Tyr Update (#10780)

This commit is contained in:
FluffMedic
2025-04-27 08:02:33 -04:00
committed by GitHub
parent f9fd0a9525
commit 4f90d2f057
20 changed files with 18896 additions and 21226 deletions

View File

@@ -1,18 +1,3 @@
/obj/structure/prop/blackbox/tyr_precursor_a
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_a)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_a
/obj/structure/prop/blackbox/tyr_precursor_b
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_b)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_b
/obj/structure/prop/blackbox/tyr_precursor_c
catalogue_data = list(/datum/category_item/catalogue/information/blackbox/tyr_precursor_c)
/datum/category_item/catalogue/information/blackbox/tyr_precursor_c
//oooh, shiny
/obj/structure/prop/tyr_elevator //This won't function for a while, if ever
name = "odd elevator"
@@ -300,3 +285,138 @@
prob(5);/obj/structure/outcrop/weathered_gate,
prob(3);/obj/structure/outcrop/hydrogen,
prob(1);/obj/structure/outcrop/lead/tyr)
/obj/item/prop/tyrlore
name = "alien disk"
desc = "A disc for storing data."
icon = 'modular_chomp/icons/obj/weather_ruins.dmi'
w_class = ITEMSIZE_SMALL
/obj/item/prop/tyrlore/reddisc
catalogue_data = list(/datum/category_item/catalogue/anomalous/tyr_red)
icon_state = "disc_red"
/obj/item/prop/tyrlore/purpledisc
catalogue_data = list(/datum/category_item/catalogue/anomalous/tyr_purple)
icon_state = "disc_purple"
/obj/item/prop/tyrlore/greendisc
catalogue_data = list(/datum/category_item/catalogue/anomalous/tyr_green)
icon_state = "disc_green"
/obj/item/prop/tyrlore/baseneon
name = "data disc"
desc = "A disc for storing data."
catalogue_data = list(/datum/category_item/catalogue/technology/base_neon)
icon_state = "neon_disc"
/obj/item/prop/tyrlore/neonsec
name = "data disc"
desc = "A disc for storing data."
catalogue_data = list(/datum/category_item/catalogue/technology/base_neon_forward)
icon_state = "sec_disc"
/obj/item/prop/tyrlore/neonmedi
name = "data disc"
desc = "A disc for storing data."
catalogue_data = list(/datum/category_item/catalogue/technology/base_neon_virus)
icon_state = "medi_disc"
/obj/item/prop/tyrlore/monodisc
name = "strange disk"
desc = "A disc for storing data, but it appears to have none on it"
icon_state = "mono_disc"
/obj/item/prop/tyrlore/neonengi
name = "data disc"
desc = "A disc for storing data."
catalogue_data = list(/datum/category_item/catalogue/technology/base_neon_anomalous)
icon_state = "engi_disc"
/datum/category_item/catalogue/anomalous/tyr_red
name = "Precursor Object - Tyr Data Disc Red"
desc = "The following data has been corrupted. \
<br><br>\
oslra yclce hietg hotfsaun ifev undhdre htiytr veesn.\
No huftrer ritrdecisev cevredive. \
notencnidoc tihw fof pantel posd lsot wot tuhanosd cslcey..\
leif sgisn lbeow tslo gilans reorsr.\
ireaneregnot dops wolakrbe.. \
rsoescure gaklicn. \
cenictomon To lawdorr.\
tatepmt treeh hudnedr senevty tow."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/anomalous/tyr_purple
name = "Precursor Object - Tyr Data Disc Purple"
desc = "The following data has been corrupted. \
<br><br>\
tapa'cnsi lgo, 1 ohur rebofe rcoy elpa.\
I ma ont yerlal rues wtah yeht tawn ee to ptu ni tihs. \
ts'i tjsu gipretena tginsh e'vi yarelad sida.\
amirpexnlet irwnig is gongi yirwahe.\
varesel crew memebers are filling ill. \
But the elevators are holding strong. \
And stable power is, well, stable.\
I hope for a good dream."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/anomalous/tyr_green
name = "Precursor Object - Tyr Data Disc Green"
desc = "Final mortality count before cryo leap.\
29,895 illness\
113,615 workplace injuries\
20,105 off planet\
300 to be determined."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/technology/base_neon
name = "Goal Manifest"
desc = "After we activation of the seal upon sif our foundation collapsed.\
We have migrated most of this systems forces to new hidden sights as a result.\
The discovery of three siginals lead us here, along with two other locals.\
The discovery of this cool point in an overheated planet proved anomalous,\
precursor ruins being swiftly discovered.\
However they appear to be diffrent then the ones upon Sif. \
No signs of the shadelurkers here, nor in the other two new sights.\
We have been given the second most resources of this branch, with potential\
for further. Praying for all three leads to give us support."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/technology/base_neon_forward
name = "Going Forward"
desc = "Check List Of Things To Do.\
1. Get the precursor vanguard for further protection.\
2. Set up a false friendly docking bay for further materials.\
3. Expanded Operating Base Neon southwards,\
4. Recruit the locals potentially.\
5. Obtain a Absoulete Zero Mecha. \
6. See if a phazon and janus combined could phase deeper below.\
7. Construct a Mountain Killer prototype. Patent that name too\
8. Get a better source of food."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/technology/base_neon_virus
name = "Note Worthy Ailments"
desc = "Offical note taking mode. Not sure out higher ups even read this but here we go\
We discovered traces remains of a virus within the precursor ruins, but seems adapated for beings centuries ago.\
Although there are some theroies this is a renamant of a dead plague.\
Either way, we assume all the precursors of tyr are dead, sealed in a tomb of their own making,\
But that doesn't explain the siginal we've been recevving..\
Newly activated, and leagues below the earth. \
Our scans say the ruins should be able to go that deep, but we've yet to find a way to breach.\
So running theory is rogue Ai, or some small pockect of immune folks.."
value = CATALOGUER_REWARD_HARD
/datum/category_item/catalogue/technology/base_neon_anomalous
name = "Anomalous Conditions"
desc = "The work conditions keep changing! Horrendous!\
Southern ruins are horrendous, some wires burst into lavas and crystals!.\
Then others burst with water and sparky smoke!\
Scientists blabber about heated crystals, and steam power but nothing beats,\
good old fashioned alien flora!\
The weather is also strange, weather fireworks being wrong for here. \
Proabaly something to do with this valley being a pockect of cool in the heat."
value = CATALOGUER_REWARD_HARD

