This commit is contained in:
izac112
2020-06-17 04:30:06 +02:00
116 changed files with 10186 additions and 4123 deletions

View File

@@ -24,9 +24,22 @@ SUBSYSTEM_DEF(supply)
var/movetime = 1200
var/datum/shuttle/autodock/ferry/supply/shuttle
var/list/material_points_conversion = list( // Any materials not named in this list are worth 0 points
"silver" = 2,
"marble" = 2,
"gold" = 2,
"uranium" = 2,
"lead" = 2,
"platinum" = 5,
"phoron" = 5,
"platinum" = 5
)
"titanium" = 6,
"plasteel" = 6,
"osmium" = 6,
"mhydrogen" = 6,
"verdantium" = 8,
"diamond" = 8,
"durasteel" = 9,
"morphium" = 13
)//SPOOKY number!
/datum/controller/subsystem/supply/Initialize()
ordernum = rand(1,9000)
@@ -174,6 +187,8 @@ SUBSYSTEM_DEF(supply)
var/list/clear_turfs = get_clear_turfs()
var/shopping_log = "SUPPLY_BUY: "
for(var/datum/supply_order/SO in shoppinglist)
if(!clear_turfs.len)
break
@@ -184,6 +199,7 @@ SUBSYSTEM_DEF(supply)
SO.status = SUP_ORDER_SHIPPED
var/datum/supply_pack/SP = SO.object
shopping_log += "[SP.name];"
var/obj/A = new SP.containertype(pickedloc)
A.name = "[SP.containername] [SO.comment ? "([SO.comment])":"" ]"
@@ -238,6 +254,7 @@ SUBSYSTEM_DEF(supply)
slip.info += "</ul><br>"
slip.info += "CHECK CONTENTS AND STAMP BELOW THE LINE TO CONFIRM RECEIPT OF GOODS<hr>"
log_game(shopping_log)
return
// Will attempt to purchase the specified order, returning TRUE on success, FALSE on failure

View File

@@ -96,3 +96,18 @@
access_explorer,
access_pilot)
one_access = TRUE
/datum/supply_pack/randomised/misc/explorer_shield
name = "Explorer shield"
num_contained = 2
contains = list(
/obj/item/weapon/shield/riot/explorer,
/obj/item/weapon/shield/riot/explorer/purple
)
cost = 75
containertype = /obj/structure/closet/crate/secure/gear
containername = "exploration shield crate"
access = list(access_explorer,
access_eva,
access_pilot)
one_access = TRUE

View File

@@ -0,0 +1,20 @@
/*************
* Ammunition *
*************/
/datum/uplink_item/item/ammo/cell
name = "Weapon cell"
/datum/uplink_item/item/ammo/highcell
name = "High capacity cell"
path = /obj/item/weapon/cell/high
item_cost = 15
/datum/uplink_item/item/ammo/supercell
name = "Super capacity cell"
path = /obj/item/weapon/cell/super
item_cost = 30
/datum/uplink_item/item/ammo/voidcell
name = "Void cell"
path = /obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
item_cost = DEFAULT_TELECRYSTAL_AMOUNT * 1.5

View File

@@ -1,25 +1,10 @@
/**********
* Medical *
**********/
/datum/uplink_item/item/medical/fire
name = "Fire medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/fire
/datum/uplink_item/item/medical/toxin
name = "Toxin medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/toxin
/datum/uplink_item/item/medical/o2
name = "Oxygen medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/o2
/datum/uplink_item/item/medical/adv
name = "Advanced medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/adv
/datum/uplink_item/item/medical/pizza
name = "Free Pizza Voucher"
item_cost = 5
path = /obj/item/pizzavoucher
/datum/uplink_item/item/medical/mre
name = "Meal, Ready to eat (Random)"
@@ -36,6 +21,11 @@
item_cost = 5
path = /obj/item/weapon/storage/mre/menu11
/datum/uplink_item/item/medical/medical
name = "Meal, Ready to eat (medical)"
item_cost = 5
path = /obj/item/weapon/storage/mre/menu13
/datum/uplink_item/item/medical/glucose
name = "Glucose injector"
item_cost = 5
@@ -71,11 +61,41 @@
item_cost = 5
path = /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/oxy
/datum/uplink_item/item/medical/fire
name = "Fire medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/fire
/datum/uplink_item/item/medical/toxin
name = "Toxin medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/toxin
/datum/uplink_item/item/medical/o2
name = "Oxygen medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/o2
/datum/uplink_item/item/medical/adv
name = "Advanced medical kit"
item_cost = 10
path = /obj/item/weapon/storage/firstaid/adv
/datum/uplink_item/item/medical/organ
name = "Organ Repair injector"
item_cost = 10
path = /obj/item/weapon/reagent_containers/hypospray/autoinjector/biginjector/organ
/datum/uplink_item/item/medical/stasis
name = "Stasis Bag"
item_cost = 20
path = /obj/item/bodybag/cryobag
/datum/uplink_item/item/medical/synth
name = "Synthmorph Bag"
item_cost = 20
path = /obj/item/bodybag/cryobag/robobag
/datum/uplink_item/item/medical/nanites
name = "Healing Nanite pill bottle"
item_cost = 30

View File

@@ -1,6 +1,21 @@
/********************
* Devices and Tools *
********************/
/datum/uplink_item/item/tools/oxygen
name = "Emergency Oxygen Tank"
item_cost = 2
path = /obj/item/weapon/tank/emergency/oxygen/double
/datum/uplink_item/item/tools/phoron
name = "Emergency Phoron Tank"
item_cost = 2
path = /obj/item/weapon/tank/emergency/phoron/double
/datum/uplink_item/item/tools/suitcooler
name = "Emergency Suit Cooler"
item_cost = 2
path = /obj/item/device/suit_cooling_unit/emergency
/datum/uplink_item/item/tools/basiclaptop
name = "Laptop (Basic)"
item_cost = 5
@@ -16,6 +31,11 @@
item_cost = 10
path = /obj/item/stack/nanopaste/advanced
/datum/uplink_item/item/tools/autolok
name = "Autolok Voidsuit"
item_cost = 10
path = /obj/item/clothing/suit/space/void/autolok
/datum/uplink_item/item/tools/elitetablet
name = "Tablet (Advanced)"
item_cost = 15

View File

@@ -242,7 +242,7 @@ Class Procs:
return 1
if(user.lying || user.stat)
return 1
if(!(istype(user, /mob/living/carbon/human) || istype(user, /mob/living/silicon)))
if(!user.IsAdvancedToolUser()) //Vorestation edit
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return 1
if(ishuman(user))
@@ -312,6 +312,7 @@ Class Procs:
qdel(C)
C = new /obj/item/weapon/cell/high(src)
component_parts += C
return C
RefreshParts()
/obj/machinery/proc/default_part_replacement(var/mob/user, var/obj/item/weapon/storage/part_replacer/R)

View File

@@ -25,7 +25,7 @@
/obj/machinery/recharge_station/Initialize()
. = ..()
default_apply_parts()
default_use_hicell()
cell = default_use_hicell()
update_icon()
/obj/machinery/recharge_station/proc/has_cell_power()

View File

@@ -69,7 +69,7 @@
network = "tcommsat"
produces_heat = 0
autolinkers = list("receiverCent")
freq_listening = list(ERT_FREQ, DTH_FREQ)
freq_listening = list(ERT_FREQ, DTH_FREQ, SYND_FREQ)
//Buses
@@ -108,7 +108,7 @@
/obj/machinery/telecomms/bus/preset_cent
id = "CentCom Bus"
network = "tcommsat"
freq_listening = list(ERT_FREQ, DTH_FREQ)
freq_listening = list(ERT_FREQ, DTH_FREQ, SYND_FREQ)
produces_heat = 0
autolinkers = list("processorCent", "centcom")
@@ -201,7 +201,7 @@
/obj/machinery/telecomms/server/presets/centcomm
id = "CentCom Server"
freq_listening = list(ERT_FREQ, DTH_FREQ)
freq_listening = list(ERT_FREQ, DTH_FREQ, SYND_FREQ)
produces_heat = 0
autolinkers = list("centcom")

View File

@@ -662,9 +662,6 @@ var/global/list/obj/item/device/pda/PDAs = list()
ui.set_auto_update(auto_update)
/obj/item/device/pda/attack_self(mob/user as mob)
var/datum/asset/assets = get_asset_datum(/datum/asset/simple/pda)
assets.send(user)
user.set_machine(src)
if(active_uplink_check(user))

View File

@@ -19,3 +19,68 @@
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
allowed = list(/obj/item/weapon/melee/fluffstuff/wolfgirlsword)
/obj/item/weapon/shield/riot/explorer
name = "green explorer shield"
desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "explorer_shield"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_melee_vr.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_melee_vr.dmi'
)
base_block_chance = 40
slot_flags = SLOT_BACK
var/brightness_on
brightness_on = 4
var/on = 0
var/light_applied
//var/light_overlay
//POURPEL WHY U NO COVER
/obj/item/weapon/shield/riot/explorer/attack_self(mob/user)
if(brightness_on)
if(!isturf(user.loc))
to_chat(user, "You cannot turn the light on while in this [user.loc]")
return
on = !on
to_chat(user, "You [on ? "enable" : "disable"] the shield light.")
update_flashlight(user)
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
else
return ..(user)
/obj/item/weapon/shield/riot/explorer/proc/update_flashlight(var/mob/user = null)
if(on && !light_applied)
set_light(brightness_on)
light_applied = 1
else if(!on && light_applied)
set_light(0)
light_applied = 0
update_icon(user)
user.update_action_buttons()
light = !light
playsound(src, 'sound/weapons/empty.ogg', 15, 1, -3)
/obj/item/weapon/shield/riot/explorer/update_icon()
if(on)
icon_state = "explorer_shield_lighted"
else
icon_state = "explorer_shield"
/obj/item/weapon/shield/riot/explorer/purple
name = "purple explorer shield"
desc = "A shield issued to exploration teams to help protect them when advancing into the unknown. It is lighter and cheaper but less protective than some of its counterparts. It has a flashlight straight in the middle to help draw attention. This one is POURPEL"
icon_state = "explorer_shield_P"
/obj/item/weapon/shield/riot/explorer/purple/update_icon()
if(on)
icon_state = "explorer_shield_P_lighted"
else
icon_state = "explorer_shield_P"

