diff --git a/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm b/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm index 6630d0b728..1e52b9f942 100644 --- a/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm +++ b/code/game/gamemodes/technomancer/spells/aura/fire_aura.dm @@ -47,8 +47,4 @@ T.hotspot_expose(1000, 50, 1) T.create_fire(fire_power) -<<<<<<< HEAD adjust_instability(1) -======= - adjust_instability(1) ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm b/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm index 422ba1a4d8..c395ee1d4d 100644 --- a/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm +++ b/code/game/gamemodes/technomancer/spells/aura/frost_aura.dm @@ -36,8 +36,4 @@ var/cold_factor = abs(protection - 1) H.bodytemperature = max( (H.bodytemperature - temp_change) * cold_factor, temp_cap) -<<<<<<< HEAD adjust_instability(1) -======= - adjust_instability(1) ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm b/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm index 95620e42f3..ef790d22e3 100644 --- a/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm +++ b/code/game/gamemodes/technomancer/spells/insert/mend_burns.dm @@ -25,8 +25,4 @@ if(H) H.adjustFireLoss(-heal_power / 5) sleep(1 SECOND) -<<<<<<< HEAD on_expire() -======= - on_expire() ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm b/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm index 23b615c954..be847f1a07 100644 --- a/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm +++ b/code/game/gamemodes/technomancer/spells/insert/mend_metal.dm @@ -28,8 +28,4 @@ continue O.heal_damage(heal_power / 5, 0, internal = 1, robo_repair = 1) sleep(1 SECOND) -<<<<<<< HEAD on_expire() -======= - on_expire() ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm b/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm index 9b41e7fd63..f0ce76f8b3 100644 --- a/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm +++ b/code/game/gamemodes/technomancer/spells/insert/mend_organs.dm @@ -49,8 +49,4 @@ H.restore_blood() // Fix bloodloss sleep(1 SECOND) -<<<<<<< HEAD on_expire() -======= - on_expire() ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm b/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm index 8459572b92..f661956929 100644 --- a/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm +++ b/code/game/gamemodes/technomancer/spells/insert/mend_wires.dm @@ -28,8 +28,4 @@ continue O.heal_damage(0, heal_power / 5, internal = 1, robo_repair = 1) sleep(1 SECOND) -<<<<<<< HEAD on_expire() -======= - on_expire() ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm b/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm index b7494f46aa..5133d8a647 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm @@ -5,10 +5,7 @@ strike up to four targets, including yourself if conditions allow it to occur." cost = 150 obj_path = /obj/item/weapon/spell/projectile/chain_lightning -<<<<<<< HEAD -======= ability_icon_state = "tech_chain_lightning" ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c category = OFFENSIVE_SPELLS /obj/item/weapon/spell/projectile/chain_lightning diff --git a/code/game/gamemodes/technomancer/spells/projectile/overload.dm b/code/game/gamemodes/technomancer/spells/projectile/overload.dm index ad71918b10..fb22986bca 100644 --- a/code/game/gamemodes/technomancer/spells/projectile/overload.dm +++ b/code/game/gamemodes/technomancer/spells/projectile/overload.dm @@ -32,21 +32,8 @@ var/obj/item/projectile/overload/P = new spell_projectile(get_turf(user)) P.launch(hit_atom) if(check_for_scepter()) -<<<<<<< HEAD - P.damage = round(energy_before_firing * 0.004) // 4% of their current energy pool. - else - P.damage = round(energy_before_firing * 0.003) // 3% of their current energy pool. - adjust_instability(instability_per_shot) - return 1 - - -// muzzle_type = /obj/effect/projectile/lightning/muzzle -// tracer_type = /obj/effect/projectile/lightning/tracer -// impact_type = /obj/effect/projectile/lightning/impact -======= P.damage = round(energy_before_firing * 0.004) // .4% of their current energy pool. else P.damage = round(energy_before_firing * 0.003) // .3% of their current energy pool. adjust_instability(instability_per_shot) return 1 ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c diff --git a/code/modules/integrated_electronics/assemblies.dm