[MIRROR] adds 18th century oufit, ports fox ears, fixes 2 hairs (#7696)

Co-authored-by: CHOMPStation2 <chompsation2@gmail.com>
This commit is contained in:
CHOMPStation2
2024-02-07 11:40:54 -07:00
committed by GitHub
parent cdbbcea31f
commit 2878ad68de
8 changed files with 2588 additions and 2575 deletions

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@@ -1,322 +1,322 @@
/* /*
* Contents: * Contents:
* Welding mask * Welding mask
* Cakehat * Cakehat
* Ushanka * Ushanka
* Pumpkin head * Pumpkin head
* Kitty ears * Kitty ears
* Holiday hats * Holiday hats
* Crown of Wrath * Crown of Wrath
* Warning cone * Warning cone
*/ */
/* /*
* Welding mask * Welding mask
*/ */
/obj/item/clothing/head/welding /obj/item/clothing/head/welding
name = "welding helmet" name = "welding helmet"
desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye." desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
icon_state = "welding" icon_state = "welding"
item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding") item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000) matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000)
var/up = 0 var/up = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
body_parts_covered = HEAD|FACE|EYES body_parts_covered = HEAD|FACE|EYES
action_button_name = "Flip Welding Mask" action_button_name = "Flip Welding Mask"
siemens_coefficient = 0.9 siemens_coefficient = 0.9
w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_NORMAL
var/base_state var/base_state
flash_protection = FLASH_PROTECTION_MAJOR flash_protection = FLASH_PROTECTION_MAJOR
tint = TINT_HEAVY tint = TINT_HEAVY
drop_sound = 'sound/items/drop/helm.ogg' drop_sound = 'sound/items/drop/helm.ogg'
pickup_sound = 'sound/items/pickup/helm.ogg' pickup_sound = 'sound/items/pickup/helm.ogg'
/obj/item/clothing/head/welding/attack_self() /obj/item/clothing/head/welding/attack_self()
toggle() toggle()
/obj/item/clothing/head/welding/verb/toggle() /obj/item/clothing/head/welding/verb/toggle()
set category = "Object" set category = "Object"
set name = "Adjust welding mask" set name = "Adjust welding mask"
set src in usr set src in usr
if(!base_state) if(!base_state)
base_state = icon_state base_state = icon_state
if(usr.canmove && !usr.stat && !usr.restrained()) if(usr.canmove && !usr.stat && !usr.restrained())
if(src.up) if(src.up)
src.up = !src.up src.up = !src.up
body_parts_covered |= (EYES|FACE) body_parts_covered |= (EYES|FACE)
flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) flags_inv |= (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = base_state icon_state = base_state
flash_protection = FLASH_PROTECTION_MAJOR flash_protection = FLASH_PROTECTION_MAJOR
tint = initial(tint) tint = initial(tint)
to_chat(usr, "You flip the [src] down to protect your eyes.") to_chat(usr, "You flip the [src] down to protect your eyes.")
else else
src.up = !src.up src.up = !src.up
body_parts_covered &= ~(EYES|FACE) body_parts_covered &= ~(EYES|FACE)
flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) flags_inv &= ~(HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_state = "[base_state]up" icon_state = "[base_state]up"
flash_protection = FLASH_PROTECTION_NONE flash_protection = FLASH_PROTECTION_NONE
tint = TINT_NONE tint = TINT_NONE
to_chat(usr, "You push the [src] up out of your face.") to_chat(usr, "You push the [src] up out of your face.")
update_clothing_icon() //so our mob-overlays update_clothing_icon() //so our mob-overlays
if (ismob(src.loc)) //should allow masks to update when it is opened/closed if (ismob(src.loc)) //should allow masks to update when it is opened/closed
var/mob/M = src.loc var/mob/M = src.loc
M.update_inv_wear_mask() M.update_inv_wear_mask()
usr.update_action_buttons() usr.update_action_buttons()
/obj/item/clothing/head/welding/demon /obj/item/clothing/head/welding/demon
name = "demonic welding helmet" name = "demonic welding helmet"
desc = "A painted welding helmet, this one has a demonic face on it." desc = "A painted welding helmet, this one has a demonic face on it."