View File

@@ -87,3 +87,82 @@
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 24)
//ant meats
/obj/item/reagent_containers/food/snacks/copperant
name = "Bronze Ant Slice"
desc = "A slice from a ant"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 3, REAGENT_ID_SHOCKCHEM = 3)
bitesize = 1
/obj/item/reagent_containers/food/snacks/copperant/Initialize(mapload)
. = ..()
reagents.add_reagent(REAGENT_ID_PROTEIN, 3)
reagents.add_reagent(REAGENT_ID_SHOCKCHEM, 3)
/obj/item/reagent_containers/food/snacks/painiteant
name = "Painite Ant Slice"
desc = "A slice from a ant"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 3, REAGENT_ID_NEOLIQUIDFIRE = 3)
bitesize = 1
/obj/item/reagent_containers/food/snacks/painiteant/Initialize(mapload)
. = ..()
reagents.add_reagent(REAGENT_ID_PROTEIN, 3)
reagents.add_reagent(REAGENT_ID_NEOLIQUIDFIRE, 3)
/obj/item/reagent_containers/food/snacks/bronzeant
name = "Bronze Ant Slice"
desc = "A slice from a ant"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 3, REAGENT_ID_LIQUIDFIRE = 3)
bitesize = 1
/obj/item/reagent_containers/food/snacks/bronzeant/Initialize(mapload)
. = ..()
reagents.add_reagent(REAGENT_ID_PROTEIN, 3)
reagents.add_reagent(REAGENT_ID_LIQUIDFIRE, 3)
/obj/item/reagent_containers/food/snacks/quartzant
name = "Bronze Ant Slice"
desc = "A slice from a ant"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 3, REAGENT_ID_DEATHBLOOD = 3)
bitesize = 1
/obj/item/reagent_containers/food/snacks/quartzant/Initialize(mapload)
. = ..()
reagents.add_reagent(REAGENT_ID_PROTEIN, 3)
reagents.add_reagent(REAGENT_ID_DEATHBLOOD, 3)
/obj/item/reagent_containers/food/snacks/agateant
name = "Bronze Ant Slice"
desc = "A slice from a ant"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list(REAGENT_ID_PROTEIN = 3, REAGENT_ID_LIQUIDLIFE = 3)
bitesize = 1
/obj/item/reagent_containers/food/snacks/agateant/Initialize(mapload)
. = ..()
reagents.add_reagent(REAGENT_ID_PROTEIN, 3)
reagents.add_reagent(REAGENT_ID_LIQUIDLIFE, 3)

View File

@@ -1,18 +1,18 @@
/mob/living/simple_mob/animal/tyr/mineral_ants
name = "metal ant"
desc = "A large ant."
icon_state = "normal_ant"
icon_dead = "dead_ant"
icon_state = "ne_ant"
icon_dead = "dead_new"
maxHealth = 25 //two hits with agate sword, three with spear, one with hammer, four with bow
health = 25
pass_flags = PASSTABLE
movement_cooldown = 1
ai_holder_type = /datum/ai_holder/simple_mob/retaliate/cooperative
ai_holder_type = /datum/ai_holder/simple_mob/melee/evasive
see_in_dark = 12
melee_damage_lower = 8 //12.5 hits unarmored. 15.625 with the tribal armor
melee_damage_upper = 8 //Rng numbers are wierd
see_in_dark = 3
melee_damage_lower = 16 //6.25 hits unarmored.
melee_damage_upper = 16 //Rng numbers are wierd
attack_sharp = TRUE
attack_edge = 1
@@ -57,35 +57,56 @@
B.absorbchance = 0
B.escapechance = 25
/mob/living/simple_mob/animal/tyr/mineral_ants/bronze
/mob/living/simple_mob/animal/tyr/mineral_ants/bronze //shockers
icon_state = "bronze_ant"
icon_living = "bronze_ant"
butchery_loot = list(\
/obj/item/stack/material/bronze = 6\
/obj/item/stack/material/bronze = 18\
)
meat_amount = 3
meat_type = /obj/item/reagent_containers/food/snacks/bronzeant
/mob/living/simple_mob/animal/tyr/mineral_ants/copper
icon_state = "copper_ant"
icon_living = "copper_ant"
butchery_loot = list(\
/obj/item/stack/material/copper = 6\
/obj/item/stack/material/copper = 18\
)
meat_amount = 3
meat_type = /obj/item/reagent_containers/food/snacks/copperant
/mob/living/simple_mob/animal/tyr/mineral_ants/agate
/mob/living/simple_mob/animal/tyr/mineral_ants/agate //shockers
icon_state = "agate_ant"
icon_living = "agate_ant"
butchery_loot = list(\
/obj/item/stack/material/weathered_agate = 6\
/obj/item/stack/material/weathered_agate = 18\
)
meat_amount = 3
meat_type = /obj/item/reagent_containers/food/snacks/agateant
/mob/living/simple_mob/animal/tyr/mineral_ants/quartz
icon_state = "quartz_ant"
icon_living = "quartz_ant"
butchery_loot = list(\
/obj/item/stack/material/quartz = 6\
/obj/item/stack/material/quartz = 18\
)
meat_amount = 3
meat_type = /obj/item/reagent_containers/food/snacks/quartzant
/mob/living/simple_mob/animal/tyr/mineral_ants/painite
icon_state = "painite_ant"
icon_living = "painite_ant"
butchery_loot = list(\
/obj/item/stack/material/painite = 6\
/obj/item/stack/material/painite = 18\
)
meat_amount = 3
meat_type = /obj/item/reagent_containers/food/snacks/painiteant
/mob/living/simple_mob/animal/tyr/mineral_ants/builder
icon_state = "builder_ant"
icon_living = "builder_ant"
butchery_loot = list(\
/obj/item/stack/material/concrete = 6\
)
@@ -185,13 +206,12 @@ ANT STRUCTURES
spawn_delay = 10 MINUTES
spawn_types = list(
/mob/living/simple_mob/animal/tyr/mineral_ants = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/bronze = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/bronze = 5,
/mob/living/simple_mob/animal/tyr/mineral_ants/builder = 7,
/mob/living/simple_mob/animal/tyr/mineral_ants/copper = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/agate = 3,
/mob/living/simple_mob/animal/tyr/mineral_ants/quartz = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/painite = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/builder = 1
/mob/living/simple_mob/animal/tyr/mineral_ants/agate = 1,
/mob/living/simple_mob/animal/tyr/mineral_ants/painite = 5
)
simultaneous_spawns = 5
@@ -303,13 +323,12 @@ ANT STRUCTURES
anchored = FALSE
layer = HIDING_LAYER
health = 3
grow_as = list(/mob/living/simple_mob/animal/tyr/mineral_ants,
/mob/living/simple_mob/animal/tyr/mineral_ants/bronze,
grow_as = list(/mob/living/simple_mob/animal/tyr/mineral_ants/bronze,
/mob/living/simple_mob/animal/tyr/mineral_ants/builder,
/mob/living/simple_mob/animal/tyr/mineral_ants/copper,
/mob/living/simple_mob/animal/tyr/mineral_ants/agate,
/mob/living/simple_mob/animal/tyr/mineral_ants/quartz,
/mob/living/simple_mob/animal/tyr/mineral_ants/painite,
/mob/living/simple_mob/animal/tyr/mineral_ants/builder)
/mob/living/simple_mob/animal/tyr/mineral_ants/agate,
/mob/living/simple_mob/animal/tyr/mineral_ants/painite)
faction = FACTION_TYR
/obj/effect/ant_structure/webbarrier