b/code/modules/integrated_electronics/assemblies.dm index 24a9b4e7bf..3b9e7aab06 100644 --- a/code/modules/integrated_electronics/assemblies.dm +++ b/code/modules/integrated_electronics/assemblies.dm @@ -1,11 +1,7 @@ /obj/item/device/electronic_assembly name = "electronic assembly" desc = "It's a case, for building electronics with." -<<<<<<< HEAD - w_class = ITEMSIZE_SMALL -======= w_class = 2 ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c icon = 'icons/obj/electronic_assemblies.dmi' icon_state = "setup_small" var/max_components = 10 @@ -15,33 +11,21 @@ /obj/item/device/electronic_assembly/medium name = "electronic mechanism" icon_state = "setup_medium" -<<<<<<< HEAD - w_class = ITEMSIZE_NORMAL -======= w_class = 3 ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c max_components = 20 max_complexity = 80 /obj/item/device/electronic_assembly/large name = "electronic machine" icon_state = "setup_large" -<<<<<<< HEAD - w_class = ITEMSIZE_LARGE -======= w_class = 4 ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c max_components = 30 max_complexity = 120 /obj/item/device/electronic_assembly/drone name = "electronic drone" icon_state = "setup_drone" -<<<<<<< HEAD - w_class = ITEMSIZE_NORMAL -======= w_class = 3 ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c max_components = 25 max_complexity = 100 diff --git a/code/modules/vore/fluffstuff/custom_boxes_vr.dm b/code/modules/vore/fluffstuff/custom_boxes_vr.dm index 03470c59e6..cd2d71fd8a 100644 --- a/code/modules/vore/fluffstuff/custom_boxes_vr.dm +++ b/code/modules/vore/fluffstuff/custom_boxes_vr.dm @@ -121,8 +121,10 @@ New() ..() - new /obj/item/clothing/head/helmet/space/fluff/aronai(src) - new /obj/item/clothing/suit/space/fluff/aronai(src) + //new /obj/item/clothing/head/helmet/space/fluff/aronai(src) + //new /obj/item/clothing/suit/space/fluff/aronai(src) + new /obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai(src) + new /obj/item/clothing/suit/space/void/medical/emt/fluff/aronai(src) new /obj/item/device/suit_cooling_unit(src) new /obj/item/weapon/material/hatchet/tacknife/combatknife(src) new /obj/item/weapon/card/id/centcom/fluff/aro(src) diff --git a/code/modules/vore/fluffstuff/custom_clothes_vr.dm b/code/modules/vore/fluffstuff/custom_clothes_vr.dm index 0d59490b2a..f7bd87766b 100644 --- a/code/modules/vore/fluffstuff/custom_clothes_vr.dm +++ b/code/modules/vore/fluffstuff/custom_clothes_vr.dm @@ -599,7 +599,7 @@ action_button_name = "Toggle pom-pom" // arokha : Aronai Kadigan -/obj/item/clothing/head/helmet/space/fluff/aronai +/obj/item/clothing/head/helmet/space/void/medical/emt/fluff/aronai name = "Aronai's Helmet" desc = "This spacesuit helmet appears to be custom-made for someone with pointed ears and a muzzle. \ It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \ @@ -622,7 +622,7 @@ else return 1 -/obj/item/clothing/suit/space/fluff/aronai +/obj/item/clothing/suit/space/void/medical/emt/fluff/aronai name = "Aronai's Spacesuit" desc = "This spacesuit appears to be custom-made for someone with digitigrade legs and a tail. \ It is form-fitting enough that it's unlikely to fit anyone but the person it was intended for. \ @@ -716,7 +716,7 @@ /obj/item/clothing/under/rank/khi name = "Delete Me" desc = "Why did you spawn this one? Dork." - rolled_down = 0 + sensor_mode = 3 icon = 'icons/vore/custom_clothes_vr.dmi' icon_state = "khi_uniform_i" @@ -729,6 +729,7 @@ desc = "Kitsuhana Industrial Navy uniform. An extra-comfortable command one, at that. I guess if you DON'T want anarchy for some reason." icon_state = "khi_uniform_cmd_i" item_state = "khi_uniform_cmd" + worn_state = "khi_uniform_cmd" armor = list(melee = 5, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0) sec //Security version @@ -736,6 +737,7 @@ desc = "Kitsuhana Industrial Navy uniform. This one has angry red security stripes. Keepin' the peace in style." icon_state = "khi_uniform_sec_i" item_state = "khi_uniform_sec" + worn_state = "khi_uniform_sec" armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) med //Medical version @@ -743,6 +745,7 @@ desc = "Kitsuhana Industrial Navy uniform. The medical version. Why not just get a new body, anyway?" icon_state = "khi_uniform_med_i" item_state = "khi_uniform_med" + worn_state = "khi_uniform_med" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 5) eng //Engineering version @@ -750,6 +753,7 @@ desc = "Kitsuhana Industrial Navy uniform. One fit for an engineer, by the looks of it. Building the future, one disaster at a time." icon_state = "khi_uniform_eng_i" item_state = "khi_uniform_eng" + worn_state = "khi_uniform_eng" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10) sci //Science version @@ -757,6 +761,7 @@ desc = "Kitsuhana Industrial Navy uniform. For performing science in, based on the color! Only SCIENCE can save us now." icon_state = "khi_uniform_sci_i" item_state = "khi_uniform_sci" + worn_state = "khi_uniform_sci" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 5, bio = 0, rad = 5) fluff/aro //Aro fluff version @@ -764,4 +769,5 @@ desc = "Kitsuhana Industrial Navy uniform. This one has the colors of a resleeving or mnemonics engineer. It has 'Aronai' written inside the top." icon_state = "khi_uniform_aro_i" item_state = "khi_uniform_aro" + worn_state = "khi_uniform_aro" armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0) diff --git a/icons/vore/custom_clothes_vr.dmi b/icons/vore/custom_clothes_vr.dmi index c34c8a3a30..15e8f45e6c 100644 Binary files a/icons/vore/custom_clothes_vr.dmi and b/icons/vore/custom_clothes_vr.dmi differ diff --git a/maps/RandomZLevels/stationCollision.dm b/maps/RandomZLevels/stationCollision.dm index dc9f7e6e1f..b5325c76d8 100644 --- a/maps/RandomZLevels/stationCollision.dm +++ b/maps/RandomZLevels/stationCollision.dm @@ -1,4 +1,3 @@ -<<<<<<< HEAD /* Station-Collision(sc) away mission map specific stuff * * Notes: @@ -203,210 +202,4 @@ var/sc_safecode5 = "[rand(0,9)]" return /obj/machinery/singularity/narsie/sc_Narsie/ex_act() -======= -/* Station-Collision(sc) away mission map specific stuff - * - * Notes: - * Feel free to use parts of this map, or even all of it for your own project. Just include me in the credits :) - * - * Some of this code unnecessary, but the intent is to add a little bit of everything to serve as examples - * for anyone who wants to make their own stuff. - * - * Contains: - * Areas - * Landmarks - * Guns - * Safe code hints - * Captain's safe - * Modified Nar-Sie - */ - -/* - * Areas -*/ -//Gateroom gets its own APC specifically for the gate -/area/awaymission/gateroom - -//Library, medbay, storage room -/area/awaymission/southblock - -//Arrivals, security, hydroponics, shuttles (since they dont move, they dont need specific areas) -/area/awaymission/arrivalblock - -//Crew quarters, cafeteria, chapel -/area/awaymission/midblock - -//engineering, bridge (not really north but it doesnt really need its own APC) -/area/awaymission/northblock - -//That massive research room -/area/awaymission/research - -//Syndicate shuttle -/area/awaymission/syndishuttle - - -/* - * Landmarks - Instead of spawning a new object type, I'll spawn the bible using a landmark! - */ -/obj/effect/landmark/sc_bible_spawner - name = "Safecode hint spawner" - -/obj/effect/landmark/sc_bible_spawner/New() - var/obj/item/weapon/storage/bible/B = new /obj/item/weapon/storage/bible/booze(src.loc) - B.name = "The Holy book of the Geometer" - B.deity_name = "Narsie" - B.icon_state = "melted" - B.item_state = "melted" - new /obj/item/weapon/paper/sc_safehint_paper_bible(B) - new /obj/item/weapon/pen(B) - del(src) - -/* - * Guns - I'm making these specifically so that I dont spawn a pile of fully loaded weapons on the map. - */ -//Captain's retro laser - Fires practice laser shots instead. -obj/item/weapon/gun/energy/laser/retro/sc_retro - name ="retro laser" - icon_state = "retro" - desc = "An older model of the basic lasergun, no longer used by NanoTrasen's security or military forces." - projectile_type = "/obj/item/projectile/practice" - clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face - -//Syndicate silenced pistol. This definition is not necessary, it's just habit. -/obj/item/weapon/gun/projectile/silenced/sc_silenced - -//Make it so that these guns only spawn with a couple bullets... if any -/obj/item/weapon/gun/projectile/silenced/sc_silenced/New() - for(var/ammo in loaded) - if(prob(95)) //95% chance - loaded -= ammo - -//Syndicate sub-machine guns. -/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r - -/obj/item/weapon/gun/projectile/automatic/c20r/sc_c20r/New() - for(var/ammo in loaded) - if(prob(95)) //95% chance - loaded -= ammo - -//Barman's shotgun -/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump - -/obj/item/weapon/gun/projectile/shotgun/pump/sc_pump/New() - for(var/ammo in loaded) - if(prob(95)) //95% chance - loaded -= ammo - -//Lasers -/obj/item/weapon/gun/energy/laser/practice/sc_laser - name = "Old laser" - desc = "A once potent weapon, years of dust have collected in the chamber and lens of this weapon, weakening the beam significantly." - clumsy_check = 0 - -/* - * Safe code hints - */ - -//These vars hold the code itself, they'll be generated at round-start -var/sc_safecode1 = "[rand(0,9)]" -var/sc_safecode2 = "[rand(0,9)]" -var/sc_safecode3 = "[rand(0,9)]" -var/sc_safecode4 = "[rand(0,9)]" -var/sc_safecode5 = "[rand(0,9)]" - -//Pieces of paper actually containing the hints -/obj/item/weapon/paper/sc_safehint_paper_prison - name = "smudged paper" - -/obj/item/weapon/paper/sc_safehint_paper_prison/New() - info = "The ink is smudged, you can only make out a couple numbers: '[sc_safecode1]**[sc_safecode4]*'" - -/obj/item/weapon/paper/sc_safehint_paper_hydro - name = "shredded paper" -/obj/item/weapon/paper/sc_safehint_paper_hydro/New() - info = "Although the paper is shredded, you can clearly see the number: '[sc_safecode2]'" - -/obj/item/weapon/paper/sc_safehint_paper_caf - name = "blood-soaked paper" - //This does not have to be in New() because it is a constant. There are no variables in it i.e. [sc_safcode] - info = "This paper is soaked in blood, it is impossible to read any text." - -/obj/item/weapon/paper/sc_safehint_paper_bible - name = "hidden paper" -/obj/item/weapon/paper/sc_safehint_paper_bible/New() - info = {"It would appear that the pen hidden with the paper had leaked ink over the paper. - However you can make out the last three digits:'[sc_safecode3][sc_safecode4][sc_safecode5]' - "} - -/obj/item/weapon/paper/sc_safehint_paper_shuttle - info = {"Target: Research-station Epsilon
- Objective: Prototype weaponry. The captain likely keeps them locked in her safe.
-
- Our on-board spy has learned the code and has hidden away a few copies of the code around the station. Unfortunatly he has been captured by security - Your objective is to split up, locate any of the papers containing the captain's safe code, open the safe and - secure anything found inside. If possible, recover the imprisioned syndicate operative and recieve the code from him.
-
- As always, eliminate anyone who gets in the way.
-
- Your assigned ship is designed specifically for penetrating the hull of another station or ship with minimal damage to operatives. - It is completely fly-by-wire meaning you have just have to enjoy the ride and when the red light comes on... find something to hold onto! - "} -/* - * Captain's safe - */ -/obj/item/weapon/storage/secure/safe/sc_ssafe - name = "Captain's secure safe" - -/obj/item/weapon/storage/secure/safe/sc_ssafe/New() - ..() - l_code = "[sc_safecode1][sc_safecode2][sc_safecode3][sc_safecode4][sc_safecode5]" - l_set = 1 - new /obj/item/weapon/gun/energy/mindflayer(src) - new /obj/item/device/soulstone(src) - new /obj/item/clothing/head/helmet/space/cult(src) - new /obj/item/clothing/suit/space/cult(src) - //new /obj/item/weapon/teleportation_scroll(src) - new /obj/item/weapon/ore/diamond(src) - -/* - * Modified Nar-Sie - */ -/obj/machinery/singularity/narsie/sc_Narsie - desc = "Your body becomes weak and your feel your mind slipping away as you try to comprehend what you know can't be possible." - move_self = 0 //Contianed narsie does not move! - grav_pull = 0 //Contained narsie does not pull stuff in! - -//Override this to prevent no adminlog runtimes and admin warnings about a singularity without containment -/obj/machinery/singularity/narsie/sc_Narsie/admin_investigate_setup() - return - -/obj/machinery/singularity/narsie/sc_Narsie/process() - eat() - if(prob(25)) - mezzer() - -/obj/machinery/singularity/narsie/sc_Narsie/consume(var/atom/A) - if(is_type_in_list(A, uneatable)) - return 0 - if (istype(A,/mob/living)) - var/mob/living/L = A - L.gib() - else if(istype(A,/obj/)) - var/obj/O = A - O.ex_act(1.0) - if(O) del(O) - else if(isturf(A)) - var/turf/T = A - if(T.intact) - for(var/obj/O in T.contents) - if(O.level != 1) - continue - if(O.invisibility == 101) - src.consume(O) - T.ChangeTurf(/turf/space) - return - -/obj/machinery/singularity/narsie/sc_Narsie/ex_act() ->>>>>>> 67330d1df626506b796a218c7c261e868060db9c return \ No newline at end of file