View File

@@ -1,7 +1,7 @@
/obj/item/weapon/storage/backpack/saddlebag
name = "Horse Saddlebags"
desc = "A saddle that holds items. Seems slightly bulky."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "saddlebag"
icon_state = "saddlebag"
@@ -33,7 +33,7 @@
/obj/item/weapon/storage/backpack/saddlebag_common //Shared bag for other taurs with sturdy backs
name = "Taur Saddlebags"
desc = "A saddle that holds items. Seems slightly bulky."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "saddlebag"
icon_state = "saddlebag"
@@ -108,7 +108,7 @@
/obj/item/weapon/storage/backpack/saddlebag_common/robust //Shared bag for other taurs with sturdy backs
name = "Robust Saddlebags"
desc = "A saddle that holds items. Seems robust."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "robustsaddle"
icon_state = "robustsaddle"
@@ -117,7 +117,7 @@
/obj/item/weapon/storage/backpack/saddlebag_common/vest //Shared bag for other taurs with sturdy backs
name = "Taur Duty Vest"
desc = "An armored vest with the armor modules replaced with various handy compartments with decent storage capacity. Useless for protection though."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "taurvest"
icon_state = "taurvest"
@@ -141,49 +141,49 @@
/obj/item/weapon/storage/backpack/satchel/explorer
name = "explorer satchel"
desc = "A satchel for carrying a large number of supplies easily."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "satchel-explorer"
icon_state = "satchel-explorer"
/obj/item/weapon/storage/backpack/explorer
name = "explorer backpack"
desc = "A backpack for carrying a large number of supplies easily."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "explorerpack"
icon_state = "explorerpack"
/obj/item/weapon/storage/backpack/satchel/roboticist
name = "roboticist satchel"
desc = "A satchel for carrying a large number of spare parts easily."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "satchel-robo"
icon_state = "satchel-robo"
/obj/item/weapon/storage/backpack/roboticist
name = "roboticist backpack"
desc = "A backpack for carrying a large number of spare parts easily."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "backpack-robo"
icon_state = "backpack-robo"
/obj/item/weapon/storage/backpack/vietnam
name = "vietnam backpack"
desc = "There are tangos in the trees! We need napalm right now! Why is my gun jammed?"
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "nambackpack"
icon_state = "nambackpack"
/obj/item/weapon/storage/backpack/russian
name = "russian backpack"
desc = "Useful for carrying large quantities of vodka."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "ru_rucksack"
icon_state = "ru_rucksack"
/obj/item/weapon/storage/backpack/korean
name = "korean backpack"
desc = "Insert witty description here."
icon = 'icons/obj/storage_vr.dmi'
icon = 'icons/obj/clothing/backpack_vr.dmi'
icon_override = 'icons/mob/back_vr.dmi'
item_state = "kr_rucksack"
icon_state = "kr_rucksack"

View File

@@ -102,7 +102,7 @@
/obj/item/weapon/tank/vox/Initialize()
. = ..()
air_contents.adjust_gas("phoron", (6*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C))
air_contents.adjust_gas("phoron", (10*ONE_ATMOSPHERE)*volume/(R_IDEAL_GAS_EQUATION*T20C)) //VOREStation Edit
/obj/item/weapon/tank/phoron/pressurized
name = "fuel can"

View File

@@ -85,6 +85,7 @@
icon_override = 'icons/mob/belt_vr.dmi'
icon_state = "emergency_phoron_vox"
gauge_icon = "indicator_smalltank"
volume = 6
gauge_cap = 3
/obj/item/weapon/tank/nitrogen

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@@ -0,0 +1,11 @@
//This file is for VR only
/obj/random/explorer_shield
name = "random explorer shield"
desc = "This is a random shield for the explorer lockers."
icon = 'icons/obj/weapons_vr.dmi'
icon_state = "explorer_shield"
/obj/random/explorer_shield/item_to_spawn()
return pick(/obj/item/weapon/shield/riot/explorer,
/obj/item/weapon/shield/riot/explorer/purple)

View File

@@ -177,6 +177,7 @@
/obj/item/weapon/material/knife/machete/deluxe,
/obj/item/weapon/gun/energy/locked/frontier/carbine,
/obj/item/clothing/accessory/holster/machete,
/obj/random/explorer_shield,
/obj/item/weapon/reagent_containers/food/snacks/liquidfood,
/obj/item/weapon/reagent_containers/food/snacks/liquidprotein,
/obj/item/device/cataloguer/compact/pathfinder)
@@ -214,6 +215,23 @@
starts_with = list(
/obj/item/clothing/suit/space/void/autolok,
/obj/item/weapon/tank/emergency/oxygen/double,
/obj/item/weapon/tank/emergency/oxygen/engi,
/obj/item/device/suit_cooling_unit/emergency
)
/obj/structure/closet/emergsuit_wall
name = "emergency suit storage"
desc = "It's wall-mounted storage unit for an emergency suit."
icon = 'icons/obj/closets/bases/wall.dmi'
closet_appearance = /decl/closet_appearance/wall/emergency
anchored = 1
density = 0
wall_mounted = 1
store_mobs = 0
starts_with = list(
/obj/item/clothing/head/helmet/space/emergency,
/obj/item/clothing/suit/space/emergency,
/obj/item/weapon/tank/emergency/oxygen/engi,
/obj/item/device/suit_cooling_unit/emergency
)