View File

@@ -32,7 +32,7 @@
attack_edge = 1
attacktext = list("slashed", "stabbed")
projectile_dispersion = 0
ranged_cooldown = 10
ranged_cooldown = 40
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100) // Simple mob immunuties plus base Eclipse foe stuff
can_be_drop_prey = FALSE //CHOMP Add
@@ -54,8 +54,8 @@
projectilesound = 'sound/weapons/Gunshot_light.ogg'
needs_reload = TRUE
reload_max = 7 // Not the best default, but it fits the pistol
reload_time = 1.5 SECONDS
reload_max = 4
reload_time = 2.5 SECONDS
ai_holder_type = /datum/ai_holder/simple_mob/intentional/eclipse
special_attack_cooldown = 15 SECONDS
@@ -138,7 +138,7 @@
visible_message(span_cult("[P] seems ineffective!."))
/mob/living/simple_mob/humanoid/eclipse/solar/snipertesh
name = "Solar Eclipse Sniper"
name = "Solar Eclipse Breaker"
desc = "An armored teshari with a sniper, protected from laser and energy based attacks"
health = 50 //old 20
maxHealth = 50
@@ -153,7 +153,7 @@
reload_max = 1
reload_time = 2.5 SECONDS
ranged_attack_delay = 1.5 SECONDS
ranged_attack_delay = 2 SECONDS
var/cloaked_alpha = 60 // Lower = Harder to see.
var/cloak_cooldown = 5 SECONDS // Amount of time needed to re-cloak after losing it.
var/last_uncloak = 0
@@ -467,9 +467,9 @@
projectiletype = /obj/item/projectile/bullet/crystalineburst
reload_max = 1
reload_time = 2.5 SECONDS
ranged_attack_delay = 1.5 SECONDS
ranged_attack_delay = 2 SECONDS
var/cloaked_alpha = 40 // Lower = Harder to see.
var/cloak_cooldown = 1 SECONDS // Amount of time needed to re-cloak after losing it.
var/cloak_cooldown = 1 SECOND // Amount of time needed to re-cloak after losing it.
var/last_uncloak = 0
loot_list = list(/obj/item/slime_extract/sepia = 1,
@@ -653,9 +653,10 @@
icon_state = "eclipse_gravliz"
icon_living = "eclipse_gravliz"
reload_max = 1
reload_time = 3 SECONDS
movement_cooldown = 1
special_attack_cooldown = 7 SECONDS
special_attack_cooldown = 15 SECONDS
special_attack_min_range = 1
special_attack_max_range = 7
@@ -717,7 +718,7 @@
projectiletype = /obj/item/projectile/ion/pistol
icon_state = "eclipse_diver" //note to self try to redo this sprite sometime
reload_max = 1
reload_time = 1.5 SECOND
reload_time = 5 SECONDS
specialattackprojectile = /obj/item/projectile/energy/mechahack
@@ -780,13 +781,172 @@
/mob/living/simple_mob/humanoid/eclipse/proc/gravity_pull(mob/living/L)
if(!L)
return
L.throw_at(src, 2, 4) // Just yoinked.
for(L in view(src, 7))
L.throw_at(src, 2, 4) // Just yoinked.
/mob/living/simple_mob/humanoid/eclipse/proc/itemyoink(mob/living/carbon/human/H)
if(!H)
return
var/obj/item/I = H.get_active_hand()
H.drop_item()
if(I)
I.throw_at(src, 2, 4) // Just yoinked.
src.visible_message(span_danger("The [name] heaves, pulling \the [H]'s weapon from their hands!"))
if(H in view(src, 7))
H.drop_item()
if(I)
I.throw_at(src, 2, 4) // Just yoinked.
src.visible_message(span_danger("The [name] heaves, pulling \the [H]'s weapon from their hands!"))
//new tyr mobs
/mob/living/simple_mob/humanoid/eclipse/lunar/heavyshark //melee shork, anti-flesh
name = "Lunar Eclipse Brusier"
desc = "A akula in a strange eriee red and black armor. Bullets and melee armaments seem ineffective."
icon_state = "aegis_shark"
icon_living = "aegis_shark"
projectiletype = null
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
melee_damage_lower = 30
melee_damage_upper = 30
attack_armor_pen = 30
loot_list = list(/obj/item/slime_extract/sepia = 1,
/obj/item/bone/skull = 100,
/obj/item/soulstone = 30,
/obj/item/melee/cursedblade = 15
)
/mob/living/simple_mob/humanoid/eclipse/lunar/heavyshark/apply_melee_effects(var/atom/A) //maybe replace this with Doom lite
if(isliving(A))
var/mob/living/L = A
L.add_modifier(/datum/modifier/deep_wounds, 10 SECONDS)
/mob/living/simple_mob/humanoid/eclipse/lunar/cultfanatic //A semi tough creature
name = "Lunar Eclipse Fanatic"
desc = "A furry creature with stolen and modified cult attire. Seemingly swapped high energy resistance for brunt and sharp."
icon_state = "return"
icon_living = "return"
projectiletype = /obj/item/projectile/bullet/crystaline
loot_list = list(/obj/item/slime_extract/sepia = 1,