icon_state = "demonwelding" icon_state = "demonwelding"
item_state_slots = list( item_state_slots = list(
slot_l_hand_str = "demonwelding", slot_l_hand_str = "demonwelding",
slot_r_hand_str = "demonwelding", slot_r_hand_str = "demonwelding",
) )
/obj/item/clothing/head/welding/knight /obj/item/clothing/head/welding/knight
name = "knightly welding helmet" name = "knightly welding helmet"
desc = "A painted welding helmet, this one looks like a knights helmet." desc = "A painted welding helmet, this one looks like a knights helmet."
icon_state = "knightwelding" icon_state = "knightwelding"
item_state_slots = list( item_state_slots = list(
slot_l_hand_str = "knightwelding", slot_l_hand_str = "knightwelding",
slot_r_hand_str = "knightwelding", slot_r_hand_str = "knightwelding",
) )
/obj/item/clothing/head/welding/fancy /obj/item/clothing/head/welding/fancy
name = "fancy welding helmet" name = "fancy welding helmet"
desc = "A painted welding helmet, the black and gold make this one look very fancy." desc = "A painted welding helmet, the black and gold make this one look very fancy."
icon_state = "fancywelding" icon_state = "fancywelding"
item_state_slots = list( item_state_slots = list(
slot_l_hand_str = "fancywelding", slot_l_hand_str = "fancywelding",
slot_r_hand_str = "fancywelding", slot_r_hand_str = "fancywelding",
) )
/obj/item/clothing/head/welding/engie /obj/item/clothing/head/welding/engie
name = "engineering welding helmet" name = "engineering welding helmet"
desc = "A painted welding helmet, this one has been painted the engineering colours." desc = "A painted welding helmet, this one has been painted the engineering colours."
icon_state = "engiewelding" icon_state = "engiewelding"
item_state_slots = list( item_state_slots = list(
slot_l_hand_str = "engiewelding", slot_l_hand_str = "engiewelding",
slot_r_hand_str = "engiewelding", slot_r_hand_str = "engiewelding",
) )
/* /*
* Cakehat * Cakehat
*/ */
/obj/item/clothing/head/cakehat /obj/item/clothing/head/cakehat
name = "cake-hat" name = "cake-hat"
desc = "It's tasty looking!" desc = "It's tasty looking!"
icon_state = "cake0" icon_state = "cake0"
var/onfire = 0 var/onfire = 0
body_parts_covered = HEAD body_parts_covered = HEAD
/obj/item/clothing/head/cakehat/process() /obj/item/clothing/head/cakehat/process()
if(!onfire) if(!onfire)
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
return return
var/turf/location = src.loc var/turf/location = src.loc
if(istype(location, /mob/)) if(istype(location, /mob/))
var/mob/living/carbon/human/M = location var/mob/living/carbon/human/M = location
if(istype(M) && M.item_is_in_hands(src) || M.head == src) //CHOMPEdit if(istype(M) && M.item_is_in_hands(src) || M.head == src) //CHOMPEdit
location = M.loc location = M.loc
if (istype(location, /turf)) if (istype(location, /turf))
location.hotspot_expose(700, 1) location.hotspot_expose(700, 1)
/obj/item/clothing/head/cakehat/attack_self(mob/user as mob) /obj/item/clothing/head/cakehat/attack_self(mob/user as mob)
onfire = !(onfire) onfire = !(onfire)
if (onfire) if (onfire)
force = 3 force = 3
damtype = "fire" damtype = "fire"
icon_state = "cake1" icon_state = "cake1"
START_PROCESSING(SSobj, src) START_PROCESSING(SSobj, src)
else else
force = null force = null
damtype = "brute" damtype = "brute"
icon_state = "cake0" icon_state = "cake0"
return return
/* /*
* Ushanka * Ushanka
*/ */
/obj/item/clothing/head/ushanka /obj/item/clothing/head/ushanka
name = "ushanka" name = "ushanka"
desc = "Perfect for those cold winter nights." desc = "Perfect for those cold winter nights."
