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/obj/item/card/id/advanced/factory/qm
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name = "factory quartermaster ID"
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trim = /datum/id_trim/factory/qm
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//Outfits
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/datum/outfit/factory
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name = "Factory Worker"
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id_trim = /datum/id_trim/factory
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id = /obj/item/card/id/advanced/
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uniform = /obj/item/clothing/under/rank/cargo/tech
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suit = /obj/item/clothing/suit/hazardvest
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belt = /obj/item/radio
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/soft/yellow
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shoes = /obj/item/clothing/shoes/workboots
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l_pocket = /obj/item/flashlight/seclite
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/datum/outfit/factory/guard
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name = "Factory Guard"
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uniform = /obj/item/clothing/under/rank/security/officer/grey
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suit = /obj/item/clothing/suit/armor/vest/alt
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belt = /obj/item/radio
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/soft/sec
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shoes = /obj/item/clothing/shoes/jackboots/sec
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l_pocket = /obj/item/restraints/handcuffs
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r_pocket = /obj/item/assembly/flash/handheld
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/datum/outfit/factory/qm
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name = "Factory Quartermaster"
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id_trim = /datum/id_trim/factory/qm
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id = /obj/item/card/id/advanced/silver
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uniform = /obj/item/clothing/under/rank/cargo/qm
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belt = /obj/item/radio
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gloves = /obj/item/clothing/gloves/color/black
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head = /obj/item/clothing/head/soft/yellow
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shoes = /obj/item/clothing/shoes/jackboots/sec
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l_pocket = /obj/item/melee/baton/telescopic
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r_pocket = /obj/item/stamp/head/qm
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// Corpses
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/obj/effect/mob_spawn/corpse/human/factory
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name = "Factory Worker"
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outfit = /datum/outfit/factory
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icon_state = "corpsecargotech"
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/obj/effect/mob_spawn/corpse/human/factory/guard
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name = "Factory Guard"
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outfit = /datum/outfit/factory/guard
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icon_state = "corpsecargotech"
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/obj/effect/mob_spawn/corpse/human/factory/qm
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name = "Factory Quartermaster"
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outfit = /datum/outfit/factory/qm
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icon_state = "corpsecargotech"
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