updated some sprites, added new clothing

Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
CaelAislinn
2012-02-15 06:58:50 +10:00
parent 9ee093b70e
commit 9d798d3f95
24 changed files with 160 additions and 150 deletions

View File

@@ -144,7 +144,10 @@
#define FILE_DIR "code/unused/spacecraft"
#define FILE_DIR "code/WorkInProgress"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Jumper"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Rust"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/Tajara"
#define FILE_DIR "code/WorkInProgress/Cael_Aislinn/tajara_sprites"
#define FILE_DIR "code/WorkInProgress/mapload"
#define FILE_DIR "code/WorkInProgress/Mini"
#define FILE_DIR "code/WorkInProgress/organs"
@@ -176,6 +179,7 @@
#define FILE_DIR "icons/vending_icons"
#define FILE_DIR "interface"
#define FILE_DIR "maps"
#define FILE_DIR "maps/backup"
#define FILE_DIR "sound"
#define FILE_DIR "sound/ambience"
#define FILE_DIR "sound/announcer"
@@ -517,7 +521,7 @@
#include "code\game\machinery\computer\id.dm"
#include "code\game\machinery\computer\lockdown.dm"
#include "code\game\machinery\computer\medical.dm"
#include "code\game\machinery\computer\operating.dm"
#include "code\game\machinery\computer\Operating.dm"
#include "code\game\machinery\computer\power.dm"
#include "code\game\machinery\computer\robot.dm"
#include "code\game\machinery\computer\security.dm"
@@ -819,7 +823,7 @@
#include "code\modules\mining\mint.dm"
#include "code\modules\mining\money_bag.dm"
#include "code\modules\mining\ores_materials_coins.dm"
#include "code\modules\mining\satchel_ore_boxdm.dm"
#include "code\modules\mining\satchel_ore_box.dm"
#include "code\modules\mob\login.dm"
#include "code\modules\mob\logout.dm"
#include "code\modules\mob\mob.dm"
@@ -1026,9 +1030,7 @@
#include "code\WorkInProgress\detective_work.dm"
#include "code\WorkInProgress\explosion_particles.dm"
#include "code\WorkInProgress\Cael_Aislinn\Tajara\examine.dm"
#include "code\WorkInProgress\Cael_Aislinn\Tajara\say.dm"
#include "code\WorkInProgress\Cael_Aislinn\Tajara\tajaran.dm"
#include "code\WorkInProgress\Cael_Aislinn\Tajara\whisper.dm"
#include "code\WorkInProgress\mapload\dmm_suite.dm"
#include "code\WorkInProgress\mapload\reader.dm"
#include "code\WorkInProgress\Mini\atmos_control.dm"

View File

@@ -73,8 +73,8 @@
usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
else
usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
else if (src.blood_DNA)
usr << "\red [src.name] has[src.blood_DNA ? " bloody " : " "] hands!"
else if (src.blood_DNA.len)
usr << "\red [src.name] has bloody hands!"
if (src.back)
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."

