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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
grammar never ends (#4421)
* Update Sleeper.dm * Update robot_fabricator.dm * Update requests_console.dm * Update vr_console.dm * Update teleporter.dm * Update records_scanner.dm * Update mercrenegade.dm * Update clown_items.dm * Update firstaid.dm * Update teleporter.dm * capitalization fixes * Update clown_items.dm
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@@ -1,11 +1,11 @@
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/datum/game_mode/mercren
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name = "Mercenaries & Renegades"
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round_description = "A mercenary team has invaded the station, as well as other having brought their own form protection."
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extended_round_description = "Mercenaries and traitors spawn during this round."
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round_description = "A mercenary team has invaded the station, and others have brought their own form of protection."
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extended_round_description = "Mercenaries and renegades spawn during this round."
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config_tag = "mercren"
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required_players = 16 //What could possibly go wrong?
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required_players_secret = 15
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required_enemies = 8
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end_on_antag_death = 0
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antag_tags = list(MODE_MERCENARY, MODE_RENEGADE)
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require_all_templates = 1
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require_all_templates = 1
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@@ -1,5 +1,5 @@
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/obj/machinery/sleep_console
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name = "Sleeper Console"
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name = "sleeper console"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeperconsole"
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var/obj/machinery/sleeper/sleeper
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@@ -34,7 +34,7 @@
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return 1
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if(sleeper.panel_open)
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user << "<span class='notice'>Close the maintenance panel first.</span>"
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to_chat(user, "<span class='notice'>Close the maintenance panel first.</span>")
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return
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if(!sleeper)
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@@ -44,7 +44,7 @@
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else if(sleeper)
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return sleeper.ui_interact(user)
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else
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user << "<span class='warning'>Sleeper not found!</span>"
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to_chat(user, "<span class='warning'>Sleeper not found!</span>")
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/obj/machinery/sleep_console/attackby(var/obj/item/I, var/mob/user)
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if(computer_deconstruction_screwdriver(user, I))
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@@ -61,7 +61,7 @@
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/obj/machinery/sleeper
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name = "sleeper"
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desc = "A fancy bed with built-in injectors, a dialysis machine, and a limited health scanner."
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desc = "A stasis pod with built-in injectors, a dialysis machine, and a limited health scanner."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper_0"
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density = 1
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@@ -181,7 +181,7 @@
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return 1
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if(usr == occupant)
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usr << "<span class='warning'>You can't reach the controls from the inside.</span>"
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to_chat(usr, "<span class='warning'>You can't reach the controls from the inside.</span>")
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return
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add_fingerprint(usr)
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@@ -221,7 +221,7 @@
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I.loc = src
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user.visible_message("<span class='notice'>\The [user] adds \a [I] to \the [src].</span>", "<span class='notice'>You add \a [I] to \the [src].</span>")
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else
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user << "<span class='warning'>\The [src] has a beaker already.</span>"
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to_chat(user, "<span class='warning'>\The [src] has a beaker already.</span>")
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return
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/obj/machinery/sleeper/verb/move_eject()
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@@ -233,7 +233,7 @@
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if(DEAD)
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return
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if(UNCONSCIOUS)
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usr << "<span class='notice'>You struggle through the haze to hit the eject button. This will take a couple of minutes...</span>"
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to_chat(usr, "<span class='notice'>You struggle through the haze to hit the eject button. This will take a couple of minutes...</span>")
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sleep(2 MINUTES)
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if(!src || !usr || !occupant || (occupant != usr)) //Check if someone's released/replaced/bombed him already
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return
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@@ -279,7 +279,7 @@
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if(stat & (BROKEN|NOPOWER))
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return
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if(occupant)
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user << "<span class='warning'>\The [src] is already occupied.</span>"
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to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
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return
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if(M == user)
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@@ -289,7 +289,7 @@
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if(do_after(user, 20))
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if(occupant)
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user << "<span class='warning'>\The [src] is already occupied.</span>"
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to_chat(user, "<span class='warning'>\The [src] is already occupied.</span>")
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return
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M.stop_pulling()
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if(M.client)
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@@ -333,8 +333,8 @@
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if(occupant.reagents.get_reagent_amount(chemical) + amount <= 20)
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use_power(amount * CHEM_SYNTH_ENERGY)
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occupant.reagents.add_reagent(chemical, amount)
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user << "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream."
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to_chat(user, "Occupant now has [occupant.reagents.get_reagent_amount(chemical)] units of [available_chemicals[chemical]] in their bloodstream.")
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else
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user << "The subject has too many chemicals."