icon_state = "ushankadown" icon_state = "ushankadown"
flags_inv = HIDEEARS flags_inv = HIDEEARS
/obj/item/clothing/head/ushanka/attack_self(mob/user as mob) /obj/item/clothing/head/ushanka/attack_self(mob/user as mob)
if(src.icon_state == initial(icon_state)) if(src.icon_state == initial(icon_state))
src.icon_state = "[icon_state]up" src.icon_state = "[icon_state]up"
to_chat(user, "You raise the ear flaps on the ushanka.") to_chat(user, "You raise the ear flaps on the ushanka.")
else else
src.icon_state = initial(icon_state) src.icon_state = initial(icon_state)
to_chat(user, "You lower the ear flaps on the ushanka.") to_chat(user, "You lower the ear flaps on the ushanka.")
/obj/item/clothing/head/ushanka/black /obj/item/clothing/head/ushanka/black
icon_state = "blkushankadown" icon_state = "blkushankadown"
/obj/item/clothing/head/ushanka/soviet /obj/item/clothing/head/ushanka/soviet
name = "soviet ushanka" name = "soviet ushanka"
desc = "Perfect for winter in Siberia, da?" desc = "Perfect for winter in Siberia, da?"
icon_state = "sovushankadown" icon_state = "sovushankadown"
/obj/item/clothing/head/ushanka/hedberg /obj/item/clothing/head/ushanka/hedberg
name = "\improper Hedberg-Hammarstrom fur hat" name = "\improper Hedberg-Hammarstrom fur hat"
desc = "An Hedberg-Hammarstrom private security ushanka." desc = "An Hedberg-Hammarstrom private security ushanka."
icon_state = "hedbergushankadown" icon_state = "hedbergushankadown"
/* /*
* Pumpkin head * Pumpkin head
*/ */
/obj/item/clothing/head/pumpkinhead /obj/item/clothing/head/pumpkinhead
name = "carved pumpkin" name = "carved pumpkin"
desc = "A jack o' lantern! Believed to ward off evil spirits." desc = "A jack o' lantern! Believed to ward off evil spirits."
icon_state = "hardhat0_pumpkin"//Could stand to be renamed icon_state = "hardhat0_pumpkin"//Could stand to be renamed
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES body_parts_covered = HEAD|FACE|EYES
light_range = 2 light_range = 2
light_overlay = "jackolantern" light_overlay = "jackolantern"
w_class = ITEMSIZE_NORMAL w_class = ITEMSIZE_NORMAL
drop_sound = 'sound/items/drop/herb.ogg' drop_sound = 'sound/items/drop/herb.ogg'
pickup_sound = 'sound/items/pickup/herb.ogg' pickup_sound = 'sound/items/pickup/herb.ogg'
/* /*
* Kitty ears * Kitty ears
*/ */
/obj/item/clothing/head/kitty /obj/item/clothing/head/kitty
name = "kitty ears" name = "kitty ears"
desc = "A pair of kitty ears. Meow!" desc = "A pair of kitty ears. Meow!"
icon_state = "kitty" icon_state = "kitty"
body_parts_covered = 0 body_parts_covered = 0
siemens_coefficient = 1.5 siemens_coefficient = 1.5
item_icons = null item_icons = null
/obj/item/clothing/head/kitty/update_icon(var/mob/living/carbon/human/user) /obj/item/clothing/head/kitty/update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return if(!istype(user)) return
var/icon/ears = new/icon("icon" = 'icons/inventory/head/mob.dmi', "icon_state" = "kitty") var/icon/ears = new/icon("icon" = 'icons/inventory/head/mob.dmi', "icon_state" = "kitty")
ears.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD) ears.Blend(rgb(user.r_hair, user.g_hair, user.b_hair), ICON_ADD)
var/icon/earbit = new/icon("icon" = 'icons/inventory/head/mob.dmi', "icon_state" = "kittyinner") var/icon/earbit = new/icon("icon" = 'icons/inventory/head/mob.dmi', "icon_state" = "kittyinner")
ears.Blend(earbit, ICON_OVERLAY) ears.Blend(earbit, ICON_OVERLAY)
/obj/item/clothing/head/richard /obj/item/clothing/head/richard
name = "chicken mask" name = "chicken mask"
desc = "You can hear the distant sounds of rhythmic electronica." desc = "You can hear the distant sounds of rhythmic electronica."