/obj/item/bone/skull = 100,
/obj/item/clothing/suit/cultrobes/alt = 40,
/obj/item/clothing/head/culthood/alt = 40
)
/mob/living/simple_mob/humanoid/eclipse/lunar/cultfanatic/do_special_attack(atom/A)
teleport(A)
/mob/living/simple_mob/humanoid/eclipse/lunar/cultfanatic/attackby(var/obj/item/O as obj, var/mob/user as mob) //I question why you are meleeing the meleeing resisting mob but funny shield flavour
if(O.force)
if(prob(70))
visible_message(span_danger("\The [src] blocks \the [O] with its shield!"))
if(user)
ai_holder.react_to_attack(user)
return
else
..()
else
to_chat(user, span_warning("This weapon is ineffective, it does no damage."))
visible_message(span_warning("\The [user] gently taps [src] with \the [O]."))
/mob/living/simple_mob/humanoid/eclipse/lunar/changeling //A wierd creature
name = "Lunar Eclipse Bio-Weapon"
desc = "A horror of twisted and armored flesh. Whilst bullets and blades bounce off, perhaps it still burns."
icon_state = "horror"
icon_living = "horror"
projectiletype = /obj/item/projectile/energy/blob/acid
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
melee_damage_lower = 20
melee_damage_upper = 20
attack_armor_pen = 40
specialattackprojectile = /obj/item/projectile/arc/spore
/mob/living/simple_mob/humanoid/eclipse/lunar/changeling/do_special_attack(atom/A)
Beam(A, icon_state = "tentacle", time = 3 SECONDS, maxdistance = INFINITY)
addtimer(CALLBACK(src, PROC_REF(special_projectile), A), 3.5 SECONDS, TIMER_DELETE_ME)
/mob/living/simple_mob/humanoid/eclipse/solar/clockspear //Melee creature
name = "Solar Eclipse Spearmaster"
desc = "A furry creature wearing modified artifact armor, protecting itself from burns and energy."
icon_state = "clock_spear"
icon_living = "clock_spear"
projectiletype = null
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
melee_damage_lower = 30
melee_damage_upper = 30
attack_armor_pen = 60
melee_attack_delay = 3 SECONDS
loot_list = list(/obj/item/slime_extract/sepia = 1,
/obj/item/bone/skull = 100,
/obj/item/rig/ch/clockwork = 10,
/obj/item/ratvarian_spear = 30
)
/mob/living/simple_mob/humanoid/eclipse/solar/clockspear/apply_melee_effects(var/atom/A)
if(isliving(A))
var/mob/living/L = A
A.emp_act(4) //The weakest strength of EMP
playsound(src, 'sound/weapons/Egloves.ogg', 75, 1)
L.stuttering = max(L.stuttering, 4)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, L)
s.start()
/mob/living/simple_mob/humanoid/eclipse/solar/clocksgun //Melee creature
name = "Solar Eclipse Artificer"
desc = "A furry creature wearing modified artifact armor, protecting itself from burns and energy."
icon_state = "clock_gun"
icon_living = "clock_gun"
projectiletype = /obj/item/projectile/bullet/rifle/clockwork
ranged_cooldown = 20
reload_max = 10
reload_time = 5 SECONDS
specialattackprojectile = /obj/item/projectile/beam/shock/clockwork
loot_list = list(/obj/item/slime_extract/sepia = 1,
/obj/item/bone/skull = 100,
/obj/item/rig/ch/clockwork = 10,
/obj/item/gun/energy/clockwork = 30
)
/mob/living/simple_mob/humanoid/eclipse/solar/clocksgun/do_special_attack(atom/A)
Beam(A, icon_state = "volt_ray", time = 5 SECONDS, maxdistance = INFINITY)
addtimer(CALLBACK(src, PROC_REF(special_projectile), A), 5.5 SECONDS, TIMER_DELETE_ME)
/mob/living/simple_mob/humanoid/eclipse/solar/zaddat //Melee creature
name = "Solar Eclipse Spacer"
desc = "A zaddat wearing orange armor, shielding itself from lasers and energy."
icon_state = "zaddat_spacer"
icon_living = "zaddat_spacer"
reload_max = 3
reload_time = 3 SECONDS
loot_list = list(/obj/item/slime_extract/sepia = 1,
/obj/item/bone/skull = 100,
/obj/item/clothing/head/helmet/space/void/zaddat = 30,
/obj/item/clothing/suit/space/void/zaddat = 30,
/obj/item/material/fishing_rod/modern = 30
)
/mob/living/simple_mob/humanoid/eclipse/solar/zaddat/bullet_act(obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflect_prob = P.damage
if(prob(reflect_prob))
visible_message(span_danger("The [P.name] gets reflected by [src]'s armor!"), \
span_userdanger("The [P.name] gets reflected by [src]'s armor!"))
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
return (..(P))