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to_chat(user, "The subject has too many chemicals in their bloodstream.")
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else
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user << "There's no suitable occupant in \the [src]."
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to_chat(user, "There's no suitable occupant in \the [src].")
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@@ -1,6 +1,6 @@
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//not a computer
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obj/machinery/scanner
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name = "Identity Analyser"
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name = "identity analyzer"
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var/outputdir = 0
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "scanner_idle"
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@@ -70,7 +70,7 @@ obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
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<b><u>Black Marks</u></b>:<br> "}
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for(var/A in marks)
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text += "<span class='danger'>[A]</span><br>"
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user << "<span class='notice'>You feel a sting as the scanner extracts some of your blood.</span>"
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to_chat(user, "<span class='notice'>You feel a sting as the scanner extracts some of your blood.</span>")
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var/turf/T = get_step(src,outputdir)
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var/obj/item/weapon/paper/print = new(T)
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print.name = "[mname] Report"
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@@ -136,4 +136,4 @@ obj/machinery/scanner/attack_hand(mob/living/carbon/human/user)
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data_core.general += G
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data_core.medical += M
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data_core.security += S
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data_core.locked += L
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data_core.locked += L
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@@ -23,7 +23,7 @@ var/req_console_information = list()
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var/list/obj/machinery/requests_console/allConsoles = list()
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/obj/machinery/requests_console
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name = "Requests Console"
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name = "requests console"
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desc = "A console intended to send requests to different departments on the station."
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anchored = 1
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icon = 'icons/obj/terminals.dmi'
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@@ -72,7 +72,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
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announcement.title = "[department] announcement"
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announcement.newscast = 1
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name = "[department] Requests Console"
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name = "[department] requests console"
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allConsoles += src
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if(departmentType & RC_ASSIST)
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req_console_assistance |= department
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@@ -198,15 +198,15 @@ var/list/obj/machinery/requests_console/allConsoles = list()
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updateUsrDialog()
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return
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//err... hacking code, which has no reason for existing... but anyway... it was once supposed to unlock priority 3 messanging on that console (EXTREME priority...), but the code for that was removed.
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//err... hacking code, which has no reason for existing... but anyway... it was once supposed to unlock priority 3 messaging on that console (EXTREME priority...), but the code for that was removed.
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/obj/machinery/requests_console/attackby(var/obj/item/weapon/O as obj, var/mob/user as mob)
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if(computer_deconstruction_screwdriver(user, O))
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return
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if(istype(O, /obj/item/device/multitool))
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if(panel_open)
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var/input = sanitize(input(usr, "What Department id would you like to give this Request Console?", "Multitool-Request Console interface", department))
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var/input = sanitize(input(usr, "What Department ID would you like to give this request console?", "Multitool-Request Console Interface", department))
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if(!input)
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usr << "No input found please hang up and try your call again."
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to_chat(usr, "No input found. Please hang up and try your call again.")
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return
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department = input
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announcement.title = "[department] announcement"
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@@ -1,5 +1,5 @@
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/obj/machinery/robotic_fabricator
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name = "Robotic Fabricator"
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name = "robotic fabricator"
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icon = 'icons/obj/robotics.dmi'
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icon_state = "fab-idle"
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density = 1
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@@ -30,7 +30,7 @@
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overlays -= "fab-load-metal"
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updateDialog()
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else
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user << "The robot part maker is full. Please remove metal from the robot part maker in order to insert more."
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to_chat(user, "The robot part maker is full. Please remove metal from the robot part maker in order to insert more.")
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/obj/machinery/robotic_fabricator/attack_hand(user as mob)
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var/dat
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@@ -135,4 +135,4 @@ Please wait until completion...</TT><BR>
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for (var/mob/M in viewers(1, src))
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if(M.client && M.machine == src)
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attack_hand(M)
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attack_hand(M)
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@@ -1,5 +1,5 @@
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/obj/machinery/computer/teleporter
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name = "Teleporter Control Console"
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name = "teleporter control console"
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desc = "Used to control a linked teleportation Hub and Station."
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icon_keyboard = "teleport_key"
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icon_screen = "teleport"
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@@ -56,8 +56,8 @@
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L = locate("landmark*[C.data]") // use old stype
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if(istype(L, /obj/effect/landmark/) && istype(L.loc, /turf))
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usr << "You insert the coordinates into the machine."
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usr << "A message flashes across the screen reminding the traveller that the nuclear authentication disk is to remain on the station at all times."
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to_chat(usr, "You insert the coordinates into the machine.")