icon_state = "richard" icon_state = "richard"
item_state_slots = list(slot_r_hand_str = "chickenhead", slot_l_hand_str = "chickenhead") item_state_slots = list(slot_r_hand_str = "chickenhead", slot_l_hand_str = "chickenhead")
body_parts_covered = HEAD|FACE body_parts_covered = HEAD|FACE
flags_inv = BLOCKHAIR flags_inv = BLOCKHAIR
/obj/item/clothing/head/santa /obj/item/clothing/head/santa
name = "santa hat" name = "santa hat"
desc = "It's a festive christmas hat, in red!" desc = "It's a festive christmas hat, in red!"
icon_state = "santahatnorm" icon_state = "santahatnorm"
item_state_slots = list(slot_r_hand_str = "santahat", slot_l_hand_str = "santahat") item_state_slots = list(slot_r_hand_str = "santahat", slot_l_hand_str = "santahat")
body_parts_covered = 0 body_parts_covered = 0
/obj/item/clothing/head/santa/green /obj/item/clothing/head/santa/green
name = "green santa hat" name = "green santa hat"
desc = "It's a festive christmas hat, in green!" desc = "It's a festive christmas hat, in green!"
icon_state = "santahatgreen" icon_state = "santahatgreen"
item_state_slots = list(slot_r_hand_str = "santahatgreen", slot_l_hand_str = "santahatgreen") item_state_slots = list(slot_r_hand_str = "santahatgreen", slot_l_hand_str = "santahatgreen")
body_parts_covered = 0 body_parts_covered = 0
/* /*
* Xenoarch/Surface Loot Hats * Xenoarch/Surface Loot Hats
*/ */
// Triggers an effect when the wearer is 'in grave danger'. // Triggers an effect when the wearer is 'in grave danger'.
// Causes brainloss when it happens. // Causes brainloss when it happens.
/obj/item/clothing/head/psy_crown /obj/item/clothing/head/psy_crown
name = "broken crown" name = "broken crown"
desc = "A crown-of-thorns with a missing gem." desc = "A crown-of-thorns with a missing gem."
var/tension_threshold = 125 var/tension_threshold = 125
var/cooldown = null // world.time of when this was last triggered. var/cooldown = null // world.time of when this was last triggered.
var/cooldown_duration = 3 MINUTES // How long the cooldown should be. var/cooldown_duration = 3 MINUTES // How long the cooldown should be.
var/flavor_equip = null // Message displayed to someone who puts this on their head. Drones don't get a message. var/flavor_equip = null // Message displayed to someone who puts this on their head. Drones don't get a message.
var/flavor_unequip = null // Ditto, but for taking it off. var/flavor_unequip = null // Ditto, but for taking it off.
var/flavor_drop = null // Ditto, but for dropping it. var/flavor_drop = null // Ditto, but for dropping it.
var/flavor_activate = null // Ditto, for but activating. var/flavor_activate = null // Ditto, for but activating.
var/brainloss_cost = 3 // Whenever it activates, inflict this much brainloss on the wearer, as its not good for the mind to wear things that manipulate it. var/brainloss_cost = 3 // Whenever it activates, inflict this much brainloss on the wearer, as its not good for the mind to wear things that manipulate it.