View File

@@ -510,3 +510,133 @@
item_state = "sexymime"
color = "sexymime"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
//stylish new hats
/obj/item/clothing/head/bowlerhat
name = "Bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "Beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Solf felt make this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "Boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/fedora
name = "Fedora"
icon_state = "fedora"
item_state = "fedora"
desc = "A sharp, stylish hat."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/feathertrilby
name = "Feather trilby"
icon_state = "feather_trilby"
item_state = "feather_trilby"
desc = "A sharp, stylish hat with a feather."
flags = FPRINT|TABLEPASS
//pyjamas
/obj/item/clothing/under/bluepyjamas
name = "Blue pyjamas"
desc = "Slightly old-fashioned sleepwear."
icon_state = "blue_pyjamas"
item_state = "blue_pyjamas"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
/obj/item/clothing/under/redpyjamas
name = "Red pyjamas"
desc = "Slightly old-fashioned sleepwear."
icon_state = "red_pyjamas"
item_state = "red_pyjamas"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
//scarves (fit in in mask slot)
/obj/item/clothing/mask/bluescarf
name = "Blue neck scarf"
desc = "A blue neck scarf."
icon_state = "blueneckscarf"
item_state = "blueneckscarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/redscarf
name = "Red scarf"
desc = "A red and white checkered neck scarf."
icon_state = "red_scarf"
item_state = "red_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/greenscarf
name = "Green scarf"
desc = "A green neck scarf."
icon_state = "green_scarf"
item_state = "green_scarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/ninjascarf
name = "Ninja scarf"
desc = "A stealthy, dark scarf."
icon_state = "ninjascarf"
item_state = "ninjascarf"
flags = FPRINT|TABLEPASS|MASKCOVERSMOUTH
w_class = 2
gas_transfer_coefficient = 0.90
//shoes
/obj/item/clothing/shoes/laceups
name = "Laceup shoes"
desc = "Stylish black leather."
icon_state = "laceups"
item_state = "laceups"
color = "black"
//suits
/obj/item/clothing/suit/leathercoat
name = "Leather Coat"
desc = "A long, thick black leather coat."
icon_state = "leathercoat"
item_state = "leathercoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/browncoat
name = "Brown Leather Coat"
desc = "A long, brown leather coat."
icon_state = "browncoat"
item_state = "browncoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/neocoat
name = "Black coat"
desc = "A flowing, black coat."
icon_state = "neocoat"
item_state = "neocoat"
flags = FPRINT | TABLEPASS
/obj/item/clothing/suit/creamsuit
name = "Cream suit"
desc = "A cream coloured, genteel suit."
icon_state = "creamsuit"
item_state = "creamsuit"
flags = FPRINT | TABLEPASS

View File

@@ -188,24 +188,3 @@
desc = "For quick identification of trained medical personnel."
icon_state = "nursehat"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/bowlerhat
name = "Bowler hat"
icon_state = "bowler_hat"
item_state = "bowler_hat"
desc = "For the gentleman of distinction."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/beaverhat
name = "Beaver hat"
icon_state = "beaver_hat"
item_state = "beaver_hat"
desc = "Solf felt make this hat both comfortable and elegant."
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/boaterhat
name = "Boater hat"
icon_state = "boater_hat"
item_state = "boater_hat"
desc = "The ultimate in summer fashion."
flags = FPRINT|TABLEPASS

View File

@@ -290,7 +290,7 @@ THERMAL GLASSES
state = "enabled"
usr << "Its mag-pulse traction system appears to be [state]."
/obj/item/clothing/suit/suit/verb/toggle()
/obj/item/clothing/suit/lawyer/verb/toggle()
set name = "Toggle Jacket Buttons"
set category = "Object"
if(src.icon_state == "suitjacket_blue_open")

View File

@@ -56,6 +56,22 @@
protective_temperature = 1300
darkness_view = -1
/obj/item/clothing/glasses/sunglasses/big
desc = "Strangely ancient technology used to help provide rudimentary eye cover. Larger than average enhanced shielding blocks many flashes."
icon_state = "bigsunglasses"
item_state = "bigsunglasses"
protective_temperature = 1400
//ultimate glasses
/obj/item/clothing/glasses/hud/security/jensenshades
name = "Augmented shades"
desc = "Polarized bioneural eyewear, designed to augment your vision."
icon_state = "jensenshades"
item_state = "jensenshades"
protective_temperature = 1500
vision_flags = SEE_MOBS
invisa_view = 2
/obj/item/clothing/glasses/sunglasses/sechud
name = "HUDSunglasses"
desc = "Sunglasses with a HUD."