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@@ -0,0 +1,409 @@
//Cactus, Speedbird, Dynasty, oh my
//Also, massive additions/refactors by Killian, because the original incarnation was full of holes
var/datum/lore/atc_controller/atc = new/datum/lore/atc_controller
/datum/lore/atc_controller
var/delay_min = 25 MINUTES //How long between ATC traffic
var/delay_max = 35 MINUTES //Adjusted to give approx 2 per hour, will work out to 10-14 over a full shift
//Shorter delays means more traffic, which gives the impression of a busier system, but also means a lot more radio noise
var/backoff_delay = 5 MINUTES //How long to back off if we can't talk and want to. Default is 5 mins.
var/initial_delay = 2 MINUTES //How long to wait before sending the first message of the shift.
var/next_message = 30 MINUTES //When the next message should happen in world.time - Making it default to min value
var/force_chatter_type //Force a specific type of messages
var/squelched = 0 //If ATC is squelched currently
//define a block of frequencies so we can have them be static instead of being random for each call
var/ertchannel
var/medchannel
var/engchannel
var/secchannel
var/sdfchannel
/datum/lore/atc_controller/New()
//generate our static event frequencies for the shift. alternately they can be completely fixed, up in the core block
ertchannel = "[rand(700,749)].[rand(1,9)]"
medchannel = "[rand(750,799)].[rand(1,9)]"
engchannel = "[rand(800,849)].[rand(1,9)]"
secchannel = "[rand(850,899)].[rand(1,9)]"
sdfchannel = "[rand(900,999)].[rand(1,9)]"
spawn(450 SECONDS) //Lots of lag at the start of a shift. Yes, the following lines *have* to be indented or they're not delayed by the spawn properly.
msg("New shift beginning, resuming traffic control. This shift's Colony Frequencies are as follows: Emergency Responders: [ertchannel]. Medical: [medchannel]. Engineering: [engchannel]. Security: [secchannel]. System Defense: [sdfchannel].")
next_message = world.time + initial_delay
process()
/datum/lore/atc_controller/process()
if(world.time >= next_message)
if(squelched)
next_message = world.time + backoff_delay
else
next_message = world.time + rand(delay_min,delay_max)
random_convo()
spawn(1 MINUTE) //We don't really need high-accuracy here.
process()
/datum/lore/atc_controller/proc/msg(var/message,var/sender)
ASSERT(message)
global_announcer.autosay("[message]", sender ? sender : "[using_map.dock_name] Control")
/datum/lore/atc_controller/proc/reroute_traffic(var/yes = 1)
if(yes)
if(!squelched)
msg("Rerouting traffic away from [using_map.station_name].")
squelched = 1
else
if(squelched)
msg("Resuming normal traffic routing around [using_map.station_name].")
squelched = 0
/datum/lore/atc_controller/proc/shift_ending(var/evac = 0)
msg("[using_map.shuttle_name], this is [using_map.dock_name] Control, you are cleared to complete routine transfer from [using_map.station_name] to [using_map.dock_name].")
sleep(5 SECONDS)
msg("[using_map.shuttle_name] departing [using_map.dock_name] for [using_map.station_name] on routine transfer route. Estimated time to arrival: ten minutes.","[using_map.shuttle_name]")
/datum/lore/atc_controller/proc/random_convo()
var/one = pick(loremaster.organizations) //These will pick an index, not an instance
var/two = pick(loremaster.organizations)
var/datum/lore/organization/source = loremaster.organizations[one] //Resolve to the instances
var/datum/lore/organization/secondary = loremaster.organizations[two] //repurposed for new fun stuff
//Let's get some mission parameters, pick our first ship
var/name = source.name //get the name
var/owner = source.short_name //Use the short name
var/prefix = pick(source.ship_prefixes) //Pick a random prefix
var/mission = source.ship_prefixes[prefix] //The value of the prefix is the mission type that prefix does
var/shipname = pick(source.ship_names) //Pick a random ship name
var/destname = pick(source.destination_names) //destination is where?
var/law_abiding = source.lawful //do we fully observe system law (or are we otherwise favored by the system owners, i.e. NT)?
var/law_breaker = source.hostile //or are we part of a pirate group
var/system_defense = source.sysdef //are we actually system law/SDF? unlocks the SDF-specific events
//pick our second ship
//var/secondname = secondary.name //not used atm, commented out to suppress errors
var/secondowner = secondary.short_name
var/secondprefix = pick(secondary.ship_prefixes) //Pick a random prefix
var/secondshipname = pick(secondary.ship_names) //Pick a random ship name
var/law_abiding2 = secondary.lawful
var/law_breaker2 = secondary.hostile
var/system_defense2 = secondary.sysdef //mostly here as a secondary check to ensure SDF don't interrogate other SDF
var/combined_first_name = "[owner][prefix] |[shipname]|"
var/combined_second_name = "[secondowner][secondprefix] |[secondshipname]|"
var/alt_atc_names = list("[using_map.dock_name] Traffic Control","[using_map.dock_name] TraCon","[using_map.dock_name] System Control","[using_map.dock_name] Star Control","[using_map.dock_name] SysCon","[using_map.dock_name] Tower","[using_map.dock_name] Control","[using_map.dock_name] STC","[using_map.dock_name] StarCon")
var/mission_noun = pick(source.flight_types) //pull from a list of owner-specific flight ops, to allow an extra dash of flavor
if(source.complex_tasks) //if our source has the complex_tasks flag, regenerate with a two-stage assignment
mission_noun = "[pick(source.task_types)] [pick(source.flight_types)]"
//First response is 'yes', second is 'no'
var/requests = list(
"special flight rules" = list("authorizing special flight rules", "denying special flight rules, not allowed for your traffic class"),
"current solar weather info" = list("sending you the relevant information via tightbeam", "your request has been queued, stand by"),
"aerospace priority" = list("affirmative, aerospace priority is yours", "negative, another vessel has priority right now"),
"system traffic info" = list("sending you current traffic info", "request queued, please hold"),
"refueling information" = list("sending refueling information now", "depots currently experiencing fuel shortages, advise you move on"),
"a current system time sync" = list("sending time sync ping to you now", "your ship isn't compatible with our time sync, set time manually"),
"current system starcharts" = list("transmitting current starcharts", "your request is queued, overloaded right now")
)
//Random chance things for variety
var/chatter_type = "normal"
if(force_chatter_type)
chatter_type = force_chatter_type
else if(law_abiding && !system_defense) //I have to offload this from the chatter_type switch below and do it here, otherwise BYOND throws a shitfit for no discernable reason
chatter_type = pick(5;"emerg",25;"policescan",25;"traveladvisory",30;"pathwarning",30;"dockingrequestgeneric",30;"dockingrequestdenied",30;"dockingrequestdelayed",30;"dockingrequestsupply",30;"dockingrequestrepair",30;"dockingrequestmedical",30;"dockingrequestsecurity",30;"undockingrequest","normal",30;"undockingdenied",30;"undockingdelayed")
//the following filters *always* fire their 'unique' event when they're tripped, simply because the conditions behind them are quite rare to begin with
else if(name == "Smugglers" && !system_defense2) //just straight up funnel smugglers into always being caught, otherwise we get them asking for traffic info and stuff
chatter_type = "policeflee"
else if(name == "Smugglers" && system_defense2) //ditto, if an SDF ship catches them
chatter_type = "policeshipflee"
else if(law_abiding && law_breaker2) //on the offchance that we manage to roll a goodguy and a badguy, run a new distress event - it's like emerg but better
chatter_type = "distress"
else if(law_breaker && system_defense2) //if we roll this combo instead, time for the SDF to do their fucking job
chatter_type = "policeshipcombat"
else if(law_breaker && !system_defense2) //but if we roll THIS combo, time to alert the SDF to get off their asses
chatter_type = "hostiledetected"
//SDF-specific events that need to filter based on the second party (basically just the following SDF-unique list with the soft-result ship scan thrown in)
else if(system_defense && law_abiding2 && !system_defense2) //let's see if we can narrow this down, I didn't see many ship-to-ship scans
chatter_type = pick(75;"policeshipscan","sdfpatrolupdate",75;"sdfendingpatrol",30;"dockingrequestgeneric",30;"dockingrequestdelayed",30;"dockingrequestsupply",30;"dockingrequestrepair",30;"dockingrequestmedical",30;"dockingrequestsecurity",20;"undockingrequest",75;"sdfbeginpatrol",50;"normal")
//SDF-specific events that don't require the secondary at all, in the event that we manage to roll SDF + hostile/smuggler or something
else if(system_defense)
chatter_type = pick("sdfpatrolupdate",60;"sdfendingpatrol",30;"dockingrequestgeneric",30;"dockingrequestdelayed",30;"dockingrequestsupply",30;"dockingrequestrepair",30;"dockingrequestmedical",30;"dockingrequestsecurity",20;"undockingrequest",80;"sdfbeginpatrol","normal")
//if we somehow don't match any of the other existing filters once we've run through all of them
else
chatter_type = pick(5;"emerg",25;"policescan",25;"traveladvisory",30;"pathwarning",30;"dockingrequestgeneric",30;"dockingrequestdelayed",30;"dockingrequestdenied",30;"dockingrequestsupply",30;"dockingrequestrepair",30;"dockingrequestmedical",30;"dockingrequestsecurity",30;"undockingrequest",30;"undockingdenied",30;"undockingdelayed","normal")
//I probably should do some kind of pass here to work through all the possible combinations of major factors and see if the filtering list needs reordering or modifying, but I really can't be arsed
var/yes = prob(90) //Chance for them to say yes vs no
var/request = pick(requests)
var/callname = pick(alt_atc_names)
var/response = requests[request][yes ? 1 : 2] //1 is yes, 2 is no
var/number = rand(1,42)
var/zone = pick("Alpha","Beta","Gamma","Delta","Epsilon","Zeta","Eta","Theta","Iota","Kappa","Lambda","Mu","Nu","Xi","Omicron","Pi","Rho","Sigma","Tau","Upsilon","Phi","Chi","Psi","Omega")
//fallbacks in case someone sets the dock_type on the map datum to null- it defaults to "station" normally
var/landing_zone = "LZ [zone]"
var/landing_move = "landing request"
var/landing_short = "land"
switch(using_map.dock_type)
if("surface") //formal installations with proper facilities
landing_zone = "landing pad [number]"
landing_move = "landing request"
landing_short = "land"
if("frontier") //for frontier bases - landing spots are literally just open ground, maybe concrete at best
landing_zone = "LZ [zone]"
landing_move = "landing request"
landing_short = "land"
if("station") //standard station pattern
landing_zone = "docking bay [number]"
landing_move = "docking request"
landing_short = "dock"
// what you're about to witness is what feels like an extremely kludgy rework of the system, but it's more 'flexible' and allows events that aren't just ship-stc-ship
// something more elegant could probably be done, but it won't be done by somebody as half-competent as me
switch(chatter_type)
//mayday call
if("emerg")
var/problem = pick("We have hull breaches on multiple decks","We have unknown hostile life forms on board","Our primary drive is failing","We have asteroids impacting the hull","We're experiencing a total loss of engine power","We have hostile ships closing fast","There's smoke in the cockpit","We have unidentified boarders","Our life support has failed")
msg("+Mayday, mayday, mayday!+ This is [combined_first_name] declaring an emergency! [problem]!","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control, copy. Switch to emergency responder channel [ertchannel].")
sleep(5 SECONDS)
msg("Understood [using_map.dock_name] Control, switching now.","[prefix] [shipname]")
//Control scan event: soft outcome
if("policescan")
var/confirm = pick("Understood","Roger that","Affirmative")
var/complain = pick("I hope this doesn't take too long.","Can we hurry this up?","Make it quick.","This better not take too long.","Is this really necessary?")
var/completed = pick("You're free to proceed.","Everything looks fine, carry on.","You're clear, move along.","Apologies for the delay, you're clear.","Switch to channel [sdfchannel] and await further instruction.")
msg("[combined_first_name], this is [using_map.dock_name] Control, your [pick("ship","vessel","starship")] has been flagged for routine inspection. Hold position and prepare to be scanned.")
sleep(5 SECONDS)
msg("[confirm] [using_map.dock_name] Control, holding position.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("Your compliance is appreciated, [combined_first_name]. Scan commencing.")
sleep(10 SECONDS)
msg(complain,"[prefix] [shipname]")
sleep(15 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Scan complete. [completed]")
//Control scan event: hard outcome
if("policeflee")
var/uhoh = pick("No can do chief, we got places to be.","Sorry but we've got places to be.","Not happening.","Ah fuck, who ratted us out this time?!","You'll never take me alive!","Hey, I have a cloaking device! You can't see me!","I'm going to need to ask for a refund on that stealth drive...","I'm afraid I can't do that, Control.","Ah |hell|.","Fuck!","This isn't the ship you're looking for.","Well. This is awkward.","Uh oh.","I surrender!")
msg("Unknown [pick("ship","vessel","starship")], this is [using_map.dock_name] Control, identify yourself and submit to a full inspection. Flying without an active transponder is a violation of system regulations.")
sleep(5 SECONDS)
msg("[uhoh]","[shipname]")
sleep(5 SECONDS)
msg("This is [using_map.starsys_name] Defense Control to all local assets: vector to interdict and detain [combined_first_name]. Control out.","[using_map.starsys_name] Defense Control")
//SDF scan event: soft outcome
if("policeshipscan")
var/confirm = pick("Understood","Roger that","Affirmative")
var/complain = pick("I hope this doesn't take too long.","Can we hurry this up?","Make it quick.","This better not take too long.","Is this really necessary?")
var/completed = pick("You're free to proceed.","Everything looks fine, carry on.","You're clear. Move along.","Apologies for the delay, you're clear.","Switch to channel [sdfchannel] and await further instruction.")
msg("[combined_second_name], this is [combined_first_name], your [pick("ship","vessel","starship")] has been flagged for routine inspection. Hold position and prepare to be scanned.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[confirm] [combined_first_name], holding position.","[secondprefix] [secondshipname]")
sleep(5 SECONDS)
msg("Your compliance is appreciated, [combined_second_name]. Scan commencing.","[prefix] [shipname]")
sleep(10 SECONDS)
msg(complain,"[secondprefix] [secondshipname]")
sleep(15 SECONDS)
msg("[combined_second_name], this is [combined_first_name]. Scan complete. [completed]","[prefix] [shipname]")
//SDF scan event: hard outcome
if("policeshipflee")
var/uhoh = pick("No can do chief, we got places to be.","Sorry but we've got places to be.","Not happening.","Ah fuck, who ratted us out this time?!","You'll never take me alive!","Hey, I have a cloaking device! You can't see me!","I'm going to need to ask for a refund on that stealth drive...","I'm afraid I can't do that, |[shipname]|.","Ah |hell|.","Fuck!","This isn't the ship you're looking for.","Well. This is awkward.","Uh oh.","I surrender!")
msg("Unknown [pick("ship","vessel","starship")], this is [combined_second_name], identify yourself and submit to a full inspection. Flying without an active transponder is a violation of system regulations.","[secondprefix] [secondshipname]")
sleep(5 SECONDS)
msg("[uhoh]","[shipname]")
sleep(5 SECONDS)
msg("[using_map.starsys_name] Defense Control, this is [combined_second_name], we have a situation here, please advise.","[secondprefix] [secondshipname]")
sleep(5 SECONDS)
msg("Defense Control copies, [combined_second_name], reinforcements are en route. Switch further communications to encrypted band [sdfchannel].","[using_map.starsys_name] Defense Control")
//SDF scan event: engage primary in combat! fairly rare since it needs a pirate/vox + SDF roll
if("policeshipcombat")
var/battlestatus = pick("requesting reinforcements.","we need backup! Now!","holding steady.","we're holding our own for now.","we have them on the run.","they're trying to make a run for it!","we have them right where we want them.","we're badly outgunned!","we have them outgunned.","we're outnumbered here!","we have them outnumbered.","this'll be a cakewalk.",10;"notify their next of kin.")
msg("[using_map.starsys_name] Defense Control, this is [combined_second_name], engaging [combined_first_name] [pick("near route","in sector")] [rand(1,100)], [battlestatus]","[secondprefix] [secondshipname]")
sleep(5 SECONDS)
msg("[using_map.starsys_name] Defense Control copies, [combined_second_name]. Keep us updated.","[using_map.starsys_name] Defense Control")
//SDF event: patrol update
if("sdfpatrolupdate")
var/statusupdate = pick("nothing unusual so far","nothing of note","everything looks clear so far","ran off some [pick("pirates","marauders")] near route [pick(1,100)], [pick("no","minor")] damage sustained, continuing patrol","situation normal, no suspicious activity yet","minor incident on route [pick(1,100)]","Code 7-X [pick("on route","in sector")] [pick(1,100)], situation is under control","seeing a lot of traffic on route [pick(1,100)]","caught a couple of smugglers [pick("on route","in sector")] [pick(1,100)]","sustained some damage in a skirmish just now, we're heading back for repairs")