/obj/item/clothing/head/psy_crown/proc/activate_ability(var/mob/living/wearer) /obj/item/clothing/head/psy_crown/proc/activate_ability(var/mob/living/wearer)
cooldown = world.time + cooldown_duration cooldown = world.time + cooldown_duration
to_chat(wearer, flavor_activate) to_chat(wearer, flavor_activate)
to_chat(wearer, "<span class='danger'>The inside of your head hurts...</span>") to_chat(wearer, "<span class='danger'>The inside of your head hurts...</span>")
wearer.adjustBrainLoss(brainloss_cost) wearer.adjustBrainLoss(brainloss_cost)
/obj/item/clothing/head/psy_crown/equipped(var/mob/living/carbon/human/H) /obj/item/clothing/head/psy_crown/equipped(var/mob/living/carbon/human/H)
..() ..()
if(istype(H) && H.head == src && H.is_sentient()) if(istype(H) && H.head == src && H.is_sentient())
START_PROCESSING(SSobj, src) START_PROCESSING(SSobj, src)
to_chat(H, flavor_equip) to_chat(H, flavor_equip)
/obj/item/clothing/head/psy_crown/dropped(var/mob/living/carbon/human/H) /obj/item/clothing/head/psy_crown/dropped(var/mob/living/carbon/human/H)
..() ..()
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
if(H.is_sentient()) if(H.is_sentient())
if(loc == H) // Still inhand. if(loc == H) // Still inhand.
to_chat(H, flavor_unequip) to_chat(H, flavor_unequip)
else else
to_chat(H, flavor_drop) to_chat(H, flavor_drop)
/obj/item/clothing/head/psy_crown/Destroy() /obj/item/clothing/head/psy_crown/Destroy()
STOP_PROCESSING(SSobj, src) STOP_PROCESSING(SSobj, src)
return ..() return ..()
/obj/item/clothing/head/psy_crown/process() /obj/item/clothing/head/psy_crown/process()
if(isliving(loc)) if(isliving(loc))
var/mob/living/L = loc var/mob/living/L = loc
if(world.time >= cooldown && L.is_sentient() && L.get_tension() >= tension_threshold) if(world.time >= cooldown && L.is_sentient() && L.get_tension() >= tension_threshold)
activate_ability(L) activate_ability(L)
/obj/item/clothing/head/psy_crown/wrath /obj/item/clothing/head/psy_crown/wrath
name = "red crown" name = "red crown"
desc = "A crown-of-thorns set with a red gemstone that seems to glow unnaturally. It feels rather disturbing to touch." desc = "A crown-of-thorns set with a red gemstone that seems to glow unnaturally. It feels rather disturbing to touch."
description_info = "This has a chance to cause the wearer to become extremely angry when in extreme danger." description_info = "This has a chance to cause the wearer to become extremely angry when in extreme danger."
icon_state = "wrathcrown" icon_state = "wrathcrown"
flavor_equip = "<span class='warning'>You feel a bit angrier after putting on this crown.</span>" flavor_equip = "<span class='warning'>You feel a bit angrier after putting on this crown.</span>"
flavor_unequip = "<span class='notice'>You feel calmer after removing the crown.</span>" flavor_unequip = "<span class='notice'>You feel calmer after removing the crown.</span>"
flavor_drop = "<span class='notice'>You feel much calmer after letting go of the crown.</span>" flavor_drop = "<span class='notice'>You feel much calmer after letting go of the crown.</span>"
flavor_activate = "<span class='danger'>An otherworldly feeling seems to enter your mind, and it ignites your mind in fury!</span>" flavor_activate = "<span class='danger'>An otherworldly feeling seems to enter your mind, and it ignites your mind in fury!</span>"
/obj/item/clothing/head/psy_crown/wrath/activate_ability(var/mob/living/wearer) /obj/item/clothing/head/psy_crown/wrath/activate_ability(var/mob/living/wearer)
..() ..()
wearer.add_modifier(/datum/modifier/berserk, 30 SECONDS) wearer.add_modifier(/datum/modifier/berserk, 30 SECONDS)
/obj/item/clothing/head/psy_crown/gluttony /obj/item/clothing/head/psy_crown/gluttony
name = "green crown" name = "green crown"
desc = "A crown-of-thorns set with a green gemstone that seems to glow unnaturally. It feels rather disturbing to touch." desc = "A crown-of-thorns set with a green gemstone that seems to glow unnaturally. It feels rather disturbing to touch."