View File

@@ -24,6 +24,7 @@
has_heal_droid = TRUE
specialattackprojectile = /obj/item/projectile/bullet/dragon
loot_list = list(/obj/item/gun/energy/flamegun = 100,
/obj/item/prop/tyrlore/neonsec = 100,
/obj/item/bone/skull = 100
)
@@ -140,6 +141,11 @@
special_attack_max_range = 8
projectiletype = /obj/item/projectile/energy/homing_bolt
ai_holder_type = /datum/ai_holder/simple_mob/intentional/adv_dark_gygax
loot_list = list(/obj/item/prop/tyrlore/baseneon = 100,
/obj/item/disposable_teleporter = 100,
/obj/item/hand_tele = 10,
/obj/item/bone/skull = 100
)
var/fullshield = 4
var/shieldrage = 4
@@ -188,7 +194,8 @@
/obj/item/material/twohanded/fireaxe = 60,
/obj/item/storage/toolbox/syndicate/powertools = 60,
/obj/item/rig/ce = 60,
/obj/item/rig_module/teleporter = 5
/obj/item/rig_module/teleporter = 5,
/obj/item/prop/tyrlore/neonengi = 100
)
/mob/living/simple_mob/humanoid/eclipse/head/engineer/Initialize(mapload)
@@ -215,6 +222,7 @@
/obj/item/ammo_casing/microbattery/medical/brute3 = 15,
/obj/item/ammo_casing/microbattery/medical/burn3 = 15,
/obj/item/ammo_casing/microbattery/medical/toxin3 = 15,
/obj/item/prop/tyrlore/neonmedi = 100,
/obj/item/ammo_casing/microbattery/medical/omni3 = 5
)

View File

@@ -790,7 +790,7 @@
upfour_leftfour(target)
upfour_leftthree(target)
upfour_lefttwo(target)
if(prob(50))
if(prob(20))
addtimer(CALLBACK(src, PROC_REF(beglaser), target, next_cycle), 1 SECOND, TIMER_DELETE_ME)
else
attackcycle = next_cycle
@@ -828,39 +828,11 @@
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt //The final boss
name = "Eclipse Expirmental Janus"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 80, bio = 100, rad = 100)
specialattackprojectile = /obj/item/projectile/energy/darkspike
specialattackprojectile = /obj/item/projectile/energy/eclipse/janusjavelin
pilot_type = /mob/living/simple_mob/humanoid/eclipse/head/tyrlead
icon_state = "eclipse_janus"
attackcycle = 1
/obj/item/projectile/energy/darkspike //This will end you
name = "gravity well"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "gravity_well"
damage = 60
armor_penetration = 30
speed = 15 //Note to self, may need to slow down even further.
/obj/item/projectile/energy/infernosphere
name = "burning plasma"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "plasma"
damage = 60
armor_penetration = 30
speed = 15
/obj/item/projectile/energy/infernosphere/Move()
. = ..()
if(prob(20))
new /obj/fire(src.loc)
/obj/item/projectile/bullet/eclipsejanus
use_submunitions = 1
range = 0
embed_chance = 0
submunition_spread_max = 900
submunition_spread_min = 100
submunitions = list(/obj/item/projectile/energy/darkspike = 3, /obj/item/projectile/energy/infernosphere = 3)
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/bullet_act(obj/item/projectile/P)
.= ..()
@@ -878,76 +850,58 @@
switch(a_intent)
if(I_DISARM) // Phase 3
if(attackcycle == 1)
phasethree_cycleone(A)
specialattackprojectile = /obj/item/projectile/arc/explosive_rocket
attackcycle = 0
if(prob(50))
addtimer(CALLBACK(src, PROC_REF(miniburst_a), A, 1), 0.5 SECONDS, TIMER_DELETE_ME)
else
addtimer(CALLBACK(src, PROC_REF(miniburst_b), A, 1), 0.5 SECONDS, TIMER_DELETE_ME)
else if(attackcycle == 2)
phasethree_cycletwo(A)
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 10, 2, 0.75 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 3)
phasethree_cyclethree(A)
say("Hypercharge laser burst!")
specialattackprojectile = /obj/item/projectile/beam/heavylaser
addtimer(CALLBACK(src, PROC_REF(burst), A, 3), 6 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 4)
specialattackprojectile = /obj/item/projectile/energy/eclipse/janusjavelin
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 10, 1, 0.75 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
if(I_HURT) // Phase 1
specialattackprojectile = /obj/item/projectile/energy/eclipse/janusjavelin
if(attackcycle == 1)
phaseone_cycleone(A)
addtimer(CALLBACK(src, PROC_REF(spin_to_win), A, 2), 2 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 2)
phaseone_cycletwo(A)
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 10, 3, 0.75 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 3)
phaseone_cyclethree(A)
addtimer(CALLBACK(src, PROC_REF(beglaser), A, 4), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 4)
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 10, 1, 0.75 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
if(I_GRAB) // Phase 2
if(attackcycle == 1)
phasetwo_cycleone(A)
addtimer(CALLBACK(src, PROC_REF(teleport_attack), A, 2), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 2)
phasetwo_cycletwo(A)
say("Activating laser surge")
specialattackprojectile = /obj/item/projectile/energy/burninglaser/boss
addtimer(CALLBACK(src, PROC_REF(miniburst_a), A, 2), 3 SECONDS, TIMER_DELETE_ME)
else if(attackcycle == 3)
phasetwo_cyclethree(A)
//Phase One. Appears random but isn't. Scales higher.
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phaseone_cycleone(atom/target)
specialattackprojectile = /obj/item/projectile/energy/darkspike
addtimer(CALLBACK(src, PROC_REF(spin_to_win), target, 2), 2 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phaseone_cycletwo(atom/target)
specialattackprojectile = /obj/item/projectile/energy/darkspike
addtimer(CALLBACK(src, PROC_REF(beglaser), target, 3), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phaseone_cyclethree(atom/target)
specialattackprojectile = /obj/item/projectile/energy/darkspike
addtimer(CALLBACK(src, PROC_REF(random_firing), target, 20, 1, 0.2 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
//Phase Two where we change things up a bit.
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasetwo_cycleone(atom/target) //shows a laser then fires a rockect
specialattackprojectile = /obj/item/projectile/energy/infernosphere
addtimer(CALLBACK(src, PROC_REF(spin_to_win), target, 2), 2 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasetwo_cycletwo(atom/target) //summon the most useless horde
specialattackprojectile = /obj/item/projectile/energy/infernosphere
addtimer(CALLBACK(src, PROC_REF(beglaser), target, 3), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasetwo_cyclethree(atom/target) //turns out the horde is meant to be a shield for the next attack.
specialattackprojectile = /obj/item/projectile/energy/infernosphere
addtimer(CALLBACK(src, PROC_REF(random_firing), target, 20, 1, 0.2 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
//Phase three 2 wierd patterns, and 1 strange attack.
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasethree_cycleone(atom/target)
specialattackprojectile = /obj/item/projectile/bullet/eclipsejanus
addtimer(CALLBACK(src, PROC_REF(spin_to_win), target, 2), 2 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasethree_cycletwo(atom/target)
specialattackprojectile = /obj/item/projectile/energy/homing_bolt
addtimer(CALLBACK(src, PROC_REF(beglaser), target, 3), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/darkmatter_assualt/proc/phasethree_cyclethree(atom/target) //eight spinning death beams
specialattackprojectile = /obj/item/projectile/bullet/eclipsejanus
addtimer(CALLBACK(src, PROC_REF(random_firing), target, 20, 1, 0.2 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
specialattackprojectile = /obj/item/projectile/energy/eclipse/janusjavelin
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 10, 4, 0.75 SECONDS), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 4)
specialattackprojectile = /obj/item/projectile/bullet/gyro
Beam(A, icon_state = "solar_beam", time = 2.5 SECONDS, maxdistance = INFINITY)
addtimer(CALLBACK(src, PROC_REF(singleproj), A, 1), 3 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/engimecha
name = "Eclipse Expirmental Mining Mecha"
name = "Eclipse Expirmental Enginering Mecha"
health = 300
maxHealth = 300
specialattackprojectile = /obj/item/projectile/energy/excavate/weak
@@ -1496,3 +1450,25 @@
s2.start()
attackcycle = next_cycle
/mob/living/simple_mob/mechanical/mecha/eclipse/sniper
name = "Eclipse Lead Pilot"
icon_state = "captian"
icon_living = "captian"
health = 100
maxHealth = 100
ai_holder_type = /datum/ai_holder/simple_mob/intentional/three_phases
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 50, bio = 100, rad = 100)
specialattackprojectile = /obj/item/projectile/arc/explosive_rocket
wreckage = /obj/item/prop/tyrlore/monodisc
/mob/living/simple_mob/mechanical/mecha/eclipse/sniper/do_special_attack(atom/A)
. = TRUE // So we don't fire a bolt as well.
if(attackcycle == 1)
addtimer(CALLBACK(src, PROC_REF(teleport_attack), A, 2), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 2)
specialattackprojectile = /obj/item/projectile/beam/heavylaser/cannon
Beam(A, icon_state = "solar_beam", time = 0.75 SECONDS, maxdistance = INFINITY)
addtimer(CALLBACK(src, PROC_REF(singleproj), A, 1), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0