msg("[using_map.starsys_name] Defense Control, this is [combined_first_name] reporting in, [statusupdate], over.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[using_map.starsys_name] Defense Control copies, [combined_first_name]. Keep us updated, out.","[using_map.starsys_name] Defense Control")
//SDF event: end patrol
if("sdfendingpatrol")
var/appreciation = pick("Copy","Understood","Affirmative","10-4","Roger that")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name], returning from our system patrol route, requesting permission to [landing_short].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in.")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//DefCon event: hostile found
if("hostiledetected")
var/orders = pick("Engage on sight","Engage with caution","Engage with extreme prejudice","Engage at will","Search and destroy","Bring them in alive, if possible","Interdict and detain","Keep your eyes peeled","Bring them in, dead or alive","Stay alert")
msg("This is [using_map.starsys_name] Defense Control to all SDF assets. Priority update follows.","[using_map.starsys_name] Defense Control")
sleep(5 SECONDS)
msg("Be on the lookout for [combined_first_name], last sighted near route [rand(1,100)]. [orders]. DefCon, out.","[using_map.starsys_name] Defense Control")
//Ship event: distress call, under attack
if("distress")
msg("+Mayday, mayday, mayday!+ This is [combined_first_name] declaring an emergency! We are under attack by [combined_second_name]! Requesting immediate assistance!","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.starsys_name] Defense Control, copy. SDF is en route, contact on [sdfchannel].")
sleep(5 SECONDS)
msg("Understood [using_map.starsys_name] Defense Control, switching now.","[prefix] [shipname]")
//Control event: travel advisory
if("traveladvisory")
var/flightwarning = pick("Solar flare activity is spiking and expected to cause issues along main flight lanes [rand(1,33)], [rand(34,67)], and [rand(68,100)]","Pirate activity is on the rise, stay close to System Defense vessels","We're seeing a rise in illegal salvage operations, please report any unusual activity to the nearest SDF vessel via channel [sdfchannel]","Vox Marauder activity is higher than usual, report any unusual activity to the nearest System Defense vessel","A quarantined [pick("fleet","convoy")] is passing through the system along route [rand(1,100)], please observe minimum safe distance","A prison [pick("fleet","convoy")] is passing through the system along route [rand(1,100)], please observe minimum safe distance","Traffic volume is higher than normal, expect processing delays","Anomalous bluespace activity detected along route [rand(1,100)], exercise caution","Smugglers have been particularly active lately, expect increased security scans","Depots are currently experiencing a fuel shortage, expect delays and higher rates","Asteroid mining has displaced debris dangerously close to main flight lanes on route [rand(1,100)], watch for potential impactors","[pick("Pirate","Vox Marauder")] and System Defense forces are currently engaged in skirmishes throughout the system, please steer clear of any active combat zones","A [pick("fuel tanker","cargo liner","passenger liner","freighter","transport ship")] has collided with a [pick("fuel tanker","cargo liner","passenger liner","freighter","transport ship")] near route [rand(1,100)], watch for debris and do not impede emergency service vessels","A [pick("fuel tanker","cargo liner","passenger liner","freighter","transport ship")] on route [rand(1,100)] has experienced total engine failure. Emergency response teams are en route, please observe minimum safe distances and do not impede emergency service vessels","Transit routes have been recalculated to adjust for planetary drift. Please synch your astronav computers as soon as possible to avoid delays and difficulties","[pick("Bounty hunters","System Defense officers","Mercenaries")] are currently searching for a wanted fugitive, report any sightings of suspicious activity to System Defense via channel [sdfchannel]","Mercenary contractors are currently conducting aggressive [pick("piracy","marauder")] suppression operations",10;"It's space carp breeding season. [pick("Stars","Gods","God","Goddess")] have mercy on you all, because the carp won't")
msg("This is [using_map.dock_name] Control to all vessels in the [using_map.starsys_name] system. Priority travel advisory follows.")
sleep(5 SECONDS)
msg("[flightwarning]. Control out.")
//Control event: warning to a specific vessel
if("pathwarning")
var/navhazard = pick("a pocket of intense radiation","a pocket of unstable gas","a debris field","a secure installation","an active combat zone","a quarantined ship","a quarantined installation","a quarantined sector","a live-fire SDF training exercise","an ongoing Search & Rescue operation")
var/confirm = pick("Understood","Roger that","Affirmative","Our bad","Thanks for the heads up")
var/safetravels = pick("Fly safe out there","Good luck","Safe travels","Godspeed","Stars guide you","Don't let it happen again")
msg("[combined_first_name], this is [using_map.dock_name] Control, your [pick("ship","vessel","starship")] is approaching [navhazard], observe minimum safe distance and adjust your heading appropriately.")
sleep(5 SECONDS)
msg("[confirm] [using_map.dock_name] Control, adjusting course.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("Your compliance is appreciated, [combined_first_name]. [safetravels].")
//Ship event: docking request (generic)
if("dockingrequestgeneric")
var/appreciation = pick("Much appreciated","Many thanks","Understood","Cheers")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name], [pick("stopping by","passing through")] on our way to [destname], requesting permission to [landing_short].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in.")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: docking request (denied)
if("dockingrequestdenied")
var/reason = pick("we don't have any landing pads large enough for your vessel","we don't have the necessary facilities for your vessel type or class")
var/disappointed = pick("That's unfortunate. [combined_first_name], out.","Damn shame. We'll just have to keep moving. [combined_first_name], out.","[combined_first_name], out.")
msg("[callname], this is [combined_first_name], [pick("stopping by","passing through")] on our way to [destname], requesting permission to [landing_move].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Request denied, [reason].")
sleep(5 SECONDS)
msg("Understood, [using_map.dock_name] Control. [disappointed]","[prefix] [shipname]")
//Ship event: docking request (delayed)
if("dockingrequestdelayed")
var/reason = pick("we don't have any free landing pads right now, please hold for three minutes","you're too far away, please close to ten thousand meters","we're seeing heavy traffic around the landing pads right now, please hold for three minutes","we're currently cleaning up a fuel spill on one of our free pads, please hold for three minutes","there are loose containers on our free pads, stand by for a couple of minutes whilst we secure them","another vessel has aerospace priority right now, please hold for three minutes")
var/appreciation = pick("Much appreciated","Many thanks","Understood","Perfect, thank you","Excellent, thanks","Great","Copy that")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name], [pick("stopping by","passing through")] on our way to [destname], requesting permission to [landing_short].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Request denied, [reason] and resubmit your request.")
sleep(5 SECONDS)
msg("Understood, [using_map.dock_name] Control.","[prefix] [shipname]")
sleep(180 SECONDS)
msg("[callname], this is [combined_first_name], resubmitting [landing_move].","[prefix] [shipname]")
sleep (5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Everything appears to be in order now, permission granted, proceed to [landing_zone]. Follow the green lights on your way in.")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: docking request (resupply)
if("dockingrequestsupply")
var/preintensifier = pick(75;"getting ",75;"running ","") //whitespace hack, sometimes they'll add a preintensifier, but not always
var/intensifier = pick("very","pretty","critically","extremely","dangerously","desperately","kinda","a little","a bit","rather","sorta")
var/low_thing = pick("ammunition","munitions","clean water","food","spare parts","medical supplies","reaction mass","gas","hydrogen fuel","phoron fuel","fuel",10;"tea",10;"coffee",10;"soda",10;"pizza",10;"beer",10;"booze",10;"vodka",10;"snacks") //low chance of a less serious shortage
var/appreciation = pick("Much appreciated","Many thanks","Understood","You're a lifesaver","We owe you one","I owe you one","Perfect, thank you")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name]. We're [preintensifier][intensifier] low on [low_thing]. Requesting permission to [landing_short] for resupply.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in.")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: docking request (repair/maint)
if("dockingrequestrepair")
var/damagestate = pick("We've experienced some hull damage","We're suffering minor system malfunctions","We're having some technical issues","We're overdue maintenance","We have several minor space debris impacts","We've got some battle damage here","Our reactor output is fluctuating","We're hearing some weird noises from the [pick("engines","pipes","ducting","HVAC")]","Our artificial gravity generator has failed","Our life support is failing","Our environmental controls are busted","Our water recycling system has shorted out","Our navcomp is freaking out","Our systems are glitching out","We just got caught in a solar flare","We had a close call with an asteroid","We have a minor [pick("fuel","water","oxygen","gas")] leak","We have depressurized compartments","We have a hull breach","Our shield generator is on the fritz","Our RCS is acting up","One of our [pick("hydraulic","pneumatic")] systems has depressurized","Our repair bots are malfunctioning")
var/appreciation = pick("Much appreciated","Many thanks","Understood","You're a lifesaver","We owe you one","I owe you one","Perfect, thank you")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name]. [damagestate]. Requesting permission to [landing_short] for repairs and maintenance.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in. Repair crews are standing by, contact them on channel [engchannel].")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: docking request (medical)
if("dockingrequestmedical")
var/medicalstate = pick("multiple casualties","several cases of radiation sickness","an unknown virus","an unknown infection","a critically injured VIP","sick refugees","multiple cases of food poisoning","injured passengers","sick passengers","injured engineers","wounded marines","a delicate situation","a pregnant passenger","injured castaways","recovered escape pods","unknown escape pods")
var/appreciation = pick("Much appreciated","Many thanks","Understood","You're a lifesaver","We owe you one","I owe you one","Perfect, thank you")
var/dockingplan = pick("Starting final approach now.","Commencing landing procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name]. We have [medicalstate] on board. Requesting permission to [landing_short] for medical assistance.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in. Medtechs are standing by, contact them on channel [medchannel].")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: docking request (security)
if("dockingrequestsecurity")
var/species = pick("human","unathi","lizard","tajaran","feline","skrell","akula","promethean","sergal","synthetic","robotic","teshari","avian","vulpkanin","canine","vox","zorren","hybrid","mixed-species","vox","grey","alien")
var/securitystate = pick("several [species] convicts","a captured pirate","a wanted criminal","[species] stowaways","incompetent [species] shipjackers","a delicate situation","a disorderly passenger","disorderly [species] passengers","ex-mutineers","a captured vox marauder","captured vox marauders","stolen goods","a container full of confiscated contraband","containers full of confiscated contraband",5;"a very lost shadekin",5;"a raging case of [pick("spiders","crabs")]") //gotta have a little something to lighten the mood now and then
var/appreciation = pick("Much appreciated","Many thanks","Understood","You're a lifesaver","Perfect, thank you")
var/dockingplan = pick("Starting final approach now.","Commencing docking procedures.","Autopilot engaged.","Approach vector locked in.","In the pipe, five by five.")
msg("[callname], this is [combined_first_name]. We have [securitystate] on board and require security assistance. Requesting permission to [landing_short].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted, proceed to [landing_zone]. Follow the green lights on your way in. Security teams are standing by, contact them on channel [secchannel].")
sleep(5 SECONDS)
msg("[appreciation], [using_map.dock_name] Control. [dockingplan]","[prefix] [shipname]")
//Ship event: undocking request
if("undockingrequest")
var/safetravels = pick("Fly safe out there","Good luck","Safe travels","See you next week","Godspeed","Stars guide you")
var/thanks = pick("Appreciated","Thanks","Don't worry about us","We'll be fine","You too","So long")
var/takeoff = pick("depart","launch")
msg("[callname], this is [combined_first_name], requesting permission to [takeoff] from [landing_zone].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted. Docking clamps released. [safetravels].")
sleep(5 SECONDS)
msg("[thanks], [using_map.dock_name] Control. This is [combined_first_name] setting course for [destname], out.","[prefix] [shipname]")
//SDF event: starting patrol
if("sdfbeginpatrol")
var/safetravels = pick("Fly safe out there","Good luck","Good hunting","Safe travels","Godspeed","Stars guide you")
var/thanks = pick("Appreciated","Thanks","Don't worry about us","We'll be fine","You too")
var/takeoff = pick("depart","launch","take off","dust off")
msg("[callname], this is [combined_first_name], requesting permission to [takeoff] from [landing_zone] to begin system patrol.","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Permission granted. Docking clamps released. [safetravels].")
sleep(5 SECONDS)
msg("[thanks], [using_map.dock_name] Control. This is [combined_first_name] beginning system patrol, out.","[prefix] [shipname]")
//Ship event: undocking request (denied)
if("undockingdenied")
var/takeoff = pick("depart","launch")
var/denialreason = pick("Security is requesting a full cargo inspection","Your ship has been impounded for multiple [pick("security","safety")] violations","Your ship is currently under quarantine lockdown","We have reason to believe there's an issue with your papers","Security personnel are currently searching for a fugitive and have ordered all outbound ships remain grounded until further notice")
msg("[callname], this is [combined_first_name], requesting permission to [takeoff] from [landing_zone].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("Negative [combined_first_name], request denied. [denialreason].")
//Ship event: undocking request (delayed)
if("undockingdelayed")
var/denialreason = pick("Docking clamp malfunction, please hold","Fuel lines have not been secured","Ground crew are still on the pad","Loose containers are on the pad","Exhaust deflectors are not yet in position, please hold","There's heavy traffic right now, it's not safe for your vessel to launch","Another vessel has aerospace priority at this moment","Port officials are still aboard")
var/takeoff = pick("depart","launch")
var/safetravels = pick("Fly safe out there","Good luck","Safe travels","See you next week","Godspeed","Stars guide you")
var/thanks = pick("Appreciated","Thanks","Don't worry about us","We'll be fine","You too","So long")
msg("[callname], this is [combined_first_name], requesting permission to [takeoff] from [landing_zone].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("Negative [combined_first_name], request denied. [denialreason]. Try again in three minutes.")
sleep(180 SECONDS) //yes, three minutes
msg("[callname], this is [combined_first_name], re-requesting permission to depart from [landing_zone].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control. Everything appears to be in order now, permission granted. Docking clamps released. [safetravels].")
sleep(5 SECONDS)
msg("[thanks], [using_map.dock_name] Control. This is [combined_first_name] setting course for [destname], out.","[prefix] [shipname]")
else //time for generic message
msg("[callname], this is [combined_first_name] on [mission] [pick(mission_noun)] to [destname], requesting [request].","[prefix] [shipname]")
sleep(5 SECONDS)
msg("[combined_first_name], this is [using_map.dock_name] Control, [response].")
sleep(5 SECONDS)
msg("[using_map.dock_name] Control, [yes ? "thank you" : "understood"], out.","[prefix] [shipname]")
return //oops, forgot to restore this
/* //OLD BLOCK, for reference
//Ship sends request to ATC
msg(full_request,"[prefix] [shipname]"
sleep(5 SECONDS)
//ATC sends response to ship
msg(full_response)
sleep(5 SECONDS)
//Ship sends response to ATC
msg(full_closure,"[prefix] [shipname]")
return
*/