description_info = "This has a chance to cause the wearer to become extremely durable, but hungry when in extreme danger." description_info = "This has a chance to cause the wearer to become extremely durable, but hungry when in extreme danger."
icon_state = "gluttonycrown" icon_state = "gluttonycrown"
flavor_equip = "<span class='warning'>You feel a bit hungrier after putting on this crown.</span>" flavor_equip = "<span class='warning'>You feel a bit hungrier after putting on this crown.</span>"
flavor_unequip = "<span class='notice'>You feel sated after removing the crown.</span>" flavor_unequip = "<span class='notice'>You feel sated after removing the crown.</span>"
flavor_drop = "<span class='notice'>You feel much more sated after letting go of the crown.</span>" flavor_drop = "<span class='notice'>You feel much more sated after letting go of the crown.</span>"
flavor_activate = "<span class='danger'>An otherworldly feeling seems to enter your mind, and it drives your mind into gluttony!</span>" flavor_activate = "<span class='danger'>An otherworldly feeling seems to enter your mind, and it drives your mind into gluttony!</span>"
/obj/item/clothing/head/psy_crown/gluttony/activate_ability(var/mob/living/wearer) /obj/item/clothing/head/psy_crown/gluttony/activate_ability(var/mob/living/wearer)
..() ..()
wearer.add_modifier(/datum/modifier/gluttonyregeneration, 45 SECONDS) wearer.add_modifier(/datum/modifier/gluttonyregeneration, 45 SECONDS)
/obj/item/clothing/head/cone /obj/item/clothing/head/cone
name = "warning cone" name = "warning cone"
desc = "This cone is trying to warn you of something!" desc = "This cone is trying to warn you of something!"
description_info = "It looks like you can wear it in your head slot." description_info = "It looks like you can wear it in your head slot."
icon_state = "cone" icon_state = "cone"
item_state = "cone" item_state = "cone"
drop_sound = 'sound/items/drop/shoes.ogg' drop_sound = 'sound/items/drop/shoes.ogg'
force = 1 force = 1
throwforce = 3 throwforce = 3
throw_speed = 2 throw_speed = 2
throw_range = 5 throw_range = 5
w_class = 2 w_class = 2
body_parts_covered = HEAD body_parts_covered = HEAD
attack_verb = list("warned", "cautioned", "smashed") attack_verb = list("warned", "cautioned", "smashed")
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)

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@@ -462,6 +462,14 @@
color_blend_mode = ICON_MULTIPLY color_blend_mode = ICON_MULTIPLY
extra_overlay = "vulp_jackal-inner" extra_overlay = "vulp_jackal-inner"
/datum/sprite_accessory/ears/fox
name = "fox ears"
desc = ""
icon_state = "fox"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
extra_overlay = "fox-inner"
/datum/sprite_accessory/ears/bunny_floppy /datum/sprite_accessory/ears/bunny_floppy
name = "floopy bunny ears (colorable)" name = "floopy bunny ears (colorable)"
desc = "" desc = ""
@@ -1072,4 +1080,4 @@
icon_state = "triceratops_frill" icon_state = "triceratops_frill"
extra_overlay = "triceratops_frill_spikes" extra_overlay = "triceratops_frill_spikes"
do_colouration = 1 do_colouration = 1
color_blend_mode = ICON_MULTIPLY color_blend_mode = ICON_MULTIPLY

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/obj/item/projectile /obj/item/projectile
speed = 1.5 // Movespeed is in Deciseconds per movement. Lower is faster. default was 0.8, but we had it at 3.0 for a while. speed = 1.5 // Movespeed is in Deciseconds per movement. Lower is faster. default was 0.8, but we had it at 3.0 for a while.