View File

@@ -3,10 +3,11 @@
vore_capacity = 2
vore_max_size = RESIZE_HUGE
vore_min_size = RESIZE_SMALL
vore_pounce_chance = 0 // Beat them into crit before eating.
vore_pounce_chance = 30
vore_icons = null
can_be_drop_prey = FALSE //CHOMP Add
can_be_drop_prey = FALSE
can_be_drop_pred = TRUE
/mob/living/simple_mob/humanoid/eclipse/Login()
. = ..()

View File

@@ -482,19 +482,6 @@
/mob/living/simple_mob/mechanical/mecha/eclipse/hivebot/powertower
name = "automated remote handless testing unit"
desc = "A large, very important looking robot."
icon_state = "powertower"
size_multiplier = 2
maxHealth = 1000
health = 1000
glow_toggle = TRUE
glow_override = TRUE
glow_color = "#FFA723"
glow_range = 16
wreckage = /obj/item/prop/nanoweave/terraformers
/*
/mob/living/simple_mob/mechanical/mecha/eclipse/hivebot/green/do_special_attack(atom/A)
. = TRUE // So we don't fire a bolt as well.

View File

@@ -14,3 +14,73 @@
/mob/living/simple_mob/mechanical/hivebot/ranged_damage/siege
projectiletype = /obj/item/projectile/arc //Polaris, don't make the same mob twice.
/mob/living/simple_mob/mechanical/hivebot/tyr
name = "terraforming hivebot"
maxHealth = 1.5 LASERS_TO_KILL // 60 hp
health = 1.5 LASERS_TO_KILL
icon = 'modular_chomp/icons/mob/hivebot.dmi'
desc = "A robot with strange gardening looking gear."
loot_list = list(/obj/structure/foamedmetal = 100
)
pass_flags = PASSTABLE
movement_cooldown = -3
icon_state = "janitor"
icon_living = "janitor"
/mob/living/simple_mob/mechanical/mecha/eclipse/hivebot/tyr
name = "ai control center"
desc = "A large, very important looking ai. Plating appears similiar to albative plating."
icon_state = "powertower"
icon_living = "powertower"
movement_cooldown = 7
size_multiplier = 2
maxHealth = 500
health = 500
wreckage = /obj/item/prop/tyrlore/reddisc
ai_holder_type = /datum/ai_holder/simple_mob/intentional/three_phases/nomove
anchored = 1
armor = list(melee = 40, bullet = 40, laser = 80, energy = 80, bomb = 50, bio = 100, rad = 100)
/datum/ai_holder/simple_mob/intentional/three_phases/nomove/walk_to_destination()
return
/mob/living/simple_mob/mechanical/mecha/eclipse/hivebot/tyr/do_special_attack(atom/A)
. = TRUE // So we don't fire a bolt as well.
if(attackcycle == 1)
addtimer(CALLBACK(src, PROC_REF(summon_janitor), A, 5, 2), 0.5 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 2)
say("Prepare. Area. Cleanse. Radiation.")
specialattackprojectile = /obj/item/projectile/beam/gamma
addtimer(CALLBACK(src, PROC_REF(burst), A, 3), 6 SECONDS, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 3)
specialattackprojectile = /obj/item/projectile/energy/spikeenergy_ball/boss
addtimer(CALLBACK(src, PROC_REF(alpha_slash), A, 4), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 4)
specialattackprojectile = /obj/item/projectile/energy/spikeenergy_ball/boss
addtimer(CALLBACK(src, PROC_REF(omega), A, 5), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
else if(attackcycle == 5)
specialattackprojectile = /obj/item/projectile/energy/spikeenergy_ball/boss
addtimer(CALLBACK(src, PROC_REF(random_firing), A, 12, 1, 0.5 SECONDS), 1 SECOND, TIMER_DELETE_ME)
attackcycle = 0
/mob/living/simple_mob/mechanical/mecha/eclipse/hivebot/tyr/proc/summon_janitor(atom/target, var/amount, var/next_cycle)
if(!target)
return
new /mob/living/simple_mob/mechanical/combat_drone/artillery
amount--
if(amount > 0)
addtimer(CALLBACK(src, PROC_REF(summon_drones), target, amount, next_cycle), 0.5 SECONDS, TIMER_DELETE_ME)
else
attackcycle = next_cycle
/obj/item/projectile/energy/spikeenergy_ball/boss
damage = 40
armor_penetration = 60
speed = 10