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to_chat(usr, "A message flashes across the screen, reminding the user that the nuclear authentication disk is not transportable via insecure means.")
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user.drop_item()
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qdel(I)
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@@ -1,5 +1,5 @@
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/obj/machinery/vr_sleeper
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name = "VR sleeper"
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name = "virtual reality sleeper"
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desc = "A fancy bed with built-in sensory I/O ports and connectors to interface users' minds with their bodies in virtual reality."
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "syndipod_0"
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@@ -217,7 +217,7 @@
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occupant.enter_vr(avatar)
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// Prompt for username after they've enterred the body.
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var/newname = sanitize(input(avatar, "You are enterring virtual reality. Your username is currently [src.name]. Would you like to change it to something else?", "Name change") as null|text, MAX_NAME_LEN)
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var/newname = sanitize(input(avatar, "You are entering virtual reality. Your username is currently [src.name]. Would you like to change it to something else?", "Name change") as null|text, MAX_NAME_LEN)
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if (newname)
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avatar.real_name = newname
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@@ -33,23 +33,23 @@
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && (target in user.client.screen))
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user << "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>"
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to_chat(user, "<span class='notice'>You need to take that [target.name] off before cleaning it.</span>")
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else if(istype(target,/obj/effect/decal/cleanable/blood))
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user << "<span class='notice'>You scrub \the [target.name] out.</span>"
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to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
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target.clean_blood()
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return //Blood is a cleanable decal, therefore needs to be accounted for before all cleanable decals.
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else if(istype(target,/obj/effect/decal/cleanable))
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user << "<span class='notice'>You scrub \the [target.name] out.</span>"
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to_chat(user, "<span class='notice'>You scrub \the [target.name] out.</span>")
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qdel(target)
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else if(istype(target,/turf))
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user << "<span class='notice'>You scrub \the [target.name] clean.</span>"
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to_chat(user, "<span class='notice'>You scrub \the [target.name] clean.</span>")
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var/turf/T = target
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T.clean(src, user)
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else if(istype(target,/obj/structure/sink))
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user << "<span class='notice'>You wet \the [src] in the sink.</span>"
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to_chat(user, "<span class='notice'>You wet \the [src] in the sink.</span>")
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wet()
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else
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user << "<span class='notice'>You clean \the [target.name].</span>"
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to_chat(user, "<span class='notice'>You clean \the [target.name].</span>")
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target.clean_blood()
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return
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@@ -8,7 +8,7 @@
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* First Aid Kits
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*/
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/obj/item/weapon/storage/firstaid
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name = "first-aid kit"
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name = "first aid kit"
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desc = "It's an emergency medical kit for those serious boo-boos."
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icon_state = "firstaid"
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throw_speed = 2
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@@ -18,8 +18,8 @@
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/obj/item/weapon/storage/firstaid/fire
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name = "fire first-aid kit"
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desc = "It's an emergency medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
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name = "fire first aid kit"
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desc = "It's an emergency medical kit for when the toxins lab <i>spontaneously</i> burns down."
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icon_state = "ointment"
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item_state_slots = list(slot_r_hand_str = "firstaid-ointment", slot_l_hand_str = "firstaid-ointment")
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@@ -55,8 +55,8 @@
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return
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/obj/item/weapon/storage/firstaid/toxin
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name = "toxin first aid"
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desc = "Used to treat when you have a high amoutn of toxins in your body."
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name = "poison first aid kit" //IRL the term used would be poison first aid kit.
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desc = "Used to treat when one has a high amount of toxins in their body."
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icon_state = "antitoxin"
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item_state_slots = list(slot_r_hand_str = "firstaid-toxin", slot_l_hand_str = "firstaid-toxin")
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@@ -76,7 +76,7 @@
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return
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/obj/item/weapon/storage/firstaid/o2
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name = "oxygen deprivation first aid"
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name = "oxygen deprivation first aid kit"
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desc = "A box full of oxygen goodies."
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icon_state = "o2"
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item_state_slots = list(slot_r_hand_str = "firstaid-o2", slot_l_hand_str = "firstaid-o2")
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@@ -94,8 +94,8 @@
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return
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/obj/item/weapon/storage/firstaid/adv
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name = "advanced first-aid kit"
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desc = "Contains advanced medical treatments."
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name = "advanced first aid kit"
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desc = "Contains advanced medical treatments, for <b>serious</b> boo-boos."
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icon_state = "advfirstaid"
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item_state_slots = list(slot_r_hand_str = "firstaid-advanced", slot_l_hand_str = "firstaid-advanced")
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