View File

@@ -0,0 +1,16 @@
//I AM THE LOREMASTER, ARE YOU THE GATEKEEPER?
var/datum/lore/loremaster/loremaster = new/datum/lore/loremaster
/datum/lore/loremaster
var/list/organizations = list()
/datum/lore/loremaster/New()
var/list/paths = typesof(/datum/lore/organization) - /datum/lore/organization
for(var/path in paths)
// Some intermediate paths are not real organizations (ex. /datum/lore/organization/mil). Only do ones with names
var/datum/lore/organization/instance = path
if(initial(instance.name))
instance = new path()
organizations[path] = instance

File diff suppressed because it is too large Load Diff

View File

@@ -352,9 +352,9 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new)
name = "TSC - Major Bill's Transportation"
datum_to_copy = /datum/lore/organization/tsc/mbt
/datum/category_item/catalogue/information/organization/solgov
name = "Government - Solar Confederate Government"
datum_to_copy = /datum/lore/organization/gov/solgov
/datum/category_item/catalogue/information/organization/commonwealth //VS EDIT 1
name = "Government - Commonwealth of Sol-Procyon" //VS EDIT 2
datum_to_copy = /datum/lore/organization/gov/commonwealth //VS EDIT 3
/* //VOREStation Removal
/datum/category_item/catalogue/information/organization/virgov

View File

@@ -66,6 +66,6 @@
/*
/datum/category_item/catalogue/information/organization/khi
name = "Government - Kitsuhana Heavy Industries"
datum_to_copy = /datum/lore/organization/gov/kitsuhana
name = "Independents - Kitsuhana Heavy Industries"
datum_to_copy = /datum/lore/organization/other/kitsuhana
*/

View File

@@ -223,34 +223,6 @@ You can set verify to TRUE if you want send() to sleep until the client has the
return "<span class='[name] [icon_state]-[dir2text(dir)]'></span>"
//DEFINITIONS FOR ASSET DATUMS START HERE.
/datum/asset/simple/pda
assets = list(
"pda_atmos.png" = 'icons/pda_icons/pda_atmos.png',
"pda_back.png" = 'icons/pda_icons/pda_back.png',
"pda_bell.png" = 'icons/pda_icons/pda_bell.png',
"pda_blank.png" = 'icons/pda_icons/pda_blank.png',
"pda_boom.png" = 'icons/pda_icons/pda_boom.png',
"pda_bucket.png" = 'icons/pda_icons/pda_bucket.png',
"pda_crate.png" = 'icons/pda_icons/pda_crate.png',
"pda_cuffs.png" = 'icons/pda_icons/pda_cuffs.png',
"pda_eject.png" = 'icons/pda_icons/pda_eject.png',
"pda_exit.png" = 'icons/pda_icons/pda_exit.png',
"pda_flashlight.png" = 'icons/pda_icons/pda_flashlight.png',
"pda_honk.png" = 'icons/pda_icons/pda_honk.png',
"pda_mail.png" = 'icons/pda_icons/pda_mail.png',
"pda_medical.png" = 'icons/pda_icons/pda_medical.png',
"pda_menu.png" = 'icons/pda_icons/pda_menu.png',
"pda_mule.png" = 'icons/pda_icons/pda_mule.png',
"pda_notes.png" = 'icons/pda_icons/pda_notes.png',
"pda_power.png" = 'icons/pda_icons/pda_power.png',
"pda_rdoor.png" = 'icons/pda_icons/pda_rdoor.png',
"pda_reagent.png" = 'icons/pda_icons/pda_reagent.png',
"pda_refresh.png" = 'icons/pda_icons/pda_refresh.png',
"pda_scanner.png" = 'icons/pda_icons/pda_scanner.png',
"pda_signaler.png" = 'icons/pda_icons/pda_signaler.png',
"pda_status.png" = 'icons/pda_icons/pda_status.png'
)
/datum/asset/simple/generic
assets = list(
"search.js" = 'html/search.js',
@@ -261,20 +233,6 @@ You can set verify to TRUE if you want send() to sleep until the client has the
"talisman.png" = 'html/images/talisman.png',
"paper_bg.png" = 'html/images/paper_bg.png',
"no_image32.png" = 'html/images/no_image32.png',
"sos_1.png" = 'icons/spideros_icons/sos_1.png',
"sos_2.png" = 'icons/spideros_icons/sos_2.png',
"sos_3.png" = 'icons/spideros_icons/sos_3.png',
"sos_4.png" = 'icons/spideros_icons/sos_4.png',
"sos_5.png" = 'icons/spideros_icons/sos_5.png',
"sos_6.png" = 'icons/spideros_icons/sos_6.png',
"sos_7.png" = 'icons/spideros_icons/sos_7.png',
"sos_8.png" = 'icons/spideros_icons/sos_8.png',
"sos_9.png" = 'icons/spideros_icons/sos_9.png',
"sos_10.png" = 'icons/spideros_icons/sos_10.png',
"sos_11.png" = 'icons/spideros_icons/sos_11.png',
"sos_12.png" = 'icons/spideros_icons/sos_12.png',
"sos_13.png" = 'icons/spideros_icons/sos_13.png',
"sos_14.png" = 'icons/spideros_icons/sos_14.png'
)
/datum/asset/simple/changelog

View File

@@ -53,8 +53,8 @@
var/related_accounts_cid = "(Requires database)" //So admins know why it isn't working - Used to determine what other accounts previously logged in from this computer id
var/account_join_date = "(Requires database)"
var/account_age = "(Requires database)"
var/list/department_hours // VOREStation Edit - Track hours of leave accured for each department.
var/list/play_hours // VOREStation Edit - Tracks total playtime hours for each departments.
var/list/department_hours = list() // VOREStation Edit - Track hours of leave accured for each department.
var/list/play_hours = list() // VOREStation Edit - Tracks total playtime hours for each departments.
preload_rsc = PRELOAD_RSC

View File

@@ -360,14 +360,16 @@
log_admin("Couldn't perform IP check on [key] with [address]")
// VOREStation Edit Start - Department Hours
if(config.time_off)
var/DBQuery/query_hours = dbcon.NewQuery("SELECT department, hours, total_hours FROM vr_player_hours WHERE ckey = '[sql_ckey]'")
query_hours.Execute()
LAZYINITLIST(department_hours)
LAZYINITLIST(play_hours)
var/DBQuery/query_hours = dbcon.NewQuery("SELECT department, hours, total_hours FROM vr_player_hours WHERE ckey = '[sql_ckey]'")
if(query_hours.Execute())
while(query_hours.NextRow())
department_hours[query_hours.item[1]] = text2num(query_hours.item[2])
play_hours[query_hours.item[1]] = text2num(query_hours.item[3])
else
var/error_message = query_hours.ErrorMsg() // Need this out here since the spawn below will split the stack and who knows what'll happen by the time it runs
log_debug("Error loading play hours for [ckey]: [error_message]")
spawn(0)
alert(src, "The query to load your existing playtime failed. Screenshot this, give the screenshot to a developer, and reconnect, otherwise you may lose any recorded play hours (which may limit access to jobs). ERROR: [error_message]", "PROBLEMS!!")
// VOREStation Edit End - Department Hours
if(sql_id)