View File

@@ -197,7 +197,7 @@
/mob/living/simple_mob/mechanical/mecha/eclipse/proc/omega_three(atom/target, var/next_cycle)
if(!target)
return
addtimer(CALLBACK(src, PROC_REF(omega_three), target, next_cycle), 1.5 SECONDS, TIMER_DELETE_ME)
addtimer(CALLBACK(src, PROC_REF(omega_four), target, next_cycle), 1.5 SECONDS, TIMER_DELETE_ME)
uptwo_leftfour(target)
downtwo_leftfour(target)
uptwo_rightfour(target)

View File

@@ -33,26 +33,26 @@ var/datum/planet/tyr/planet_tyr = null
switch(sun_position)
if(0 to 0.20) // Night
low_brightness = 0.1
low_brightness = 0.4
low_color = "#0A0028"
high_brightness = 0.3
high_brightness = 0.7
high_color = "#21007F"
min = 0
min = 0.3
if(0.20 to 0.30) // Twilight
low_brightness = 0.35
low_brightness = 0.65
low_color = "#310D54"
high_brightness = 0.5
high_brightness = 0.8
high_color = "#58389E"
min = 0.40
min = 0.50
if(0.30 to 0.40) // Sunrise/set
low_brightness = 0.5
low_brightness = 0.8
low_color = "#19277F"
high_brightness = 0.6
high_brightness = 0.9
high_color = "#2437B5"
min = 0.50
@@ -122,8 +122,8 @@ var/datum/planet/tyr/planet_tyr = null
/datum/weather/tyr/clear
name = "clear"
transition_chances = list(
WEATHER_CLEAR = 50,
WEATHER_SANDSTORM = 50
WEATHER_CLEAR = 80,
WEATHER_SANDSTORM = 20
)
transition_messages = list(
"The sky clears up.",
@@ -188,9 +188,9 @@ var/datum/planet/tyr/planet_tyr = null
name = "sandstorm"
icon_state = "sandstorm"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_SANDSTORM = 20,
WEATHER_HEAVYSANDSTORM = 20)
WEATHER_CLEAR = 80,
WEATHER_SANDSTORM = 10,
WEATHER_HEAVYSANDSTORM = 10)
transition_messages = list(
"The sky is engulfed by sand."
)
@@ -225,9 +225,9 @@ var/datum/planet/tyr/planet_tyr = null
name = "fierce sandstorm"
icon_state = "sandstorm"
transition_chances = list(
WEATHER_CLEAR = 60,
WEATHER_SANDSTORM = 20,
WEATHER_HEAVYSANDSTORM = 20)
WEATHER_CLEAR = 80,
WEATHER_SANDSTORM = 10,
WEATHER_HEAVYSANDSTORM = 10)
transition_messages = list(
"The sky is engulfed by sand."
)

View File

@@ -216,7 +216,7 @@
nodamage = 1
damage_type = HALLOSS
speed = 2
var/power = 35 //How hard it will hit for with electrocute_act(), decreases with each bounce.
var/power = 20 //How hard it will hit for with electrocute_act(), decreases with each bounce.
/obj/item/projectile/energy/lightingspark/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
//First we shock the guy we just hit.
@@ -247,17 +247,17 @@
//The normal laser is easier to guard, but can chain screw ups easier
/obj/item/projectile/energy/eclipse/lorge
damage = 50
armor_penetration = 20
damage = 30
armor_penetration = 60
eyeblur = 3
icon_state = "mega_laser"
speed = 15
speed = 10
/obj/item/projectile/energy/eclipse/lorgealien
damage = 50
armor_penetration = 40
armor_penetration = 60
icon_state = "mega_laser_p"
speed = 15
speed = 10
/obj/item/projectile/bullet/crystalineburst
use_submunitions = 1
@@ -267,3 +267,12 @@
submunition_spread_max = 120
submunition_spread_min = 60
submunitions = list(/obj/item/projectile/bullet/crystaline = 5)
/obj/item/projectile/energy/eclipse/janusjavelin //This will end you
name = "energy javelin"
icon_state = "javelin"
damage_type = SEARING
check_armour = "bullet"
damage = 90
armor_penetration = 50
speed = 10

View File

@@ -52,7 +52,7 @@
/obj/item/projectile/beam/precursor_tyr
name = "laser"
icon_state = "laser"
damage = 20
damage = 15
armor_penetration = 30
penetrating = 20
damage_type = BURN