View File

@@ -1,121 +0,0 @@
/**********************Satchel**************************/
/obj/item/weapon/satchel
icon = 'mining.dmi'
icon_state = "satchel"
name = "Mining Satchel"
var/mode = 1; //0 = pick one at a time, 1 = pick all on tile
var/capacity = 50; //the number of ore pieces it can carry.
flags = FPRINT | TABLEPASS | ONBELT
w_class = 1
/obj/item/weapon/satchel/attack_self(mob/user as mob)
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = user.loc
user << "\blue You empty the satchel."
return
/obj/item/weapon/satchel/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/ore))
var/obj/item/weapon/ore/O = W
src.contents += O;
return
/obj/item/weapon/satchel/verb/toggle_mode()
set name = "Switch Satchel Method"
set category = "Object"
mode = !mode
switch (mode)
if(1)
usr << "The satchel now picks up all ore in a tile at once."
if(0)
usr << "The satchel now picks up one ore at a time."
/**********************Ore box**************************/
/obj/structure/ore_box
icon = 'mining.dmi'
icon_state = "orebox"
name = "Ore Box"
desc = "It's heavy"
density = 1
/obj/structure/ore_box/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/ore))
src.contents += W;
if (istype(W, /obj/item/weapon/satchel))
src.contents += W.contents
user << "\blue You empty the satchel into the box."
return
/obj/structure/ore_box/attack_hand(obj, mob/user as mob)
var/amt_gold = 0
var/amt_silver = 0
var/amt_diamond = 0
var/amt_glass = 0
var/amt_iron = 0
var/amt_plasma = 0
var/amt_uranium = 0
var/amt_clown = 0
var/amt_adamantine = 0
for (var/obj/item/weapon/ore/C in contents)
if (istype(C,/obj/item/weapon/ore/diamond))
amt_diamond++;
if (istype(C,/obj/item/weapon/ore/glass))
amt_glass++;
if (istype(C,/obj/item/weapon/ore/plasma))
amt_plasma++;
if (istype(C,/obj/item/weapon/ore/iron))
amt_iron++;
if (istype(C,/obj/item/weapon/ore/silver))
amt_silver++;
if (istype(C,/obj/item/weapon/ore/gold))
amt_gold++;
if (istype(C,/obj/item/weapon/ore/uranium))
amt_uranium++;
if (istype(C,/obj/item/weapon/ore/clown))
amt_clown++;
if (istype(C,/obj/item/weapon/ore/adamantine))
amt_adamantine++;
var/dat = text("<b>The contents of the ore box reveal...</b><br>")
if (amt_gold)
dat += text("Gold ore: [amt_gold]<br>")
if (amt_silver)
dat += text("Silver ore: [amt_silver]<br>")
if (amt_iron)
dat += text("Metal ore: [amt_iron]<br>")
if (amt_glass)
dat += text("Sand: [amt_glass]<br>")
if (amt_diamond)
dat += text("Diamond ore: [amt_diamond]<br>")
if (amt_plasma)
dat += text("Plasma ore: [amt_plasma]<br>")
if (amt_uranium)
dat += text("Uranium ore: [amt_uranium]<br>")
if (amt_clown)
dat += text("Bananium ore: [amt_clown]<br>")
if (amt_adamantine)
dat += text("Adamantine ore: [amt_adamantine]<br>")
dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
user << browse("[dat]", "window=orebox")
return
/obj/structure/ore_box/Topic(href, href_list)
if(..())
return
usr.machine = src
src.add_fingerprint(usr)
if(href_list["removeall"])
for (var/obj/item/weapon/ore/O in contents)
contents -= O
O.loc = src.loc
usr << "\blue You empty the box"
src.updateUsrDialog()
return

View File

@@ -74,7 +74,7 @@
else
usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
else if (src.blood_DNA.len)
usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
usr << "\red [src.name] has bloody hands!"
if (src.back)
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."

View File

@@ -111,6 +111,8 @@
src << "\blue Your icons have been generated!"
..()
known_languages = new/list()
known_languages.Add("english")
// organStructure = new /obj/effect/organstructure/human(src)

View File

@@ -85,4 +85,6 @@
return 1
if (istype(other, /mob/living/carbon/metroid))
return 1
if (istype(other, /mob/living/carbon/human/tajaran))
return 1
return ..()

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