View File

@@ -1115,6 +1115,19 @@
ckeywhitelist = list("xonkon")
character_name = list("Ali")
/datum/gear/fluff/zena_suit
path = /obj/item/clothing/suit/space/void/engineering/zena
display_name = "Zena's Shroud Suit"
ckeywhitelist = list("xonkon")
character_name = list("Zena Aviv")
/datum/gear/fluff/zena_helmet
path = /obj/item/clothing/head/helmet/space/void/engineering/zena
display_name = "Zena's Shroud Helmet"
ckeywhitelist = list("xonkon")
character_name = list("Zena Aviv")
// Y CKEYS
// Z CKEYS

View File

@@ -50,3 +50,20 @@
display_name = "sleek modern coat (long), detective"
path = /obj/item/clothing/suit/storage/det_trench/alt2
allowed_roles = list("Head of Security", "Detective")
//Emergency Responder jackets for Parameds & EMTs, but also general Medical Staff
/datum/gear/suit/roles/medical/ems_jacket
display_name = "first responder jacket"
path = /obj/item/clothing/suit/storage/toggle/fr_jacket
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor")
//imo-superior 'martian' style jacket with the star-of-life design
/datum/gear/suit/roles/medical/ems_jacket/alt
display_name = "first responder jacket, alt."
path = /obj/item/clothing/suit/storage/toggle/fr_jacket/ems
//paramedic vest
/datum/gear/suit/roles/medical/paramedic_vest
display_name = "paramedic vest"
path = /obj/item/clothing/suit/storage/toggle/paramedic
allowed_roles = list("Chief Medical Officer","Paramedic","Medical Doctor")

View File

@@ -61,6 +61,17 @@
item_flags = AIRTIGHT
body_parts_covered = EYES
/obj/item/clothing/glasses/graviton/medgravpatch
name = "medical graviton eyepatch"
desc = "A graviton eyepatch with a medical overlay."
icon = 'icons/obj/clothing/glasses_vr.dmi'
icon_override = 'icons/mob/eyes_vr.dmi'
icon_state = "medgravpatch"
item_state_slots = list(slot_r_hand_str = "blindfold", slot_l_hand_str = "blindfold")
action_button_name = "Toggle Eyepatch"
off_state = "eyepatch"
enables_planes = list(VIS_CH_STATUS,VIS_CH_HEALTH,VIS_FULLBRIGHT,VIS_MESONS)
/*---Tajaran-specific Eyewear---*/
/obj/item/clothing/glasses/tajblind

View File

@@ -141,7 +141,7 @@
icon_state = "autoloksuit"
item_state = "autoloksuit"
armor = list(melee = 15, bullet = 5, laser = 5,energy = 5, bomb = 5, bio = 100, rad = 80)
slowdown = 0
slowdown = 0.5
siemens_coefficient = 1
species_restricted = list("exclude",SPECIES_DIONA,SPECIES_VOX) //this thing can autoadapt
icon = 'icons/obj/clothing/suits_vr.dmi'

View File

@@ -10,6 +10,7 @@
/datum/lore/codex/category/important_locations,
/datum/lore/codex/category/species,
/datum/lore/codex/category/auto_org/tsc,
/datum/lore/codex/category/auto_org/other,
/datum/lore/codex/category/auto_org/gov,
/datum/lore/codex/category/auto_org/mil,
/datum/lore/codex/category/political_factions,

View File

@@ -27,13 +27,17 @@
the biggest and most influential of them all. Some people also categorize the different TSCs into 'major' and 'minor' TSCs."
desired_type = /datum/lore/organization/tsc
/datum/lore/codex/category/auto_org/other
name = "Other Factions"
auto_keywords = list("KHI","SDF","Smuggler","Smugglers","Pirate","Pirates")
desired_type = /datum/lore/organization/other
/datum/lore/codex/category/auto_org/gov
name = "Governments"
auto_keywords = list("Gov","Government","Governments")
desired_type = /datum/lore/organization/gov
/datum/lore/codex/category/auto_org/mil
name = "Militaries"
name = "Military Forces & PMCs"
auto_keywords = list("Mil","Military", "Militaries")
desired_type = /datum/lore/organization/mil

View File

@@ -83,3 +83,8 @@
/material/durasteel/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe("durasteel fishing rod", /obj/item/weapon/material/fishing_rod/modern/strong, 2)
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 30)
/material/plastitanium/generate_recipes()
. = ..()
recipes += new/datum/stack_recipe("whetstone", /obj/item/weapon/whetstone, 2, time = 20)

View File

@@ -57,7 +57,7 @@
if(ispath(cell))
cell = new cell(src)
default_apply_parts()
default_use_hicell()
cell = default_use_hicell()
/obj/machinery/mining/drill/loaded
cell = /obj/item/weapon/cell/high

View File

@@ -110,9 +110,6 @@ var/datum/species/shapeshifter/promethean/prometheans
/mob/living/carbon/human/proc/shapeshifter_select_eye_colour,
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/shapeshifter_select_wings, //VOREStation Add,
/mob/living/carbon/human/proc/shapeshifter_select_tail, //VOREStation Add,
/mob/living/carbon/human/proc/shapeshifter_select_ears, //VOREStation Add,
/mob/living/carbon/human/proc/regenerate
)
@@ -186,35 +183,35 @@ var/datum/species/shapeshifter/promethean/prometheans
if(istype(T))
if(!(H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET))))
for(var/obj/O in T)
O.clean_blood()
H.adjust_nutrition(rand(5, 15))
if(O.clean_blood())
H.adjust_nutrition(rand(5, 15))
if (istype(T, /turf/simulated))
var/turf/simulated/S = T
T.clean_blood()
S.dirt = 0
//VOREStation Edit Start
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
if(T.clean_blood())
H.adjust_nutrition(rand(10, 20))
if(S.dirt > 50)
S.dirt = 0
H.adjust_nutrition(rand(10, 20))
if(H.clean_blood(1))
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
H.adjust_nutrition(rand(5, 15))
if(H.r_hand)
if(H.r_hand.clean_blood())
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
H.adjust_nutrition(rand(5, 15))
if(H.l_hand)
if(H.l_hand.clean_blood())
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
H.adjust_nutrition(rand(5, 15))
if(H.head)
if(H.head.clean_blood())
H.update_inv_head(0)
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
H.adjust_nutrition(rand(5, 15))
if(H.wear_suit)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0)
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
H.adjust_nutrition(rand(5, 15))
if(H.w_uniform)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0)
H.adjust_nutrition(H.nutrition < 500 ? rand(15, 30) : 0)
//VOREStation Edit End
H.adjust_nutrition(rand(5, 15))
//End cleaning code.
var/datum/gas_mixture/environment = T.return_air()

View File

@@ -26,6 +26,9 @@
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/regenerate,
/mob/living/carbon/human/proc/shapeshifter_select_wings,
/mob/living/carbon/human/proc/shapeshifter_select_tail,
/mob/living/carbon/human/proc/shapeshifter_select_ears,
/mob/living/proc/set_size,
/mob/living/carbon/human/proc/succubus_drain,
/mob/living/carbon/human/proc/succubus_drain_finalize,

View File

@@ -155,7 +155,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
layer = MOB_LAYER -0.01 // Fix for a byond bug where turf entry order no longer matters
else
M.Scale(desired_scale_x, desired_scale_y)
M.Translate(0, 16*(desired_scale_y-1))
M.Translate(0, (vis_height/2)*(desired_scale_y-1)) //VOREStation edit
layer = MOB_LAYER // Fix for a byond bug where turf entry order no longer matters
animate(src, transform = M, time = anim_time)

View File

@@ -1,2 +1,8 @@
/datum/ai_holder/simple_mob/intentional/adv_dark_gygax
intelligence_level = AI_SMART // Also knows not to walk while confused if it risks death.
/mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/recursive
name = "recursive dark gygax"
desc = "Whoever pilots this cursed mecha has been stuck in eternal loop of death and rebirth forever. Their maddened rampage cannot be stopped."
wreckage = /obj/item/weapon/ectoplasm
pilot_type = /mob/living/simple_mob/mechanical/mecha/combat/gygax/dark/advanced/recursive

View File

@@ -0,0 +1,44 @@
/mob/living/simple_mob/mobs_monsters/clowns/big
tt_desc = "E Homo sapiens corydon horrificus" //this clown is stronk
faction = "clown"
maxHealth = 200
health = 200
see_in_dark = 8
melee_damage_lower = 15
melee_damage_upper = 25
attack_armor_pen = 5
attack_sharp = FALSE
attack_edge = FALSE
melee_attack_delay = 1 SECOND
attacktext = list("clowned")
ai_holder_type = /datum/ai_holder/simple_mob/melee/angryclowns
loot_list = list(/obj/item/weapon/bikehorn = 100)
/mob/living/simple_mob/mobs_monsters/clowns/big
min_oxy = 0
max_oxy = 500
min_tox = 0
max_tox = 500
min_co2 = 0
max_co2 = 500
min_n2 = 0
max_n2 = 500
minbodytemp = 0
maxbodytemp = 700
/datum/ai_holder/simple_mob/melee/angryclowns
can_breakthrough = TRUE
violent_breakthrough = FALSE
hostile = TRUE // The majority of simplemobs are hostile, gaslamps are nice.
cooperative = FALSE
retaliate = TRUE //so the monster can attack back
returns_home = FALSE
can_flee = FALSE
speak_chance = 3
wander = TRUE
base_wander_delay = 9

View File

@@ -0,0 +1,45 @@
/mob/living/simple_mob/mobs_monsters/clowns/
tt_desc = "E Homo sapiens corydon" //this is a clown
faction = "clown"
movement_sound = 'sound/effects/clownstep2.ogg'
attack_sound = 'sound/effects/Whipcrack.ogg'
faction = "clown"
maxHealth = 100
health = 100
see_in_dark = 8
has_hands = TRUE
humanoid_hands = TRUE
melee_damage_lower = 5
melee_damage_upper = 30
ai_holder_type = /datum/ai_holder/simple_mob/melee/clowns
loot_list = list(/obj/item/weapon/bikehorn = 100)
min_oxy = 0
max_oxy = 0
min_tox = 0
max_tox = 0
min_co2 = 0
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
maxbodytemp = 700
/datum/ai_holder/simple_mob/melee/clowns
can_breakthrough = FALSE
violent_breakthrough = FALSE
hostile = FALSE // The majority of simplemobs are hostile, gaslamps are nice.
cooperative = FALSE
retaliate = TRUE //so the monster can attack back
returns_home = FALSE
can_flee = FALSE
speak_chance = 3
wander = TRUE
base_wander_delay = 9