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@@ -124,156 +124,36 @@
name = "Base Neon"
icon_state = "bluenew"
outdoors = OUTDOORS_NO
requires_power = FALSE
/area/surface/tyr/eclipse_stronghold/sciencehalls
name = "Base Neon - Science Halls"
/area/surface/tyr/eclipse_stronghold/sec
name = "Base Neon - Security Branch"
icon_state = "red"
/area/surface/tyr/eclipse_stronghold/creaturestorageA
name = "Base Neon - Creature Storage A"
/area/surface/tyr/eclipse_stronghold/engineering
name = "Base Neon - Enginering Branch"
icon_state = "yellow"
/area/surface/tyr/eclipse_stronghold/creaturestorageB
name = "Base Neon - Creature Storage B"
/area/surface/tyr/eclipse_stronghold/science
name = "Base Neon - Science Branch"
icon_state = "purple"
/area/surface/tyr/eclipse_stronghold/toolstorage
name = "Base Neon - Tool Storage"
/area/surface/tyr/eclipse_stronghold/medical
name = "Base Neon - Medical Branch"
icon_state = "blue2"
/area/surface/tyr/eclipse_stronghold/meatstorage
name = "Base Neon - Meat Storage"
/area/surface/tyr/eclipse_stronghold/slimeresearch
name = "Base Neon - Slime Den"
/area/surface/tyr/eclipse_stronghold/breakroom
name = "Base Neon - Breakroom"
/area/surface/tyr/eclipse_stronghold/poolroom
name = "Base Neon - Poolroom"
/area/surface/tyr/eclipse_stronghold/bathroom
name = "Base Neon - Bathroom"
/area/surface/tyr/eclipse_stronghold/showers
name = "Base Neon - Shower"
/area/surface/tyr/eclipse_stronghold/researchleadoffice
name = "Base Neon - Head Scientist Study"
/area/surface/tyr/eclipse_stronghold/furnace
name = "Base Neon - Furnace"
//Medical area
/area/surface/tyr/eclipse_stronghold/medicalhalls
name = "Base Neon - Medical Halls"
/area/surface/tyr/eclipse_stronghold/chemicalgas
name = "Base Neon - Distillery Storage"
/area/surface/tyr/eclipse_stronghold/viro
name = "Base Neon - Virus Study"
/area/surface/tyr/eclipse_stronghold/genetics
name = "Base Neon - Life Study"
/area/surface/tyr/eclipse_stronghold/distillery
name = "Base Neon - Distillery"
/area/surface/tyr/eclipse_stronghold/surgery
name = "Base Neon - Mass Operations"
/area/surface/tyr/eclipse_stronghold/alienbotany
name = "Base Neon - Abnormal Botany"
/area/surface/tyr/eclipse_stronghold/chemista
name = "Base Neon - Chemistry"
/area/surface/tyr/eclipse_stronghold/chemistb
name = "Base Neon - Sub-Chemistry"
/area/surface/tyr/eclipse_stronghold/cmooffice
name = "Base Neon - Lead Medical Officer Restzone"
/area/surface/tyr/eclipse_stronghold/recoveryA
name = "Base Neon - Recovery Zone A"
/area/surface/tyr/eclipse_stronghold/recoveryB
name = "Base Neon - Recovery Zone B"
/area/surface/tyr/eclipse_stronghold/recoveryC
name = "Base Neon - Recovery Zone C"
/area/surface/tyr/eclipse_stronghold/morgue
name = "Base Neon - Final Rest Zone"
//sec areas
/area/surface/tyr/eclipse_stronghold/sechalls
name = "Base Neon - Security Halls"
/area/surface/tyr/eclipse_stronghold/breakroom
name = "Base Neon - Breaking Room"
/area/surface/tyr/eclipse_stronghold/jailhouse
name = "Base Neon - Jailhouse"
/area/surface/tyr/eclipse_stronghold/secoffice
name = "Base Neon - Warden Office"
/area/surface/tyr/eclipse_stronghold/stash
name = "Base Neon - Obtained Equipment Stash"
//engi areas
/area/surface/tyr/eclipse_stronghold/engihalls
name = "Base Neon - Eletrical Halls"
/area/surface/tyr/eclipse_stronghold/radequipmentA
name = "Base Neon - Glowing Equipment A"
/area/surface/tyr/eclipse_stronghold/radequipmentB
name = "Base Neon - Glowing Equipment B"
/area/surface/tyr/eclipse_stronghold/engihead
name = "Base Neon - Lighting Master Den"
/area/surface/tyr/eclipse_stronghold/powerplantgens
name = "Base Neon - Main Generator"
/area/surface/tyr/eclipse_stronghold/powerplantfuel
name = "Base Neon - Generator Battery"
/area/surface/tyr/eclipse_stronghold/generatorA
name = "Base Neon - Backup Battery A"
/area/surface/tyr/eclipse_stronghold/generatorB
name = "Base Neon - Backup Battery B"
/area/surface/tyr/eclipse_stronghold/teslastorage
name = "Base Neon - Tesla Storage"
//the cargo misc area
/area/surface/tyr/eclipse_stronghold/cargohalls
name = "Base Neon - Cargo Hall"
/area/surface/tyr/eclipse_stronghold/cafe
name = "Base Neon - Cafe"
/area/surface/tyr/eclipse_stronghold/antroom
name = "Base Neon - Antroom"
/area/surface/tyr/eclipse_stronghold/miscstorage
name = "Base Neon - Misc Storage"
/area/surface/tyr/eclipse_stronghold/filestorage
name = "Base Neon - File Storage"
/area/surface/tyr/eclipse_stronghold/docks
name = "Base Neon - Docks"
/area/surface/tyr/eclipse_stronghold/generatorC
name = "Base Neon - Backup Battery C"
/area/surface/tyr/eclipse_stronghold/command
name = "Base Neon - Command Branch"
icon_state = "green"
/area/surface/tyr/eclipse_stronghold/cargo
name = "Base Neon - Cargo Branch"
icon_state = "dark"
/area/surface/tyr/eclipse_stronghold/sectorfinale
name = "Precursor Ruins"
requires_power = FALSE
icon_state = "away"
/area/surface/tyr/precursorruins
icon_state = "bluenew"

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