View File

@@ -0,0 +1,379 @@
/mob/living/simple_mob/mobs_monsters/clowns/big/normal
name = "Clown"
desc = "A regular, every tuesday Clown."
tt_desc = "E Homo sapiens corydon" //this is a clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_normal"
icon_living = "c_normal"
icon_dead = "clown_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/honkmunculus
name = "A Clown?"
desc = "That clown has some interesting proportions."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/TGClowns.dmi'
icon_state = "honkmunculus"
icon_living = "honkmunculus"
icon_dead = "honkmunculus_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/cluwne
name = "A Clown?"
desc = "Oh no not that thing."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "cluwne"
icon_living = "cluwne"
icon_dead = "cluwne_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/tunnelclown
name = "A Clown?"
desc = "Have you heard about our lord and savior, Honkus Chrust?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "tunnel_new"
icon_living = "tunnel_new"
icon_dead = "tunnel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/sentinel
name = "A Clown?"
desc = "This guy means business..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "sentinel_new"
icon_living = "sentinel_new"
icon_dead = "sentinel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/punished
name = "A Clown?"
desc = "A clown at peak performance."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_punished"
icon_living = "c_punished"
icon_dead = "punished_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/thicc
name = "A Clown..."
desc = "I mean, you see it don't you?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thicc"
icon_living = "c_thicc"
icon_dead = "thicc_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/perm
name = "A Clown?"
desc = "That clown really needs to get that hair under control."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_perm"
icon_living = "c_perm"
icon_dead = "perm_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/wide
name = "A Clown?"
desc = "He looks good from some angles!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_wide"
icon_living = "c_wide"
icon_dead = "wide_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/thin
name = "A Clown?"
desc = "Is he eating enough?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thin"
icon_living = "c_thin"
icon_dead = "thin_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/hulk
name = "A Clown?"
desc = "Just look at those muscles."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkhulk"
icon_living = "honkhulk"
icon_dead = "hulk_dead"
icon_gib = "generic_gib"
vis_height = 64
health = 350
maxHealth = 350
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/longface
name = "A Clown?"
desc = "Why the long face?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "long face"
icon_living = "long face"
icon_dead = "long_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/giggles
name = "A Giggles?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "giggles"
icon_living = "giggles"
icon_dead = "giggles_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/destroyer
name = "A Clown?"
desc = "That clown looks like he means business."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "destroyer"
icon_living = "destroyer"
icon_dead = "destroyer_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
movement_cooldown = 10
movement_sound = 'sound/weapons/heavysmash.ogg'
movement_shake_radius = 5
armor = list(
"melee" = 40,
"bullet" = 20,
"laser" = 10,
"energy" = 0,
"bomb" = 0,
"bio" = 0,
"rad" = 0
)
armor_soak = list(
"melee" = 10,
"bullet" = 5,
"laser" = 0,
"energy" = 0,
"bomb" = 0,
"bio" = 0,
"rad" = 0
)
/mob/living/simple_mob/mobs_monsters/clowns/big/chlown
name = "A Clown?"
desc = "No."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "chlown"
icon_living = "chlown"
icon_dead = "chlown_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/scary
name = "A Clown?"
desc = "Hey that clown looks familiar!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "scary_clown"
icon_living = "scary_clown"
icon_dead = "scary_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/flesh
name = "A Clown?"
desc = "WOOOOO STREAKING WOOOO!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "fleshclown"
icon_living = "fleshclown"
icon_dead = "flesh_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/clowns
name = "Definitely a singular clown"
desc = "Is it one clown, or many clowns in not a trenchcoat?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "clowns"
icon_living = "clowns"
icon_dead = "clowns_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/mutant
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "mutant"
icon_living = "mutant"
icon_dead = "mutant_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/blob
name = "A Clown?"
desc = "Go to a gym fatty!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "blob"
icon_living = "blob"
icon_dead = "blob_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/mayor
name = "A clown?"
desc = "One speaks in riddles..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/giantclowns.dmi'
icon_state = "c_mayor"
icon_living = "c_mayor"
icon_dead = "mayor_dead"
icon_gib = "generic_gib"
vis_height = 96
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/honkling
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkling"
icon_living = "honkling"
icon_dead = "honkling_dead"
icon_gib = "generic_gib"
vis_height = 32
//template
///mob/living/simple_mob/mobs_monsters/clowns/big/
// name = "A Clown?"
// desc = "Oh sweet space christ."
// tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
// icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
// icon_state = ""
// icon_living = ""
// icon_dead = "_dead"
// icon_gib = "generic_gib"
// vis_height = 64

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@@ -0,0 +1,7 @@
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
faction = "clown"
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/New()
..()
verbs += /mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/proc/phase_shift

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@@ -0,0 +1,365 @@
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/anormal
name = "Clown"
desc = "A regular, every tuesday Clown."
tt_desc = "E Homo sapiens corydon" //this is a clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_normal"
icon_living = "c_normal"
icon_dead = "clown_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/honkmunculus
name = "A Clown?"
desc = "That clown has some interesting proportions."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/TGClowns.dmi'
icon_state = "honkmunculus"
icon_living = "honkmunculus"
icon_dead = "honkmunculus_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/cluwne
name = "A Clown?"
desc = "Oh no not that thing."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "cluwne"
icon_living = "cluwne"
icon_dead = "cluwne_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/tunnelclown
name = "A Clown?"
desc = "Have you heard about our lord and savior, Honkus Chrust?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "tunnel_new"
icon_living = "tunnel_new"
icon_dead = "tunnel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/sentinel
name = "A Clown?"
desc = "This guy means business..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "sentinel_new"
icon_living = "sentinel_new"
icon_dead = "sentinel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/punished
name = "A Clown?"
desc = "A clown at peak performance."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_punished"
icon_living = "c_punished"
icon_dead = "punished_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/thicc
name = "A Clown..."
desc = "I mean, you see it don't you?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thicc"
icon_living = "c_thicc"
icon_dead = "thicc_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/perm
name = "A Clown?"
desc = "That clown really needs to get that hair under control."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_perm"
icon_living = "c_perm"
icon_dead = "perm_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/wide
name = "A Clown?"
desc = "He looks good from some angles!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_wide"
icon_living = "c_wide"
icon_dead = "wide_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/thin
name = "A Clown?"
desc = "Is he eating enough?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thin"
icon_living = "c_thin"
icon_dead = "thin_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/hulk
name = "A Clown?"
desc = "Just look at those muscles."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkhulk"
icon_living = "honkhulk"
icon_dead = "hulk_dead"
icon_gib = "generic_gib"
vis_height = 64
health = 350
maxHealth = 350
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/longface
name = "A Clown?"
desc = "Why the long face?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "long face"
icon_living = "long face"
icon_dead = "long_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/giggles
name = "A Giggles?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "giggles"
icon_living = "giggles"
icon_dead = "giggles_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/destroyer
name = "A Clown?"
desc = "That clown looks like he means business."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "destroyer"
icon_living = "destroyer"
icon_dead = "destroyer_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
movement_cooldown = 10
movement_sound = 'sound/weapons/heavysmash.ogg'
movement_shake_radius = 5
armor = list(
"melee" = 40,
"bullet" = 20,
"laser" = 10,
"energy" = 0,
"bomb" = 0,
"bio" = 0,
"rad" = 0
)
armor_soak = list(
"melee" = 10,
"bullet" = 5,
"laser" = 0,
"energy" = 0,
"bomb" = 0,
"bio" = 0,
"rad" = 0
)
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/chlown
name = "A Clown?"
desc = "No."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "chlown"
icon_living = "chlown"
icon_dead = "chlown_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/scary
name = "A Clown?"
desc = "Hey that clown looks familiar!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "scary_clown"
icon_living = "scary_clown"
icon_dead = "scary_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/flesh
name = "A Clown?"
desc = "WOOOOO STREAKING WOOOO!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "fleshclown"
icon_living = "fleshclown"
icon_dead = "flesh_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/clowns
name = "Definitely a singular clown"
desc = "Is it one clown, or many clowns in not a trenchcoat?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "clowns"
icon_living = "clowns"
icon_dead = "clowns_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/mutant
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "mutant"
icon_living = "mutant"
icon_dead = "mutant_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/blob
name = "A Clown?"
desc = "Go to a gym fatty!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "blob"
icon_living = "blob"
icon_dead = "blob_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/mayor
name = "A clown?"
desc = "One speaks in riddles..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/giantclowns.dmi'
icon_state = "c_mayor"
icon_living = "c_mayor"
icon_dead = "mayor_dead"
icon_gib = "generic_gib"
vis_height = 96
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/honkling
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkling"
icon_living = "honkling"
icon_dead = "honkling_dead"
icon_gib = "generic_gib"
vis_height = 32

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@@ -0,0 +1,95 @@
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift
var/ability_flags = 0 //Flags for active abilities
// Phase shifting procs (and related procs)
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/proc/phase_shift()
var/turf/T = get_turf(src)
if(!T.CanPass(src,T) || loc != T)
to_chat(src,"<span class='warning'>You can't use that here!</span>")
return FALSE
forceMove(T)
var/original_canmove = canmove
SetStunned(0)
SetWeakened(0)
if(buckled)
buckled.unbuckle_mob()
if(pulledby)
pulledby.stop_pulling()
stop_pulling()
canmove = FALSE
//Shifting in
if(ability_flags & AB_PHASE_SHIFTED)
ability_flags &= ~AB_PHASE_SHIFTED
mouse_opacity = 2
name = real_name
overlays.Cut()
alpha = initial(alpha)
invisibility = initial(invisibility)
see_invisible = initial(see_invisible)
incorporeal_move = initial(incorporeal_move)
density = initial(density)
force_max_speed = initial(force_max_speed)
//Cosmetics mostly
flick("tp_in",src)
custom_emote(1,"phases in!")
sleep(5) //The duration of the TP animation
canmove = original_canmove
// Do this after the potential vore, so we get the belly
update_icon()
//Affect nearby lights
for(var/obj/machinery/light/L in machines)
if(L.z != z || get_dist(src,L) > 10)
continue
L.flicker(10)
//Shifting out
else
ability_flags |= AB_PHASE_SHIFTED
mouse_opacity = 0
custom_emote(1,"phases out!")
real_name = name
name = "Something"
overlays.Cut()
flick("tp_out",src)
sleep(5)
invisibility = INVISIBILITY_LEVEL_TWO
see_invisible = INVISIBILITY_LEVEL_TWO
update_icon()
alpha = 127
canmove = original_canmove
incorporeal_move = TRUE
density = FALSE
force_max_speed = TRUE
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/UnarmedAttack()
if(ability_flags & AB_PHASE_SHIFTED)
return FALSE //Nope.
. = ..()
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/can_fall()
if(ability_flags & AB_PHASE_SHIFTED)
return FALSE //Nope!
return ..()
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/zMove(direction)
if(ability_flags & AB_PHASE_SHIFTED)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
return TRUE
return ..()

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@@ -0,0 +1,30 @@
// These are used to spawn a specific mob when triggered, with the mob controlled by a player pulled from the ghost pool, hense its name.
/obj/structure/ghost_pod/manual/clegg
name = "Clown Egg?"
desc = "Why does this have to be what this is?"
icon = 'icons/mob/mobs_monsters/giantclowns.dmi'
icon_state = "c_egg"
icon_state_opened = "c_egg_opened" // Icon to switch to when 'used'.
ghost_query_type = /datum/ghost_query/hellclown
/datum/ghost_query/hellclown
role_name = "egg clown"
question = "THE HONKMOTHER REQUESTS SUBJECTS. REPORT TO THE ELEMENTAL TO JOIN THE HONKENING."
cutoff_number = 1
/obj/structure/ghost_pod/manual/clegg/trigger()
..("<span class='warning'>\The [usr] places their hand on the egg!</span>", "is attempting to make a mistake!")
/obj/structure/ghost_pod/manual/clegg/create_occupant(var/mob/M)
lightning_strike(get_turf(src), cosmetic = TRUE)
var/list/choices = list(/mob/living/simple_mob/mobs_monsters/clowns/normal, /mob/living/simple_mob/mobs_monsters/clowns/honkling, /mob/living/simple_mob/mobs_monsters/clowns/mayor, /mob/living/simple_mob/mobs_monsters/clowns/blob, /mob/living/simple_mob/mobs_monsters/clowns/mutant, /mob/living/simple_mob/mobs_monsters/clowns/clowns, /mob/living/simple_mob/mobs_monsters/clowns/flesh, /mob/living/simple_mob/mobs_monsters/clowns/scary, /mob/living/simple_mob/mobs_monsters/clowns/chlown, /mob/living/simple_mob/mobs_monsters/clowns/destroyer, /mob/living/simple_mob/mobs_monsters/clowns/giggles, /mob/living/simple_mob/mobs_monsters/clowns/longface, /mob/living/simple_mob/mobs_monsters/clowns/hulk, /mob/living/simple_mob/mobs_monsters/clowns/thin, /mob/living/simple_mob/mobs_monsters/clowns/wide, /mob/living/simple_mob/mobs_monsters/clowns/perm, /mob/living/simple_mob/mobs_monsters/clowns/thicc, /mob/living/simple_mob/mobs_monsters/clowns/punished, /mob/living/simple_mob/mobs_monsters/clowns/sentinel, /mob/living/simple_mob/mobs_monsters/clowns/tunnelclown, /mob/living/simple_mob/mobs_monsters/clowns/cluwne, /mob/living/simple_mob/mobs_monsters/clowns/honkmunculus)
var/chosen_clown = input(M, "Redspace clowns like themes, what's yours?") in choices
density = FALSE
var/mob/living/simple_mob/R = new chosen_clown(get_turf(src))
if(M.mind)
M.mind.transfer_to(R)
to_chat(M, "<span class='notice'>You are a <b>Clown!</b>! HONK!</span>")
R.ckey = M.ckey
visible_message("<span class='warning'>With a bright flash of light, \the [src] disappears, and in its place you see a... Clown?</span>")
log_and_message_admins("successfully touched \a [src] and summoned a mistake!")
..()

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@@ -0,0 +1,35 @@
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/honkelemental
name = "Honk Elemental"
desc = "That thing can't be real, right?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/giantclowns.dmi'
icon_state = "honk_elemental"
icon_living = "honk_elemental"
icon_dead = "he_dead"
icon_gib = "generic_gib"
vis_height = 96
faction = "clown"
loot_list = list(/obj/item/weapon/bikehorn = 100)
response_help = "pokes"
response_disarm = "gently pushes aside"
response_harm = "hits"
say_list_type = /datum/say_list/clown
/datum/say_list/clown
speak = list("HONK", "Honk!", "Henk!")
emote_see = list("honks")
/mob/living/simple_mob/mobs_monsters/clowns/big/c_shift/honkelemental/verb/spawn_egg()
set category = "Abilities"
set name = "Spawn Clown Egg"
set desc = "Spawns an egg that a player can touch, which will call on ghosts to spawn as clowns."
if(is_dead())
return
new /obj/structure/ghost_pod/manual/clegg(get_turf(src))
flick("he_lay",src)

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@@ -0,0 +1,362 @@
/mob/living/simple_mob/mobs_monsters/clowns/
response_help = "pokes"
response_disarm = "gently pushes aside"
response_harm = "hits"
say_list_type = /datum/say_list/clown
/datum/say_list/clown
speak = list("HONK", "Honk!", "Henk!")
emote_see = list("honks")
/mob/living/simple_mob/mobs_monsters/clowns/honkmunculus
name = "A Clown?"
desc = "That clown has some interesting proportions."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/TGClowns.dmi'
icon_state = "honkmunculus"
icon_living = "honkmunculus"
icon_dead = "honkmunculus_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/cluwne
name = "A Clown?"
desc = "Oh no not that thing."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "cluwne"
icon_living = "cluwne"
icon_dead = "cluwne_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/tunnelclown
name = "A Clown?"
desc = "Have you heard about our lord and savior, Honkus Chrust?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "tunnel_new"
icon_living = "tunnel_new"
icon_dead = "tunnel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/sentinel
name = "A Clown?"
desc = "This guy means business..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "sentinel_new"
icon_living = "sentinel_new"
icon_dead = "sentinel_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/punished
name = "A Clown?"
desc = "A clown at peak performance."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_punished"
icon_living = "c_punished"
icon_dead = "punished_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/thicc
name = "A Clown..."
desc = "I mean, you see it don't you?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thicc"
icon_living = "c_thicc"
icon_dead = "thicc_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/perm
name = "A Clown?"
desc = "That clown really needs to get that hair under control."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_perm"
icon_living = "c_perm"
icon_dead = "perm_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/wide
name = "A Clown?"
desc = "He looks good from some angles!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_wide"
icon_living = "c_wide"
icon_dead = "wide_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/thin
name = "A Clown?"
desc = "Is he eating enough?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_thin"
icon_living = "c_thin"
icon_dead = "thin_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/hulk
name = "A Clown?"
desc = "Just look at those muscles."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkhulk"
icon_living = "honkhulk"
icon_dead = "hulk_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/longface
name = "A Clown?"
desc = "Why the long face?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "long face"
icon_living = "long face"
icon_dead = "long_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/giggles
name = "A Giggles?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "giggles"
icon_living = "giggles"
icon_dead = "giggles_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/destroyer
name = "A Clown?"
desc = "That clown looks like he means business."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "destroyer"
icon_living = "destroyer"
icon_dead = "destroyer_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/chlown
name = "A Clown?"
desc = "No."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "chlown"
icon_living = "chlown"
icon_dead = "chlown_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/scary
name = "A Clown?"
desc = "Hey that clown looks familiar!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "scary_clown"
icon_living = "scary_clown"
icon_dead = "scary_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/flesh
name = "A Clown?"
desc = "WOOOOO STREAKING WOOOO!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "fleshclown"
icon_living = "fleshclown"
icon_dead = "flesh_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/clowns
name = "Definitely a singular clown"
desc = "Is it one clown, or many clowns in not a trenchcoat?"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "clowns"
icon_living = "clowns"
icon_dead = "clowns_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/mutant
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "mutant"
icon_living = "mutant"
icon_dead = "mutant_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/blob
name = "A Clown?"
desc = "Go to a gym fatty!"
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "blob"
icon_living = "blob"
icon_dead = "blob_dead"
icon_gib = "generic_gib"
vis_height = 64
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/mayor
name = "A clown?"
desc = "One speaks in riddles..."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/giantclowns.dmi'
icon_state = "c_mayor"
icon_living = "c_mayor"
icon_dead = "mayor_dead"
icon_gib = "generic_gib"
vis_height = 96
old_x = -16
old_y = 0
default_pixel_x = -16
pixel_x = -16
pixel_y = 0
/mob/living/simple_mob/mobs_monsters/clowns/honkling
name = "A Clown?"
desc = "Oh sweet space christ."
tt_desc = "E Homo sapiens corydon horrificus" //this is a redspace clown
icon = 'icons/mob/mobs_monsters/tgclowns.dmi'
icon_state = "honkling"
icon_living = "honkling"
icon_dead = "honkling_dead"
icon_gib = "generic_gib"
vis_height = 32
/mob/living/simple_mob/mobs_monsters/clowns/normal
name = "Clown"
desc = "A regular, every tuesday Clown."
tt_desc = "E Homo sapiens corydon" //this is a clown
icon = 'icons/mob/mobs_monsters/newclowns.dmi'
icon_state = "c_normal"
icon_living = "c_normal"
icon_dead = "clown_dead"
icon_gib = "generic_gib"
vis_height = 32
faction = "clown"
loot_list = list(/obj/item/weapon/bikehorn = 100)
response_help = "pokes"
response_disarm = "gently pushes aside"
response_harm = "hits"

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@@ -0,0 +1,6 @@
/mob/living/simple_mob/default_can_use_topic(var/src_object)
. = shared_nano_interaction(src_object)
if(. != STATUS_CLOSE)
. = min(., shared_living_nano_distance(src_object))
//Allows simple mobs to interact with nanoui as long as they have "has_hands = TRUE"

View File

@@ -161,8 +161,8 @@
name = "Space Bulldog"
id = "bulldog"
result = "bulldog"
required_reagents = list("blackrussian" = 3, "cola" =1) // YW edit, cream makes it turn into white russian, when they change on vorestation and we update, can change this
result_amount = 5
required_reagents = list("vodka" = 1, "cola" =1, "cream" =1, "kahlua" =1)
result_amount = 4
/datum/chemical_reaction/drinks/sbagliato
name = "Negroni Sbagliato"

View File

@@ -20,8 +20,8 @@
var/nonhuman_prey_swallow_time = 30 // Time in deciseconds to swallow anything else
var/emote_time = 60 SECONDS // How long between stomach emotes at prey
var/nutrition_percent = 100 // Nutritional percentage per tick in digestion mode
var/digest_brute = 2 // Brute damage per tick in digestion mode
var/digest_burn = 2 // Burn damage per tick in digestion mode
var/digest_brute = 0.5 // Brute damage per tick in digestion mode
var/digest_burn = 0.5 // Burn damage per tick in digestion mode
var/immutable = FALSE // Prevents this belly from being deleted
var/escapable = FALSE // Belly can be resisted out of at any time
var/escapetime = 60 SECONDS // Deciseconds, how long to escape this belly

View File

@@ -1965,3 +1965,28 @@ Departamental Swimsuits, for general use
icon_override = 'icons/vore/custom_onmob_vr.dmi'
icon_state = "azuracollar"
//Xonkon: Zena Aviv
/obj/item/clothing/head/helmet/space/void/engineering/zena
name = "custom shroud helmet"
desc = "A black and orange engineering shroud helmet. Orange plated and specially crafted and augmented for a variety of activites."
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "zenahelmet"
icon_override = 'icons/vore/custom_clothes_vr.dmi'
item_state = "zenahelmet_mob"
species_restricted = null
/obj/item/clothing/suit/space/void/engineering/zena
name = "custom shroud suit"
desc = "A black and orange engineering shroud helmet. Skintight and specially crafted and augmented for a variety of activites."
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "zenasuit"
icon_override = 'icons/vore/custom_clothes_vr.dmi'
item_state = "zenasuit_mob"
species_restricted = null

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